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Everything posted by Roycesraphim
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So, what I have laid out is that there is an important room where there are mirelurks. I hit and switch and people swarm in. I want the quest to advance when the Mirelurk hunters and king are killed. Then the people advance with the player character to farm and kill the mirelurks there. I plan to have these mirelurks have the following scripts. scn VTFIMQCrabshell ;this is for the mirlurks in the atrium Begin ondeath if (VTFIMirelurk2Ref1.getdead = 1) (VTFIMirelurk2Ref2.getdead = 1) (VTFIMirelurk3Ref1.getdead = 1) setstage VTFIMainquestLiberation 150 endif end scn VTFIMQCrabbake ;this is for the mirelurks on the farm. Begin ondeath if (VTFIMirelurk2Ref3.getdead = 1) (VTFIMirelurk2Ref4.getdead = 1) (VTFIMirelurk3Ref2.getdead = 1) (VTFIMirelurk3Ref3.getdead = 1) setstage VTFIMainquestLiberation 200 endif end Please critique. Thank you.
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So I have a character I want to perform a doctors script animation like Red and the guy in Megaton. I looked at Red's script and found the following and tried to copy and paste it over into a new script but when I save, it gives me an error at line 13 or 14. scn VTFIMQAniCassieDoctor ;!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! COPIED FROM DOCTOR TEMPLATE SCRIPT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! short DoOnce ;Script blocker float Timer ;Timer used for animation control ;!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ;!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! COPIED FROM DOCTOR TEMPLATE SCRIPT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ;When set to 1, plays medical animations for eight seconds then restarts conversation with the player if ( GetAV Variable01 == 1 ) if ( DoOnce== 0 ) disablePlayerControls sayto player MegDocChurchMedicalChatter set Timer to 8 set DoOnce to 1 if ( GetIsID Sawbones == 0 ) PlayIdle LooseDoctorHeal endif endif set Timer to ( Timer - GetSecondsPassed ) if ( Timer <= 6 ) && ( DoOnce == 1 ) IMod FadeToBlackISFX set DoOnce to 2 endif if ( Timer <= 0 ) && ( IsImagespaceActive FadeToBlackISFX == 0 ) setstage Doctors 10 enablePlayerControls evp SetAv Variable01 3 Set DoOnce to 0 endif endif ;When set to 1, plays medical animations for eight seconds then restarts conversation with the player if ( GetAV Variable01 == 2 ) if ( DoOnce== 0 ) disablePlayerControls evp set Timer to 8 set DoOnce to 1 if ( GetIsID Sawbones == 0 ) PlayIdle LooseDoctorHeal endif endif set Timer to ( Timer - GetSecondsPassed ) if ( Timer <= 6 ) && ( DoOnce == 1 ) IMod FadeToBlackISFX set DoOnce to 2 endif if ( Timer <= 0 ) && ( IsImagespaceActive FadeToBlackISFX == 0 ) setstage Doctors 20 enablePlayerControls evp SetAv Variable01 3 Set DoOnce to 0 endif endif ;!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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trying to make a flame trap
Roycesraphim replied to caramellcube's topic in Fallout 3's Mod Troubleshooting
I'm trying something similar, where did you get the flamethrowers? Also, post your script. Might be an errant if. -
I have this basic idea, of a hallway (already built) with bad guys in it. Story wise, I'm using the fire suppression system to kill some of the mud crabs by using the cold and lack of oxygen. I'm just not sure if I should be using scripts or a chain of linked references with kill commands at the end.. The basic outline will be the player getting a password to a computer terminal and getting the system to start or hacking the terminal and starting it themselves.
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Well, I followed his advice and clicked the TOP-LEVEL box and set the speaker to my NPC but he still does the default GREETING topic before he says my dialog.
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So I've hit the point in my mod where I need to start writing dialog for my NPCs. I started out using Spammster's tutorial and while some pictures didn't work, I could at least follow along. It didn't work. So after some huffing and puffing, I search online and found Crow's Tutorial. It did not work, but did give me some idea of what to do and what not to do when I get it working. I also tried to test Crow's mod in game and here's what I've learned so far. *my mod's dialog doesn't work *Crow's mod doesn't work *I can't get dialog in my mod or even a simple, small mod with just 1 npc. *Normal game dialog still works *I can change the GREETINGS for every player in the game *I cannot target my npc's with their own greetings. Help
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So I combined two mods I made. Neither has custom content and both rely on items from the Anchorage DLC. The game crashes when I tried to start it with the new combined mod. When I open it in geck, it doesn't point to Fallout3.esm or Anchorage.esm as masters. Then I get this error AI:multiple navmeshinfomaps loaded Then a whole bunch of Duplicate Form ID (*******) in VTFarm 1.0 missing objects like this : (MasterFIle: Missing/Invalid base object (0201EA26) for reference (020073F7)) and Geck then freezes up. Both mods are primarily static pieces and world spaces with leftover script on the elevator from Anchorage. Here's the error list I got from FO3edit:
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New to GECK & Modding? Look Here Please.
Roycesraphim replied to sumoftwosins's topic in Fallout 3's GECK and Modders
I know the difference between an ESM and an ESP, but the stuff I read about ESM says that they are limited as to how much I can decorate them what is this limit? I have a worldspace and vault I plan to convert into an ESM after including some resources I have downloaded (with proper credit given where its due) and I want to know where my work will be undone. -
World space and cells
Roycesraphim replied to Roycesraphim's topic in Fallout 3's Mod Troubleshooting
Okay, this helped. Thank you. I have my island set up, with the big clutter on the surface, but now the water won't raise up. The land height is set at 3000 and I bumped the water a little higher and it looked fine and after some fine tuning with the land mass, I tried to bump it up a little higher, by like 50 or 100 units but nothing happened. I didn't save and reloaded later that night and still it was just above the land and no where near the boats. I just tried jacking it up by 1000 to submerge my island (thats actually not a bad idea for a mod, kind if like New Orleans' 9th ward), and still nothing happened. -
Between player and npcs or Between npcs?
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So I have my underground vault made and I am trying to make the egg shaped island for the entrance. I have completed the underground stages and have begun work on the worldspace and its cells. Here's my problem though, I start building and editing and whenever I start panning my view and placing things, the number of exterior cells starts to grow. I am more comfortable with working with a limited number of cells and expanding as I go along, not to mention that this is supposed to be a rather small island with most of the community underground. #1 How do I limit the number of cells? #2 How do I delete cells #3 How do I add cells. #4 How do I change the skybox to help give my island the feel of being very far away from land and having infinite ocean all around?
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Whatever scripts change your inventory for the Operation Anchorage might help... placeatme to drop a weapon..... can you use a script to drop clutter at a point in the room?
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So I fooled around and changed the mysterious Stranger into Yoko from Gurren Lagann. Right now I am trying to power level to get the perk and try it out. This left me with 3 questions. Does the Mysterious Stranger and his script work with melee and unarmed weapons? " " " " " " " work as a quest reward? Can the Mysterious Stranger and his script with work with multiple strangers? Each one having its own independent probability?
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Traps and or computer controlled traps
Roycesraphim replied to Roycesraphim's topic in Fallout 3's Discussion
Thanks, I try that tonight as soon as i figure out where to place them. Would you happen to know where I can find clutter that would fit an underground farm? -
Are there any traps that have been made that will shoot out flames or sonic effects? I'm picturing a tunnel in my vault where I hit a switch and the kill zone activates and holds back some of the attackers.
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So I am doing the Bethesda tutorial and got my vault entrance sent in the wasteland and I connect it to the vault but the marker appears in the middle of the door in the vault, facing the wrong direction and I cannot adjust it. I can select it but I cannot use the mouse or the keyboard to trigger it to move or rotate in the proper direction Worse yet, trying to select it get me selecting the door or the cave and I start spinning that around in such a manner that i cannot use ctrl Z to undo it. Please help, thank you.
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Nevermind, I discovered a COC marker, but now I have another problem. I am doing the vault tutorial and every time I try to link to the cavedoor inside the Vault from the door in the wasteland, I get a mapmarker placed in the cave door but I cannot move it. Clicking and dragging a box to select only gets me th door and the Cave, but not the marker.
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I support furry mods since I've already downloaded stuff to make humans look better and I need more targets. Not to mention that every furry mod moves us closer to agamma world FPS. The reasons I have to want a furry mod is that furries, for all their peculiarities, tend to be quite liberal when designing their character, only holding to a few biological principles. *shudder* Anyway, in the larger picture of gameplay and FUN, a handful of furry mods present an opportunity to enhance gameplay. Rabbit gangsters......they can hear me...I should not use the silencer which they will hear and instead use knives to the throat. Knife, VATS, Throat..... Actually, a rabbit furry mod would be the only one worth having since you could fight with a population issue and help the rebels ala Watershed Down. edited: Know what? Make a race that wears rabbit kabuki masks. Do that, then expand to other characters.
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My little inspiration for this is the Khajit in Morrowind that you start a friendship with in Pelagiad. You meet her in the bar and help her out with some small quests, give her more and more things and in the end, you get to stay in her home and she gives you a big old staff along with a hot meal. I want something like that, except a branching story in the final version, where if you started a romance with other female characters, they will come back when you are visiting one and you have a very surprising fire fight on your hands. Or maybe she greets you at the bar or your home and says you two should be together forever in the church of Atom and levels a fatman at your head. :nuke: So yeah, potential base companion who will go crazy if you treat her wrong or let her worship nuclear weapons.
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So, everyone has seen the sex mods, and they will keep coming. But what about relationships? Take a young lady in a town, maybe a few. Write a story for her, give her a past, a present, and dreams for the future. All of a sudden, here comes Mr. Vault 101/Courier. What starts as a friendship, blossoms into love, and either ends in a happy home on the range, or a brutal hatred with a scored lover chasing and plotting your death across the wastes. Concept: Several female characters you can build a relationship besides the like meter. Look to Harvest Moon or japanese dating sims for an example of what I am describing. Heck, slave maker 3.0 might suffice. Each character has some fetching quests related to their trades that will make them like you in a better light, but nothing to sign away their lives for. Some characters will teach you and give you perks will others will be your student and wise in your ways of the wasteland. Early Game: Hi! Fetch. joke. Mid game: History, Teach. Quests. Dates End Game: Court the fine lady, adventure, love marriage children. We also need a dark counterpart when loves becomes its evil twin hate. When the dark tendrils of jealousy and envy wrap around the pillar of happiness, you end up staring down your former love as you are surrounded by mercenaries, your pure rose now thorns drawing blood.
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The title pretty much says it all. I tried boss and installed slowly, testing after every mod and this is the only thing that gave me trouble. I tried using only the SCC initial ESP without the armor and it still wouldn't work. Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Project Beauty.esm Mart's Mutant Mod.esm Waysted_Resource_Pack.esm TheInstitute.esm DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Dragonskin Tactical Outfit.esp DragonskinBonusPack.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - Project Beauty.esp VATS - MCE.esp Fellout-Full.esp hundredfists.esp FallDamage101.esp UncleShubsSaladScissors.esp vmce uninstall.esp Hightown_Alpha_021.esp TheFoundation_SinCity.esp FD_Sincity_arena.esp TheFoundation.esp Total active plugins: 36 Total plugins: 36
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So I finished playing a saint, a male saint. Now I wish to be the female embodiment of the cruel nature of the wastelands. Let me spread fear and chaos across the wastes as I hunt my father in the name of vengeance! Evil mods, good ones with lots of quests!