-
Posts
132 -
Joined
-
Last visited
Everything posted by tomm434
-
Hello, folks! I know this isn't a Fallout thread but there are many good voice actors here I just wanted to know if anyone here is interested in voicing unusual companion for Fallout: New Vegas. Here's the copy of my original message. Feel free to PM me.
-
Having trouble implant script
tomm434 replied to EssArrBee's topic in Fallout New Vegas's Discussion
You can use spell which lasts 30 seconds and restores 2 hp\sec. But to add that spell and to store gamedays and else you should use anything else (like Quest for instance) -
Having trouble implant script
tomm434 replied to EssArrBee's topic in Fallout New Vegas's Discussion
Well, first of all - variables in your script are spell variables - they exists only while spell works so you can't use them to store gameday. You need to use quest for that. And I don' really understand what you're trying to do here. Spell works only for its duration which means that code inside "begin ScriptEffectUpdate" will execute only while spell is active. I think it's better to create a quest for what you want to do instead of spell. -
Hello everyone. Since may 2014 I've been working on a companion mod named "Lunette". Now she's got over 2000 lines, unique features which have not been present before in any companion I met so far. Lunette is ready. All I need to do is to add sound files and I will be able to release her. http://s18.postimg.org/v4yfz6qb9/Sit2.jpg Right I need a female voice actress for the Lunette. Keep in mind that the amount of work is big (she has about 2000 lines!). For the past 3 month I've been working with a voice actress who dissapeared without a trace. Please - if you plan to respond - be responsible. I don't expect you to voice all lines in one week. Nor that I will PM you every day to check how you are doing. But considering my last unfortunate experience, I'd like to get in touch with you at least once a week so I know that you're still working on project. Most of the lines are easy but there will be moments where you'll have to show emotions in your voice. She is 18 so she should have young voice (but not kiddish). I would very much appreciate if you work in GECK - that would save a lot of my and your time. But if it's not possible to work in GECK I can extract script for you. Also in case you can't play mod itself I can send you videos of walkthrough captured by me so you can see ingame cutscenes. Feel free to contact me via PM or in this thread.
-
Failing quest objective via script?
tomm434 replied to Jokerine's topic in Fallout New Vegas's Discussion
I think you can do this Objective 40 is : -Bring NPC 3 bottles of Nuka-kola Objective 41 is : -Bring NPC 3 bottles of Nuka-kola (Failed) Script is SetObjectiveCompleted FailQuest 40 0 ; silently remove objective from the list SetObjectiveCompleted FailQuest 40 1 ; display new fake "failed" objective -
follower voice/voices when weapon drawn
tomm434 replied to peppefarina's topic in Fallout New Vegas's Discussion
you need to delete topic(response!) like "PLAYERWEAPNHOLSTER" in Followers quest(where all companion reactions are located). I don't have access to GECK right now, can't tel you exact topics. -
Quest Scripts Timing Out?
tomm434 replied to wolfpack91's topic in Fallout New Vegas's Mod Troubleshooting
maybe you'll consider showing us the quest script? Could be a simple condition block mistake(like if you type DoOnce and then code only executes one time but only for one game session). Or try using If getgameloaded||Getgamerestared conditions. -
It is indeed. Well, if reinstalling doesn't help... then maybe GECKPU will. I heard that it affects window size(it doesn't affect it really, it's long to explain). http://www.nexusmods.com/newvegas/mods/41642/? If you already have PU, try deleting it and see if that works.
-
Well, that's a long process. I actually have guide on other site that might get you into scripting but it's not allowed here. I'll send you PM on how to find the article. And it's not that easy. Scripting is hard and it'll be some time before you can do it easily.
-
You can add as much buttons (options) as you want in terminal and each of them has its own result script. And in result script you can do pretty much anything you want.
-
Wait. You sais that you installed GECK for both games. I hope you are using different versions for each game. http://fallout.bethsoft.com/eng/downloads/geck.php
-
Try deleting GECKCustom.ini, not GECKPrefs.ini (make backup fisrt) from document foldier.
-
you can set any value to misc item. Don't know what you mean. Script should safe fine.
-
oh thanks I was getting worried!
-
Item Result Script not working
tomm434 replied to AntiNovel's topic in Fallout New Vegas's Mod Troubleshooting
Why don't you do this: ref playerItemRef set playerItemRef to player.GetEquippedObject 2 playeritemref.setCurrenthealth 100 It will detect any armor that player is wearing. Then I think you can use setCurrentHealth command I've never tried but this might work. http://www.gribbleshnibit.com/projects/NVSEDocs/#GetEquippedObject http://www.gribbleshnibit.com/projects/NVSEDocs/#SetCurrentHealth ps. SetCurrentHealth works and you need to know exactly how much health you need for the item(each armor has its own maximum health value), try using "GetHealthPercentage" on item ref and then find out what maximum health is ( via simple mathematic). -
Hello. I'm sorry if this question's been answered before. I was looking at ban section and saw that someone got banned because in PM he admitted that he was using pirate version. So, I've got a question - do moderators read private messages?
-
Create a token(misc item) under "misc" tab and set any value to it. Call it "Note" Then attach script to it begin OnnAdd player player.addnote yournote removeme endThus in the moment player bought the item, note is added to his inventory and this mist item is deleted.
-
Export cell for editing
tomm434 replied to tomm434's topic in Fallout New Vegas's Mod Troubleshooting
Thanks a lot! It worked.FNVPluign is a great thing :). -
Export cell for editing
tomm434 replied to tomm434's topic in Fallout New Vegas's Mod Troubleshooting
Are you sure that FNVpluign will merge everything right? I tried merging dialogues in it and when there were 2 identical records, that program only could add them to file by changing the name of the transferred records but not by simply replacing them with each other. -
Hello. I have a esm file and I want to export one cell for another person to edit and then merge the cell back to esm when he is done. But I have problem - I have a lot of packages and these packages use markers in this cell. When I edit the esp with the cell and try to merge it back,all script packages lose markers. Instead of markers there are "(none)in(nonce)" When I copy "aacave" with its temporary and persistent references to new esp, I leave original Cell in the master file so packages don't lose markerks. So, I finished edited "aacaveDUBLICATE000" cell(Dublicate000 is added when I open esp at GECK and it realizes that there are 2 aacave cells and adds "DUBLICATE000" to the cell name and every reference there is). Now I want to merge it. In FNVEdit I delete "aacave" cell and copy override "aacavedublicate000cell" and manually delete "Dublicate000" from the cell name and the name of every reference. And packages still lose markerks. I though that I could "deceive" GECK by adding cell and reference with the same name. Can anyone help me? What should I do? I definately need to split file into 2 so I can work on the mod while another person is editing the cell.
