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TheChan

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  1. I'm experimenting with this JPEXS thing and the changes I made are not reflecting in the game. I changed this.QuestVaultBoy_mc.bUseShadedBackground to false, saved it and opened it back up to verify that the change had stuck. In my experience with modding older Bethesda games, the game will read the extracted files first before reading the packed file. Is this still true? Maybe I have the files in the wrong directory? The extracted swf files are in [drive letter]:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Interface EDIT: I repacked it and it crashes to desktop immediately. :confused:
  2. I'm pretty sure the OnHit event is for the actor whom the script is applied to, so if it's applied to the zombie, it will trigger when the zombie is hit.
  3. You'll have to add it via console command or create a spell tome (under books) that teaches you the spell.
  4. To answer your first question, you have to open a copy of an existing Skyrim model with Nifskope and replace it with the one you've made. It's quite a complicated process. I would look up some Nifskope tutorials for Fallout 3 to get in the right direction.
  5. Sorry my phone messed up the formatting.
  6. Scriptname aaaMRbohItemScript Extends ObjectReference ObjectReference Property aaaMRbohChestREF Auto Actor Property akReference Auto Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Debug.MessageBox("Hello, World!") aaaMRbohChestREF.Activate(Game.GetPlayer()) ElseIf akActionRef != Game.GetPlayer() Debug.MessageBox("Not The Player!") EndIf EndEvent
  7. It looks like it's being activated by whatever property is linked to akReference and not by the player.
  8. I might be able to do some modeling. Only basic clutter and stuff like that though. Email:
  9. They will be applied by default. But you can change them. Disabling customization means that you can't select any features for any mod added items unless there's patch. Do i want to create 1 million patches? No. Do users want to install/search them? No. If this was just a misunderstanding, I repeat: There will be reasonable default settings for all vanilla items. And for everything else, you can select them yourself. Okay cool.
  10. Yeah. I think the overlays should be applied by default, whether you want it there or not.
  11. Ugh. It needs FOSE to run, which needs me to patch my game, which I can't be bothered to do. Since I can't get the stupid NVIDIA exporter to stop generating it as a normal map, here is the color map and alpha map. Color Alpha It might look better with a completely black colormap, but I can't test it. Also, it's very obvious that you used Photoshop's texturizer filter with the brick texture to make up your overlay's screen.
  12. The Cube Experimental is an excellent quest mod. If you don't speak German, I would play the German version, out of personal preference. It makes it feel more "alien" and surreal and less cheesy. http://www.fallout3nexus.com/downloads/file.php?id=6270 People seem to like A Note Easily Missed. http://www.fallout3nexus.com/downloads/file.php?id=4730
  13. Dude I love how they glow red. That is so awesome. I'm not too fond of the static effects though. Perhaps you could increase the animation speed and change the color of it. Also, the overlay that you showed could use some work. The grey outline isn't really doing it for me and it doesn't really "look" like it's in front of your face. Notice how the scope is darker and green around the edges, and the edges aren't hard? I'm curious, are the overlays going to be applied when you put on the helmet, or are they applied through the menu?
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