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Everything posted by Quetzlsacatanango
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Importing models from F3 to FNV
Quetzlsacatanango replied to NamelessVisitor96New's topic in Fallout New Vegas's Mod Ideas
Take it to congress, I'm sure they will be moved by your eloquence. -
Effects of Vault 34 in the main quest
Quetzlsacatanango replied to charwo's topic in Fallout New Vegas's Spoilers
The Boomers are the survivors of Vault 34. Doesn't necessarily conflict with your idea but something to keep in mind. -
Playing a 'Reconstructed Ghoul'
Quetzlsacatanango replied to charwo's topic in Fallout New Vegas's Discussion
Rads don't affect NPCs and there is no vanilla playable ghoul race. So to my knowledge they really don't address it. -
[WIP] The Inheritance
Quetzlsacatanango replied to someguy2000's topic in Fallout New Vegas's Discussion
Thanks, brother. It just seemed like the thing to do at the time. Story of my life. Sorry for the one word response, didn't think anymore needed to be said. -
The GECK is the worst POS in the world
Quetzlsacatanango replied to GirlGamer55's topic in Fallout New Vegas's Discussion
One thing I know will make it crash on save is if your plugin has an esm extension but is really an esp. Also, Rae Carruth is the biggest POS in the world. -
[WIP] The Inheritance
Quetzlsacatanango replied to someguy2000's topic in Fallout New Vegas's Discussion
cool -
Adding an item to a vendor list
Quetzlsacatanango replied to SovietSailor's topic in Fallout New Vegas's Mod Troubleshooting
Is this still your script? Scn NeckChainsScriptScr Begin gameMode AddItemToLeveledList VendorMiscItems 01XFechain 1 1 100; stopquest NeckChainsScript End It doesn't like using formIDs that begin with numeric characters in scripts. Change the item name to start with a letter. -
Vegas Bounties and missing meshes
Quetzlsacatanango replied to charwo's topic in Fallout New Vegas's Mod Troubleshooting
When you set the esm flag via fnvedit or some other tool. If you don't know what it is, you probably didn't do it. The only other possibilities are improper installation or possibly too many plugins loading. It's probably one of the most popular mods on the site so I doubt there are actually missing meshes at this point. -
Vegas Bounties and missing meshes
Quetzlsacatanango replied to charwo's topic in Fallout New Vegas's Mod Troubleshooting
Did you do master update? That will cause the problem you are describing. -
Weapon replacer tutorial
Quetzlsacatanango replied to Aurum10000's topic in Fallout New Vegas's Discussion
DPS is derived from weapon damage, fire rate, maybe some other things. It wouldn't make sense to edit it directly. -
Slaves at the fort actually cripple their legs to achieve that effect. You might add an effect like "crushing weight" or something to explain why you are now crippled. You want to save leftmobilitycondition and rightmobilitycondition off to a variable so you can restore them back to their original values when you become un-over-encumbered. That way you can't just get overencumbered to heal your broken legs.
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City Resource
Quetzlsacatanango replied to NamelessVisitor96New's topic in Fallout New Vegas's Mod Ideas
Look at Speedy's Resources. -
If you want old version, look in gulch. If you want version in screenshots, wait a little while for update to gulch.
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Ranger Ghost Companion
Quetzlsacatanango replied to HaikenEdge's topic in Fallout New Vegas's Mod Ideas
Per the wiki the same actress does the voices for Mags, Lieutenant Haggerty, Christina Morales, Private Ortega, Ranger Ghost, Sergeant Reyes, Ranger Lineholm, Captain Gilles, Marie Pappas, Raquel, Jacklyn, Liza O'Malley, Doctor Alvarez, and other additional voices So you should have some lines to choose from. -
Search for 'enable parent'. Give all your refs a single enable parent (must be persistent). Then enabling/disabling that parent will do the same to everything that's parented to it. There is also a tick box to do the opposite, so enabling the parent will disable its children and vice versa. Use | for or function in a script, but you probably jsut want to do if VStoryState > 60 && VStoryState < 65 dostuff endif or something like that, assuming you want the same thing to happen for all those states.
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Simple Companion Mod
Quetzlsacatanango replied to KennethKarl's topic in Fallout New Vegas's GECK and Modders
Haha, details, schmetails. -
Simple Companion Mod
Quetzlsacatanango replied to KennethKarl's topic in Fallout New Vegas's GECK and Modders
http://newvegas.nexusmods.com/mods/48041 -
Need help with rigging a model for a mod
Quetzlsacatanango replied to AssduffJayKayEl's topic in Fallout 3's Mod Ideas
Only if it's cool enough for me to use for myself.. -
Good to know blove, thanks. Cool, glad you got everything working. I think if you don't mark it for deletion it's adding to player save game bloat. As far as the clutter being loaded, I think disable knocks out the rendering & AI, but they are still in memory. So just to make sure I understand: if I have game clutter "enabled" by an x marker ref. and when I run the script to disable and delete the xmarker ref... would it also delete all the items enabled by it? Just so I make sure I have it right in the beginning. THANK YOU If you're using enable parents, everything that's parented to it will be disabled/enabled with it. I don't think you want to use markfordelete, unless you're using placeatme.
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What am I missing in this script?
Quetzlsacatanango replied to Deleted2746547User's topic in Fallout New Vegas's Discussion
If that is what you want to happen, yeah, you could probably do the opposite. Never tried it personally but I would guess that's how the casino scripts work when they take your stuff and then give it back. mycontainerref.removeallitems mybrahminref Try it and see what happens.