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Roycesraphim

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Everything posted by Roycesraphim

  1. So I have this other computer I am using for 2 weeks that i had an old install on and beat the game with. What is the best way to clean up all the old installed mods (from before I learned of FOMM) in one fell swoop? I'm looking for speed and I have a decent connection to Steam to download everything.
  2. Thats the problem, I want it to trigger for any one who walks into the area (water). I'd rather not list every enemy NPC and just have them get hurt when they enter.
  3. Ineresting, I'll definitely have to look into that. I was more looking for doing away with the experience system completely, though. Thanks for the ideas! Ouch, that's a beast of a different color. Most of the quest rewards are written into the quest, so if you wanted to stop them from giving XP, you'd have to change these quests. Now removing them from killing creatures and npcs.....I have no clue.
  4. The outfit is this - http://www.fallout3n...ile.php?id=5028 And the pipboy seems to be this - http://www.fallout3n...ile.php?id=1225 Thank you
  5. Damn, I know which one that is too, it got ripped off by someone else not giving credit. Benny posted this back on page 58, what clothes are these?
  6. I'd love to see them sneak into towns/bases and go nuts. Game breaking...but interesting.
  7. That'd be one of the Type 3 Body Replacer's clothing packs. Thank you.
  8. #1 Good job at creating a vision of something damn interesting. #2 You might catch more fish by sending a message to people who've already created decent armor and clothes. The people who have the skill to do something of this sort may not see your thread. #3 Check the nexus for specific weapons,fallout 3 nexus Mosin–Nagant gave me this.
  9. You should also double check the load order of the AI package so he isn't ignoring the chair in leiu of another package.
  10. so will damageActorValue without a REF damage everyone in the trigger?
  11. So the plan I have for a future update is that you lead some people into a room with some water and when they start milling around, you run to the second floor and hit a switch that enables a marker that is parent to sparking effects in the water and on the walls and to the trigger for the ground floor. This is the script I plan for the ground floor trigger. Ideally, with at least 5 people down there, I plan for a few people to get shocked at a time and you have to run and reset the generator (the switch you hit first) to reactivate the trigger. scn VTFIMQ2WatertrapScript short shockcount Begin Ontrigger If (getstage VTFIMQ2 == 164) DamageActorValue Health 5 set shockcount+1 setenemy VTFFaction VTFFaction VTHamEslin 0 0 setenemy VTFFaction VTFFaction VTHamPhae 0 0 setenemy VTFFaction VTHamPhae Player 0 0 setenemy VTFFaction VTHamEslin Player 0 0 Elseif (getstage VTFIMQ2 == 168) DamageActorValue Health 5 set shockcount.shockcount+1 setenemy VTFFaction VTFFaction VTHamEslin 0 0 setenemy VTFFaction VTFFaction VTHamPhae 0 0 setenemy VTFFaction VTHamPhae Player 0 0 setenemy VTFFaction VTHamEslin Player 0 0 endif END Begin gamemode If shockcount == 5 ShockTrapMarker.disable showmessage VTFIMQ2GenOverload endif end
  12. Power armor, no. Creatures/NPCs you can build, yes! Especially roaming assault dolls picking up clothing off dead humans.
  13. OOH! I know this! Open up geck and find the quests with ...CG! Character generation. CG1, CG2, CG3, and CG4. Look around in quest stages and you can find the script commands for disabling leveling. You can find them around quest stage 0 or 1, really early in the quest.
  14. I always wanted to mod a dyson sphere worldspace with the sun in the middle. FInal chapter takes you outside the sphere onto Mamma's belly. Picture how spider's fly.
  15. Whew, now they don't look like humans with funny heads and a tail. Bravo.
  16. Oh nine divines, please make writing dialog and creating world spaces easier. Oh, and easy workarounds to create infinite pits of death.
  17. Try installing it manually with FOMM, if the creator made a new type of door, you will need to install the textures and/or meshes in the proper folder. Did you run into any trouble when you looked up the weapons in GECK?
  18. I had this problem when I made the NPCs have custom faction, but I didn't set their faction in relation to the enemies in the wasteland. Once I set them as seeing the wild animals as enemies, then they fought. Although now I have the problem that they fight but won't use the weapons I gave them (yes, they have ammo and the skills, hell, I put both the ammo and the leveled list ammo so they should at least shoot something)
  19. So I've been watching Exosquad and some of the fights got me thinking of Code Geass and that let me to want some more from my robot fights. Ideally, I'd get something looking like a mech but moves like this. http://www.youtube.com/watch?v=0_kU5CRGKXE The main thing I want is that flightly, fast moving glide style that makes it hard to track.
  20. I saw a picture somewhere with the Vault Suits re-textured purple or some derivative of it. I would like to know more.
  21. So the plan is for the player to be a bad boy or girl and cause an organization to turn on itself and then its ever flag for itself. I downloaded the list of functions from the geck wiki but didn't see anything that would let me change 3 factions at once.
  22. So I have a mod with a vault that's infested with mirelurks. There are 7 that I have made specific to the quest. 3 in one room, 4 in another. I have it scripted so far with 1 path that I know works, and two others that I'm not so sure about. The first path is turning on an elevator for help (VTFIMainquestliberation == 100) The second path is getting the assignment for the elevator and killing them yourself (vtfimainquestliberation == 75), in which help joins you in the second room (vtfimainquestliberation == 150). The third option is the one I keep getting crashes and no quest advancement is where you sneak in the back door and kill either room in either order (vtfimainquestliberation == 20) -> (vtfimainquestliberation == 175) scn VTFIMQCrabbake ;this is for the mirelurks in the atrium . Begin ondeath if (VTFIMirelurk2Ref1.getdead == 1) && (VTFIMirelurk2Ref2.getdead == 1) && (VTFIMirelurk3Ref1.getdead == 1) if (GetStage VTFIMainquestLiberation == 100) ;If the player unlocks the elevator before killing the mirelurks in the atrium setstage VTFIMainquestLiberation 150 VTFIJTMarshREF.AddScriptPackage VTFIMQ150JTMarshdialog elseif (GetStage VTFIMainquestLiberation == 75) ;if the player kills the mirelurks in the atrium before unlocking the elevator setstage VTFIMainquestLiberation 150 VTFIJTMarshREF.moveto AbleAttack VTFIJTMarshREF.AddScriptPackage VTFIMQ150JTMarshdialog VTFVADoor.Unlock VTFISurfaceSwitch.Enable endif ;this is for the mirlurks on the farm elseif (Getstage VTFIMainquestLiberation == 150) && (VTFIMirelurk2Ref3.getdead == 1) && (VTFIMirelurk2Ref4.getdead == 1) && (VTFIMirelurk3Ref2.getdead == 1) && (VTFIMirelurk3Ref3.getdead == 1) setstage VTFIMainquestLiberation 200 VTFIJTMarshREF.AddScriptPackage VTFIMQ200JTMarshdialog endif ;this is for the 175 Rambo option... elseif (GetStage VTFIMainquestLiberation == 20) if (VTFIMirelurk2Ref1.getdead == 1) && (VTFIMirelurk2Ref2.getdead == 1) &&(VTFIMirelurk2Ref3.getdead == 1) && (VTFIMirelurk2Ref4.getdead == 1) && (VTFIMirelurk3Ref1.getdead == 1) && (VTFIMirelurk3Ref2.getdead == 1) && (VTFIMirelurk3Ref3.getdead == 1) setstage VTFIMainquestLiberation 175 endif endif end This was my latest script and now things are crashing.
  23. So first off. I at the tail end of my action packed mod. Hooray! So, the portion of this quest involves the map attached to the post. I've had trouble using packages to make characters move from one cell to another. Right now I use .moveto to move a set of characters from that big blue square with the cup and radio to the Square with the plus in the middle. I did this because every time I tried to add a package to the squad, they would either run around the cell looking angry, or bunch up at the exit to the cell. What I did to fix I used a script to check the death of the mirelurks (thank you for your critique of that script) and add 1 dialog package which add travel packages to the rest of the squad. Most make it there though a few get lost in the room. Here's my dilemma. I'm still noticing odd behavior and people getting lost. I want to use a trigger tied to the quest stage that checks if everyone in Able squad who is not dead is in the room and move them into there. I also need advice on how one uses a travel package or any technique to move from one cell to another. Can NPCs use activators to transition from cell to cell instead of doors? (Using an elevator switch to teleport to the surface) Thank you so much for your help and for helping me come so far these past 6 months!
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