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Everything posted by pseudonym
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Mysteriously abundant cigarettes with no source?
pseudonym replied to pseudonym's topic in Fallout New Vegas's Mod Ideas
Nice theory, the inmates of that vault/prison must have had an outrageous stock of smokes and a well organized distribution team to evenly spread masses of cartons all throughout the Mojave. Well played tobacco lobby, well played. That's thinking ahead at its finest lol -
I was just cruising around in NV today, just started a new game and I'm a bit low on caps. So I thought I'd go trawling through some garbage dumpsters and grab some junk to sell for a quick buck. After looking through a few, I had found multiple cartons of cigarettes and I thought to myself for the thousandth time "Where on earth do all of these extreme amounts of unsmoked and seemingly unwanted cigarettes come from?" Surely in a post apocalyptic world set hundreds of years after a nuclear war and with no tobacco companies that I've ever seen, every smoke on earth would be long gone. But no, there's so many that people don't even care about them at all and they leave them EVERYWHERE. I nearly can't go five minutes without finding some sort of smokes. So I thought I'd post my thoughts here and suggest to any bored modders out there some kind of tobacco themed mod. This isn't a request and I'm not making any demands or anything like that. It could be any kind of mod from simply adding a factory that you can look around in, to working for or founding a tobacco company or taking one over, or even making a tobacco plantation that you could own. There's a lot that could be done with it. Anyway if anyone decides to tinker with it, have fun and please share it with the community if it turns out nicely.
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please help with terminal scripting
pseudonym replied to pseudonym's topic in Fallout New Vegas's Mod Troubleshooting
thank you both for your help. PaladinRider, your first way would work perfectly except I intended to make this work with many different items and with large numbers as well, so it would make an incredible amount of tedious repetition and I would probably just lose interest long before I completed the mod. I might still be able to use your suggestion elsewhere though so thanks a lot. but, your second suggestion with using messages and passing the variable from a quest script might be just the thing I'm looking for. if this works I will just use an activator that looks like a terminal and simply use messages to do what I need, like davidlallen's touchscreen poster. oh and by the way I'm going to download your Lucky 38 mod this arvo and give it a go, I love that sort of stuff. the only problem is I don't know the correct syntax I need to put in the message to read and display the variable. could either of you please give me an example of how to do this? you've obviously had some success using this method davidlallen so I'm very keen to try it out for myself. the blinking shouldn't be a problem either, as long as the functionality is there it doesn't really bother me. -
well, i just finished writing this and i have to say that i confused myself pretty good. if anyone can work out what i actually mean i will be surprised, but if you can also solve it i will be very grateful. I'll try to explain what I'm attempting to achieve and then where I'm failing, please help if you can. the example I'm going to use is that the plan is to create a persistent list via a terminal menu for setting a number of objects to be collected from a container. the player can change the number that will be in the container by using commands inside the terminal. that part is easy enough and i can get it to work easily. i am using global variables for the item numbers to keep track of the list even after loading the game etc. the part where it all comes crashing down is that i want to be able to check the number from the terminal without having to leave it every time and without checking the container to see how many are in there already. so we'll say that we want to have 5 stimpaks always available from the container, but we have to set that number via the terminal. i can click the button five times and have five stimpaks waiting for me but the problem I'm having is that i cannot get the number to display on the terminal screen and change as i increase or decrease the number of stimpaks. when i click "+ 1 stimpaks", i want to see the number on the terminal screen change from 0 to 1, then 2, 3 and so on and have the number of stimpaks in the container reflect the displayed number. currently all i have been able to achieve is the same screen looking back at me with random gibberish as i try different things and fail. well thats it, if you read the whole way through and were left feeling confused and angry that you wasted your time, im not surprised at all. im pretty much feeling the same because ive been trying to work this out for a few hours now and a combination of terrible internet connection and outrageous tiredness has left me only more and more confused. if anyone wants further clarification on just what i'm talking about just ask and i will try to explain it better. thanks for your patience
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I'm looking for just a regular, plain old woodcutting axe that would be used by a lumberjack to cut wood, not people. The iron war axe is the closest thing that comes with the game or that I could find, because everyone seems to make outrageous and really cool looking models. But that axe has a large tail at the bottom of the blade and the handle is too short for realistic wood chopping
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Model Request - Buildings in different stages of construction
pseudonym replied to pseudonym's topic in Oblivion's Mod Ideas
Thanks for the suggestion, however I've already looked at the resources used in that quest and unfortunately they're not quite what I'm after. I was thinking some more well defined stages of construction, rather than having the bare basics and then a finished product -
I have always loved quests and mods where you construct your own house, or village or tower or whatever. I especially loved the strongholds you could build in Morrowind where you could actually visit during it's construction and see that it was being constructed, not just wait for three days and it magically appears fully formed and furnished and ready for you to move in, when just the day before there was nothing there. Therefore since I have time to kill for a while, I have decided to make a mod where you can build your own house (not summon it after three days), and if it turns out nicely, I would like to see it grow into a small village and then maybe eventually into a prosperous town. I know that is ambitious, that is why I am only starting small for now. The problem is though, I have searched everywhere I can think of and there are no suitable models around. So after all that, here is my formal request: a decent sized, but not too large, lower class house that has maybe two or more stages of incomplete construction and then the final product. For example the base/foundation, followed by the walls being put up and finally the roof. It could be an existing structure with just the first couple stages made to show it being built or it could be brand new, either way would be great. I would prefer it not to have a basement and only be single story, but beggars can't be choosers. If anyone would be kind enough to help it would be greatly appreciated. Of course once completed the mod will be uploaded and the resources shared for the whole community to enjoy, with full credit given as appropriate
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does anyone know if it's possible to change a land texture from one type to another in game via a script or anything else? I know how to do normal texturing in CS but that's not what I mean. for example, hypothetically if I was going to make a mod where you build a house in the middle of a lush field of tall green grass. but I dont want to have cobblestone roads and paths running randomly through the field before you actually build the house because that just looks ridiculous. can I somehow make the texture change from lush grass before building, to cobblestones and no grass after building? im thinking its probably impossible but im hoping someone has a way to do it
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Any jungle / rainforest / coral reef modders resources?
pseudonym replied to pseudonym's topic in Oblivion's Mod Ideas
thanks! -
does anyone have any jungle or rainforest modders resources or know where I can find them? im looking for everything, from mossy rocks, waterfalls, trees, shrubs and plants. any colorfull wildlife or anything that looks like it might live in a rainforest. im also looking for anything that could help make up a coral reef and I need any kind of coral, sea creatures (not just fish and sharks), different rocks and rock ledges/shelves. also any textures that might go well with anything related would be great. as you can probably guess im in the process of creating a new tropical island covered by a dense rainforest and surrounded by a coral reef. but the problem is there are so many different types of plants and animals in a rainforest that I need a ridiculous amount of variety in everything to make it look truly lush and alive. im trying to make some new meshes myself as well but any extras I can get would be awesome as it saves time and increases diversity. any help would be greatly appreciated