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CaughtInTheCrossfire

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About CaughtInTheCrossfire

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    Australia
  • Favourite Game
    Fallout: New Vegas

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  1. Hi there, I was hoping to get permission to use one of the armours from Courier's Cache as a mod asset. Do you think that would be okay? Kind Regards, Crossfire
  2. I'm very happy about this. Setting it at the exact same time as FO3 would've been such a wasted opportunity. On a side note, any idea what "Lista de Extras" is going to be?
  3. Harland. That ghoul mercenary working for the bright brotherhood.
  4. Wow, this is amazing. It's good to have you back Someguy. I'm glad you managed to work through all that OCD stuff. Even better that we'll be getting NVB III and so soon as well. Do you think you'll be revisiting youtube? Your vids were pretty hilarious.
  5. If a mod author wants to charge for a mod that they've made and there is a platform available for them to do it legally, then I won't hold that against them. However, I will never pay for a mod. I just won't. Nor will I ever charge for a mod that I make. So long as those of us who believe in free modding are able to get together and do our own thing, I'm happy. I believe in choice. So I'm only going to get up in arms if it gets to the point where the only mods you can use are the paid ones and the only place to get them is through the official platform. But, by the time that happens, I'll probably already be too jaded and cynical that I'll already have quit gaming.
  6. In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804, #24738919, #24738944, #24738974, #24739104, #24739184, #24739199, #24739204, #24739289, #24739329, #24739359, #24739394, #24739409, #24739474, #24739514, #24739544, #24739564, #24739609, #24739619, #24739639, #24739689, #24739759, #24739784, #24739884, #24739949, #24739999, #24740019, #24740029, #24740039, #24740124, #24740139, #24740174, #24740184, #24740199, #24740234, #24740349, #24740469, #24740494, #24740509, #24740569, #24740579, #24740584, #24740694, #24740734, #24740789, #24740809, #24740814, #24740834, #24740844, #24740859, #24740899, #24740939, #24740959, #24741039, #24741074, #24741079, #24741154, #24741159, #24741164, #24741289, #24741369, #24741419, #24741429, #24741444, #24741449, #24741529, #24741644, #24741674, #24741699, #24741714, #24741744, #24741754, #24741764, #24741784, #24741804, #24741884, #24741959, #24742024, #24742104, #24742119, #24742154, #24742169, #24742194, #24742314, #24742444, #24742464, #24742489, #24742509, #24742524, #24742564, #24742579, #24742634, #24742744, #24742799, #24742804, #24742964, #24743039, #24743319, #24743439, #24743614, #24743699 are all replies on the same post. The paid model was unsuccessful. You may have made some awesome mods but if people don't want to pay for them, that isn't bullying, abuse or trolling. That's the market at work. ...and I'm sick of the youtube analogy. Modding and youtubing aren't equivalent. Youtubers may be making money but no one is charging the viewers anything to consume their product.
  7. Thanks for such a quick and clear response. I'll have a look and see if what I'm looking for is in the FNV files and if not, it won't be such a huge loss. Cheers, mate.
  8. This is probably a stupid question but I have to absolutely sure about it. Am I allowed to upload, as part of my mod of FNV, armours and weapons that have been ported from Fallout 3? My guy tells me that its illegal but Im holding out for a loophole for games under the same license.
  9. I like this idea. It wouldn't even be that hard to implement considering that they wouldn't be as big as your average vault. I think it makes sense that Vault-Tec may have had some small competitors in the doomsday-proof bunker business, except maybe unline vault-tec these guys actually wanted to keep people safe. Just what I thought of as I was reading your post.
  10. Goodness me. There's so many replies. I'm gonna try these suggestion when I get a chance and I'll let y'all know what happens. Thanks again. =D
  11. @Jet4571 I went and gave him a refid. I called him 01BobREF. But the geck kept telling me that 01BobREF was not found. So I changed his refid to BobBobREF because I figured "hey, maybe the geck just hates numbers" and I put that in a script and it was fine with it. When I went into the game to test it out, however, it didn't work. I've ended up just using ResetAI in the topic result script. It works, in that it makes him get off his ass and go outside to talk to his best mate frank, although his animation getting off the stool is really jerky and sped up and looks garbage but i might just need to settle for that. I justn hope there isn't some major repercussion to using it, the geck website makes it out to be a really severe last resort. The tutorials ive looked at, everyone ive spoken to and just my common sense all tell me that the method you suggested shouldve worked. But its not. Bob just keeps sitting on his ass in the goddamn mojave outpost just drinking his beer and mocking me, like a bastard. I've found a solution in the ResetAI thing. i'm kinda bothered by this though. it feels like im settling for less and also that there is some weird underlying yet simple thing that im doing wrong which im not gonna figure out until it no longer even matters. But anyway, thanks soooo much to you guys, Fallout2AM and Jet4571, that took the time and helped me out. I really appreciate it =D
  12. @Jet4571 Thank you for your response. I'm going to go and try that now. Just one incredibly stupid noob question though, if Bob's editor id is 01Bob, would i type it out like 01BobRef.evp or just BobRef.evp or 01Bob.evp or something else entirely?
  13. @Fallout2AM Cheers for the response. I'm really new to scripting. Does it matter which script I put BobREF.evp in? The only script I've got running so far is a quest script to enable two different objectives to be shown at once. I haven't attached a script to Bob yet. Should I do so?
  14. Hi everyone, I'm wondering if anyone can help me with a problem I'm having in the geck. Basically I want to have an npc (Bob) sitting at the bar in the Mojave Outpost, drinking a beer. Easy enough, right? I just made an 'eat' package, specified food type as 'beer' and set eat location to the stool I want him on. It works no problem. Easy peasy. What I want next is for the player to get a quest where they are instructed to go and tell Bob to go outside and stand next to another npc (Frank). I've created the quest perfectly fine as well as the package which directs the npc to 'travel' outside to an x marker next to Frank via a 'travel' package. The way I've set it up is that the quest objective will come up as "Go tell Bob to meet Frank outside". So when I go to Bob I've got a dialogue option/topic "Frank wants you to meet him outside" with a result script of: "setobjectivecompleted bobandfrank 15 1" I also set the condition for the 'eat' package to: "GetObjectiveCompleted bobandfrank 15 == 0" and I've got the 'travel' package on a condition of: "GetObjectiveCompleted bobandfrank 15 == 1" So I what I expect to happen is that when I go into dialogue with Bob and I select the topic with the script that sets the objective as completed, the condition on the 'eat' package ceases to be satisfied and the condition on the 'travel' package becomes satisfied and Bob just goes from one to the other. Gets up and goes outside. However, this isn't the case he just keeps sitting there. I tried deleting the 'eat' package so that he's just standing around when I tell him to go outside and that works fine. So I know it's not an issue with either package individually because they both work fine on their own. Its just when I put them together that theres an issue. I'm thinking that maybe there is some problem I'm not aware of when it comes to switching between packages, even when only one of them has its conditions met. I've read on the geck website that the packages are evaluated every ten seconds and that an actor will pick whichever package is first on the list and has met its conditions. So I thought maybe I just need to wait 10 seconds after telling him to go outside and it will just kick in but that doesn't work either. There is a script function "[ActorRefID].EvaluatePackage" which apparently forces the actor to evaluate their packages and pick the next one that's been satisfied. I basically want to run that on Bob just after I tell him to go outside. But I don't know how to exactly. My scripting skills are incredibly limited. I've poured over all the tutorials I can get my hands on and none of them can help me with this issue. I'm all out of ideas on how to get this to work and this is the last solution I can come up with. Is there anyone that can please tell me how to run "[ActorRefID].EvaluatePackage" on Bob? OR Is there anyone who can tell me an alternative way of getting this done? Thank you in advance to anyone who can help me. Any contributions and other perspectives are greatly appreciated. I'm sorry if this has been a little wordy. If you stuck around for the whole thing, you're my absolute hero.
  15. Hi everyone, I was wondering how many of you envision the Hub, Junktown and the Boneyard at the time FNV takes place. We get a few tidbits of information from NPCs but I don't think that those details are enough on their own to really build a detailed and coherent picture of these places. I was just wondering how some of the people, here on the forum, believe they would have developed. A long time has passed since we've have actually seen any of these places, so how do you fill in the blanks? Thanks in advance for any replies. This question has been playing on my mind for a little bit lately. Cheers =D
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