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Everything posted by Radioactivelad
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I'll get some samples to you this weekend.
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The factions need to be set to have a hostile relationship with each other and a neutral one for the player. This is done in the faction info in the geck. The in-game Reputation system itself (the thing that says you're Vilified or a Wild Child) is arbitrary and doesn't do anything on its own except show the player a title based on the +/- Reputation points they've earned. You *can* use it as fuel for scripts however. To make them hostile to the player after being vilified, You need to set up a Quest that turns the Faction in to an enemy of the PlayerFaction upon reaching a sufficiently negative reputation. Some relevant wiki links: Factions SetEnemy Reputation
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Can you ESMify ESPs to free up memory?
Radioactivelad replied to Grogrokl's topic in Fallout New Vegas's Discussion
Theoretically, but you're likely to run in to a lot of issues with scripts that need to be referencing persistent objects- thus breaking the mod. Voiceacting folders also need to have their names updated since they use the file extension for some reason. It's not necessarily an easy, or at least quick fix to make a mod in to an esm when you previously didn't understand the nuances of ESPs/ESMs. Certainly not when you're coming back to them long after release, from a period where those nuances weren't widely known. -
Give them an Ai package that tells them to sandbox near or travel to an object/marker in their cell. If you go the sandbox route, you'll need to lock the door because sandbox packages don't care about walls for the purpose of finding a new task. (You might also be able to set the door as owned by the playerfaction, which *might* also prevent the NPC from attempting to open it. I'm not 100% on that.) You'll also need to create a navmesh otherwise npcs will teleport to a default location on load under most circumstances.
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Problem with a Caravan playing NPCs
Radioactivelad replied to antegria's topic in Fallout New Vegas's GECK and Modders
Post-match dialogue was an unimplemented vanilla feature that some mod restored semi-recently, just ignore it. I'm not sure what exactly what would be giving you this issue from what you've described- result scripts only fire once by design. Are you calling ShowcaravanMenu through something other than a topic's result script? If you could share the esp I could take a look. -
Need help with standing DEAD NPC in-game?
Radioactivelad replied to JaytheCub's topic in Fallout New Vegas's GECK and Modders
Havok sim gets "jammed" sometimes in my experience. You can try toggling the sim it on and off, reloading the cell or you can just replace the entity you're trying to position with physics. With the Ctrl+Alt functionality you also want to make sure there are no transparent effects like dust in the way, which might be the problem you're having in interiors. You can hide things that are getting in your way by selecting it and pressing 1. Once to make it transparent and twice to make it invisible. (and you can reset all stuff hidden this way by refreshing the render window with F5.) -
What happened to VaultPariah
Radioactivelad replied to EDEguy's topic in Fallout New Vegas's Discussion
You can try to contact them and ask for permission. If you don't get an answer, that's a No as far as the nexus is concerned. -
What happened to VaultPariah
Radioactivelad replied to EDEguy's topic in Fallout New Vegas's Discussion
Usually a result of/some combination of: being mad about the creation club, frustrations with mod users, frustrations with the nexus as a platform, or just for the feeling of finality so they can properly focus on other goals. Or they were banned, at which point I think you can request to have your files removed. -
Need help with standing DEAD NPC in-game?
Radioactivelad replied to JaytheCub's topic in Fallout New Vegas's GECK and Modders
You can also hold ctrl+alt to drag a physics object around with your mouse and position corpses with more personality. Especially useful because just letting them fall with havok sim causes them to fall in a very particular position every time. (And you will never stop noticing it once you know this.) -
I'd be interested in voice acting when the time comes.
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Menu buttons expanded?
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Have a "[More]" button that brings up another copy of the message with different options. If you add a second variable in your script to track which copy of the message is active, you should be able to double-up functionality of one Menu Button script. If Button == 0 && ButtonMenu == 1 Elseif Button == 0 && Buttonmenu == 2 and so on. -
Very strange situation involving sounds
Radioactivelad replied to MrPebbles1961's topic in Fallout New Vegas's Discussion
The game is very picky about file formats and whether the sound is mono or stereo. I honestly can't keep track of it all since I haven't done too much with sfx, but I *think* a "heard-round-the-world" problem is a fault of the sound being in Stereo format. -
Create a new voice type for him and he won't say any vanilla dialogue under any circumstances.
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Activator activate sound not working
Radioactivelad replied to gnome14's topic in Fallout New Vegas's GECK and Modders
A little unintuitive, but you need to put an 'Activate' command in 'OnActivate' scripts if you want the object to react with its built in animations/sounds. -
How to make a "lure" Grenade?
Radioactivelad replied to UndeadMartyr's topic in Fallout New Vegas's GECK and Modders
My first thought was also AI packages, but packages apply to a base object, and any individual actor might be one of a dozen instances of that base object. You mentioned Bile Bombs, which might actually be the perfect idea- perhaps the grenade can spawn a non-moving Invisible Actor that forces nearby hostiles to go after it. You could check for factions or creature type to limit the targets affected by the "taunt" from the invisible actor. How you could get a taunt is a whole other problem. The Startcombat has to target a specific ref and most actors dont have specific reference ids. My most hare-brained idea is to have the invisible actor be a stationary turret that shoots at targets with an invisible projectile that makes no sound and does no damage, using factions to specify who they're hostile to, and consequently lure. -
I'm working on a complete rebuild of my own rebalance mod, and something I wanted to do was stop the player from gaining more health after level 30 as a sort of middleground between Sawyer Mod and its Forks that reduce the level cap to 30. I'd like to avoid using gamemode scripts for this purpose, but trying to implement this via a hidden perk just causes the player to have their health drained constantly, as if poisoned, instead of reducing their maximum health. (Even though the effect works in the opposite direction of increasing maximum Health.) No matter the flags on the effect I can't get a "Reduce Maximum Health" effect working properly. Modding the GMST that increases the player's health per level via script has the unwanted effect of removing *ALL* health gained from leveling up retroactively, not just the health gained from post-30 levels. Typing this out, I think what could work is actually to edit that gmst to give no health, and then have the hidden perk add a stacking +5 health bonus until Level 30, but is there a smarter way to handle this? EDIT: Above idea didn't work. Despite this working, in theory, exactly as the Life Giver Perk, it seems adding conditions to the effect causes it to not work properly.
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Anyone here ever played Splinter Cell Chaos Theory on PC? It had an ingenious control scheme for movement where you used the scrollwheel to progressively dial your speed up or down from tip-toeing, to walking, to power-walking, to jogging, to running and everything betwixt those- effectively giving you the full range of movement on keyboard you'd otherwise only get with an analog stick. It's so good I don't know why it's never really been a thing in PC games since. Would *love* to have that in Skyrim, or any bethesda-engine game for that matter.
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Does a Fully voiced player mod exist?
Radioactivelad replied to VilLynne's topic in Fallout New Vegas's Discussion
You could "easily" add a voiced player character by just adding to the normal response text and having it be voiced by your Player Character voiceactor, and not give it any lipsync files. This would require editing literally every topic in the game, but the illusion that it is your character speaking would work. My theory of a more practical implementation would be some kind of NVSE magic that can tell what topic you're highlighting in the dialogue menu and send an instruction to play a specific audio file. I don't know if that could be done, but I'm not in the position to say what the Wizards could or could not do these days, especially with all they've been doing lately. -
Disable controls flag for ingestibles?
Radioactivelad replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
The Script Extender has an expanded DisableControl function let's you target the hotkeys. Combined with disabling the pip-boy, the only way I can think of that a player could circumvent your intent at that point would be to use Stewie Tweak's Quick-Use feature. This sounds like you're trying to make Doom's Berserk power-up, and so at that point, the idea of a berserk player wolfing down every loose food and drug within reach just sounds funny, so I'd allow it. -
You just call YourVendorNPCsReferenceID.ShowBartermenu in the relevant terminal option's result script. You'll also want to force the Terminal menu to close beforehand or else you get a buggy barter menu like the vanilla lucky38 terminal.
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How to Edit Creature Resistances?
Radioactivelad replied to jedp15's topic in Fallout New Vegas's Discussion
As far as I can tell, EMP Resistance is a red herring. It's an unfinished/unimplemented mechanic. (Or maybe it's how Pulse damage worked in Fallout 3? I remember it was still good for robots, but it was way less extreme than in NV.) The way the pulse guns actually work is they have an object effect that checks whether the target is either Creature Type 6 (Robot), or is wearing any of the vanilla game's power armor. If true, it directly damages the target's health for a static amount of additional damage. -
Mods, Please take action
Radioactivelad replied to SnappingTurtle42's topic in Fallout New Vegas's Discussion
It's been awhile since I gave it a proper reading, but Isn't it against the TOS to post mods that arbitrarily make the game non-functional. -
Perk specific dialogue option
Radioactivelad replied to Delim33's topic in Fallout New Vegas's GECK and Modders
Change the Run On box to Reference and set the reference to PlayerRef.