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Everything posted by tomm434
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Have you marked your pluign as .esm?
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11 Fiends appear next to my NPC when I enter interior
tomm434 replied to NDDragor's topic in Fallout New Vegas's Discussion
EDIT: Delete -
Greetings, folks. I present you Lunette - unvoiced companion with over 2200 lines. http://s28.postimg.org/esswhubl9/Fallout_NV_2015_04_05_01_28_28_81.png Teaser-Trailer http://www.dailymotion.com/video/k2gSCa0hLvV3olaF4Dp Some of Lunette's features: -Lunette is quest-aware. -Lunette can change her hair -Lunette can change her hair color -Lunette can remember any hair from any female NPC and then replicate it on her -Lunette can take photos of player -Lunette will comment on player playing in Casinos -Lunette will start random conversations with you -Will level up with you (with dialogues) -Will take photos when travelling -Will buy food herself from merchants -Will criticise player character if she's stealing items. -May try to heal player after combat if player has less than 30% of health points -and many many more (Don't want to spoil the surprise) Screenshots: http://s4.postimg.org/fwrolcatl/Fallout_NV_2015_04_05_01_41_11_12.png http://s4.postimg.org/khdv09uix/Fallout_NV_2015_04_05_01_42_44_48.pnghttp://s4.postimg.org/dly7uwpft/Fallout_NV_2015_04_05_02_02_24_30.png http://s4.postimg.org/wyp416f2h/Fallout_NV_2015_04_05_01_51_09_07.png http://s4.postimg.org/4n3k44v61/Fallout_NV_2015_04_05_01_54_07_05.png http://s4.postimg.org/iae7q3emh/Fallout_NV_2015_04_05_02_05_32_70.png http://s24.postimg.org/c9ie98jr5/Fallout_NV_2015_04_05_02_06_10_67.jpghttp://s15.postimg.org/qyddg5u9z/Fallout_NV_2015_04_05_02_00_51_18.jpghttp://s4.postimg.org/4ygf35m89/Fallout_NV_2015_04_05_02_44_46_00.jpg FAQ: - For how long have you been making her? - Since April 2014 - Why is she unvoiced?! - Well, I had her ready by November 2014 but I had problems finding voice actress for her. When I found one, she bailed out after a few months without even notifying me. Same thing happened with other one. I decided I will release her soon so maybe after the release someone would finally voice her. - Is she romanceable? - Yes but not the way you except it to be - Something special about Lunette? - Everything. For instance she won't kill. Ever. You can't give her your weapons. She won't wear meduim or heavy armor because it's too heavy for her. She may leave player if he's bad person. She will progress with you, some of her features will be avaiable only after you've traveled with her for a while. - Has she got any story quests? - Of course she has. - Have you been working alone? - No, I had help from my friends. Don't worry you'll see them all in Credits list :cool: - Do you need any help? - Lunette is absolutely ready. But if you're reliable voice actress who is ready to record 2200 lines and work in GECK and won't bailout - please PM me. -When are you going to release Lunette? -I'm waiting on a voice actor to send me the lines for one of the male characters. I think he'll manage to do it next week.
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Forced Dialogue for quest HELP!
tomm434 replied to DingleMcDonglic's topic in Fallout New Vegas's Discussion
You should create a shortcut. Path will look like this Steam\steamapps\common\Fallout New Vegas enplczru\nvse_loader.exe" -editorand always launch GECK via this shortcut. So when you make mistake in script compiler won't compile the script and will tell you what you did wrong. -
Forced Dialogue for quest HELP!
tomm434 replied to DingleMcDonglic's topic in Fallout New Vegas's Discussion
yep. I repeat - install GECK PU and launch GECK via NVSE - if script compiles then you at least didn't any mistake in conditions nesting. It's really useful! -
Forced Dialogue for quest HELP!
tomm434 replied to DingleMcDonglic's topic in Fallout New Vegas's Discussion
Your condtions are wrong. Are you sure you use GECK PU + NVSE? Good thing about GECK PU and NVSE is that you'll see your mistakes after hitting "compile" button. In this case you should add additional nest of conditions begin OnTriggerEnter Player if Triggered ==0 if GetQuestRunning DarrenDukeYoullNeverWalkAloneQuest == 1 set DarrenDukeYoullNeverWalkAloneQuest.talking to 1 set triggered to 1 endif endif endGetQuestRunning is a condition so if player enters trigger and Triggered == 0 and quest DarrenDukeYoullNeverWalkAloneQuest is running next 2 lines will execute. -
You need gamemode script. Use quest with default (5 second delay) ScriptName MyTeleportQuestScript begin gamemode if FollowerRef.GetDistance PlayerRef > 4000 ; FollowerRef is the reference of your follower FollowerRef.MoveTo PlayerRef endif end
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Hello folks. Still looking for voice actress for Lunette (about 2100 lines of dialogue) - companion for Fallout New Vegas. http://postimg.org/image/v4yfz6qb9/ Here's the video http://www.dailymoti...yftmp2uFfTa0uaV Mod is 100% ready and tested . The only thing that remains is voice acting. If anyone here is interested please PM me.
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Creature cant use Melee and Ranged
tomm434 replied to alexcrazy14's topic in Fallout New Vegas's Discussion
As far as I rememeber creatures have their own list of weapons they can use - check Form ID of your companion for that field. -
Hello folks. Still looking for voice actress for Lunette (about 2100 lines of dialogue) http://postimg.org/image/v4yfz6qb9/ Here's the video http://www.dailymotion.com/video/k2gvyftmp2uFfTa0uaV Also I have another role in this mod - about 100 lines. If you can do deep badass voices (like Lanius (http://fallout.wikia.com/wiki/Lanius) or Ulysses (http://fallout.wikia.com/wiki/Ulysses) please respond. Mod is 100% ready and tested . The only thing that remains is voice acting.
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Demeggy, what are you trying to achive with this code? I my version player clones is already set to be "PlayerBodyRef". Do what you want with this reference.
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You can use this code ref PlayerBodyRef set PlayerBodyRef to Player.PlaceAtMe 7 1 PlayerBodyRef.setRefVariable "clonedBodyRef" questNameHere
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http://geck.bethsoft.com/index.php?title=GetEquippedObject Compare 2 references frpm time to time and you got it.
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You need to use conditions. There should be "GEtObjectiveCompleted" condtion in dialogue tab. If there's no such a thing try setting any quest variable to 1 and add GetQuestVariable to dialogue condtion.
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Creating Mercenary Companions
tomm434 replied to leeconnor's topic in Fallout New Vegas's Discussion
You need to create a new quest for that NPC. (make it "enable from game start") Look at vanilla quests with dialogues and do the same. The line NPC says after player activates is in "Greeting" topic (Create new quest and add this topic to it). Inside you create reponses http://postimg.org/image/z14zfiby3/ Look at this picture. In 1 topic there can be many reponses. (there can be only one of them be present at a time). To specify the exact response you want you need to use conditons (the simpliest of them is GetIsID - it ties response to particular NPC) Just try to do something and you'll learn quick =) -
If I execute "COC goodsprings" during cutscene or some event I wouldn't even complain. But author's mod will be running on the background and I what, shouldn't use console commands at all? Then in mods description there should be warning like "Don't use COC command at all". His mod affects all NPC on the map (including those who are from my mod). Moreover it changes their stats! I don't know any other mod that do that. I don't want any mod to change stats of my NPC.
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The idea is good but implementation is not at all. Scanning cell, giving NPC spells (to every one of them! and each spell wil continiously check for "IsInCombat") and changing ACTOR VALUE (with a risk of permanent save damage because if mod is uninstalled - all spells on NPC will be dispelled immediately and if NPC is still equipping weapon he will lose his original agility value forever. Or what if player just type "coc Goodsprings" when combat started and spell on NPC stops working (they do that) just to make weapon equipping slower? Oh no. I'll sure add this mod to incompatible list for my mod.
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You can't just apply object script to NPC around. Script will run on them only once (one frame) in 10 seconds. It won't "catch" the moment they enter combat. What you're trying to do here can be done but that would require making heavy and difficult scripts (store all NPC into arrays, then mark them to make sure script runs only once, catch the moment they enter combat by checking "IsInCombat" for each of them,change agility and stuff, unmark them . That's not worth it in my opinion.That would require script less which will slow game down. And that will probably require making NX vars for each of them to store their agility and "status".
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I meant User.getEquipped Weapon == 1
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1) Begin OnStartCombat won't work inside item's script. It works only for NPC object script 2)Also set weapon to GetBaseObject if weapon.isequippedseems wrong. weapon becomes an Form ID and you use reference syntax in the second lines (which won't work on Form IDs) If you want to do this replace second line to if User.GetItemEquipped weapon == 1
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Quick question about script during dialog
tomm434 replied to reglov's topic in Fallout New Vegas's Discussion
Every dialogue in the game. -
Quick question about script during dialog
tomm434 replied to reglov's topic in Fallout New Vegas's Discussion
Script can be run when player is in dialogue menu http://geck.bethsoft.com/index.php?title=MenuMode begin menumode 1009 if IsControlPressed 12 ;script endif endBut I have no idea how to stop the game completely. Have you tried hitting console button? -
YOu need to place force field on the map and give it a reference. Then do script ForceFieldRef.enable 1it will looks like force field got switched on.
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Please Help: Scripting a Fade to black scene.
tomm434 replied to a topic in Fallout New Vegas's Discussion
hm code looks fine. So these lines execute RemoveImageSpaceModifier BlackSexISFX ApplyImageSpaceModifier FadeInFromBlack4sISFX But control is not enabled? If so... You need to spam "enableplayercontrols" before controls becomes enabled try using If getPlayerControlsDisabled 1 == 0 ; if player movement is NOT disable ;stop the scene, unfade black screen else ; if player movement is disabled enableplayercontrols endif -
In need of help scripting explosions...
tomm434 replied to Mlucci4036's topic in Fallout New Vegas's Discussion
Take a look at script for NellisArtilleryActivatorEntrance activator. When player enters (begin OnTriggerEnter) some vars are set for begin gamemode block. Then game randomly creates explosions near player (I think rTarget is set to be player reference somwhere in the script) set fRelativePos to rTarget.GetPos Y + fRandom ArtillerySourceMarker.setPos Y fRelativePos set fRelativePos to rTarget.GetPos X + fRandom ArtillerySourceMarker.setPos X fRelativePos endif set angle to ArtillerySourceMarker.GetHeadingAngle NellisMainGateREF ArtillerySourceMarker.SetAngle Z angle ArtillerySourceMarker.PlaceAtMe FXNellisArtilleryStrike01 Explore this script.
