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Quetzlsacatanango

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Everything posted by Quetzlsacatanango

  1. You want the idle to cause the glove, not vice versa, right? I think a package would be the way to go. If you know who the NPCs are, it is pretty easy. If it can be anyone, it seems there are some caveats.
  2. Thinking about it some more, you could use an AI package. That would let you move to a specific point, run a specific idle, and you can run scripts 'on begin', 'during', and 'on end'.
  3. There is a command for "IsIdlePlaying" so it would seem straightforward to equip a specific item if that command returns 1 for a given idle. I'm not sure if it lets you check for a speific idle, though, or just any idle. http://geck.bethsoft.com/index.php/IsIdlePlaying
  4. This is for the crash on save problem, isn't it? You can just go to the console and use player.kill. I have not seen this problem since FO3edit masterupdate feature came out to fix the 1.5 issue.
  5. Edit your GECKCustom.ini: change bAllowMultipleMasterLoads=0 to bAllowMultipleMasterLoads=1
  6. There is a collapsed highway/overpass right out of town. That's how I decided to use concrete in the first place :) I do have plans to put up some kind of sniper tower/crow's nest but I haven't got to it yet.
  7. At the N. and S. gates it is about 3 meters high. The rest is probably 2-3 meters. Hey, that's a lot of concrete to lug.
  8. All of the parts might start out disabled so that there could be a quest to add them. Re: eyebot, I don't want them coming through and opening the gates, that's all.
  9. You just asked if it was possible, it's a yes or no question :)
  10. I thought that only painted textures. I'll give it a try, thanks!
  11. It should just bring up the fast travel screen so you can beam down to anywhere.
  12. You can try sandbox instead, where he will interact with all kinds of things. You can try restricting this based on some condition or token. It would be worth it to try just to see if you can get him to interact with the marker at all.
  13. How do I dig a hole? I want to make a pond and fill it with water. I would think this is where the heightmap editor comes in, but it's not clear to me how you actually see what you are editing, at least on that small of a scale. Hopefully this belongs in this thread :)
  14. Use right click to rotate the object. If you hold down x, y, or z it will rotate along different axes.
  15. If you have a violin-playing animation, you can set up an idle marker at that spot, give it the violin animation, and then give your PC a package to travel to that idle marker.
  16. It was deleted because it was upped here without Darn's permission, and Darn asked that it be taken down until it's ready.
  17. nifskope = mesh (.nif) gimp = texture (.dds) So you would want to open the .dds file which is the texture for the hunting rifle in gimp (provided you have the gimp .dds plugin), and edit that to what you want it to look like.
  18. Now for something interesting as a change of pace... I added a wall around the bulk of the town, keeping it in between the town and creature spawns for the most part, including an enclave vertibird landing site... :whistling: a couple of spawns were moved over the wall. There is a gully full of mines and some warning signs for the townsfolk. All of the burned out cars have been moved and utilised for the farther out portions of the wall, keeping creatures away all the way to the spooky old tree. Catwalks are over the gates to give the guards some high ground. The NPCs that have been created so far now get teleported from the cell where they were created to the town and walk around without breaking all of the scripts and topics that reference them. There is a map marker. All of it can be set to be initially disabled and enabled via script if there are to be quests for cleaning up the town, securing the town, etc. One thing I did notice is that there are markers in the road right down the middle of the town. I think they are for eyebot patrols. Does anyone know if eyebots can open gates? :thanks:
  19. What patch are you running? It sounds like the 1.5 issue. Try fO3Edit Master update. I have had luck with it fixing this issue even post-1.5.
  20. Go into geck and look at existing idle markers, it will become pretty apparent.
  21. Replace the 01 with the mod index from your load order, it is the number on the right in FOMM. Alternatively you can move it to the top, directly after Fallout3.esm, and it will work.
  22. If your system clock changes, I know the save will put itself in the list where it falls chronologically.
  23. What patch are you running? It sounds like the 1.5 persisten references issue. If so, try using FO3Edit Master Update. I have had luck fixing crashes like this even with patches after 1.5.
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