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Radioactivelad

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Everything posted by Radioactivelad

  1. I'm trying to edit some pieces of a tileset so I can have a bit more freedom and variaty in an interior area: specifically I'm trying to remove the ceiling and floor bits from a "Wall" (CasHiRmWall) piece so that it is *just* the wall. I'm making the edits with Blender 2.49b but the furthest I can get intuitively just leaves me with the vanilla piece intact, without the ability to to select and move it around in the geck render window. I'm not getting far fiddling with Import/Export settings.
  2. https://www.nvidia.com/en-us/geforce/news/rtx-remix-announcement/ Supposedly will make modding game graphics "easy" via AI. As someone who's specifically only really desired full-scene shadows when it comes to improving New Vegas graphics, raytracing is something I'd be interested in. But I don't know a whole lot about graphics tech and I assume it isn't possible: It works with DX9, but it also needs the game to use something called a "Fixed Function Pipeline", and I'm not learned enough to know if that's what NV uses. (and the article about the subject just makes me go crosseyed. It does work with Morrowind, Portal, and Mount & Blade apparently)
  3. You need to change the Player object's race. The player is actually an NPC that the game is hardcoded to accept player input for, so like all NPCs they have pre-defined characteristics upon creation. To change the "5 to all, 5 to spend" you need to change the SetSpecialPoints call in the character generation quest to whatever you want. (Default is SetSpecial 40) To lower the default stats from 5, you need to lower the Player object's stats. The min-max limits for Special are hardcoded last I checked.
  4. This effects are called Imagespace Modifiers; you can trigger them with the Imod command.
  5. I'm making an alt start and one of the Histories is "Local Drunk", so I want the player to start with (and have a recurring) alcohol addiction. I've tried just adding the WithdrawalAlcohol spell to the player, but that doesn't seem to do much of anything. I'm thinking of just secretly forcefeeding the player a bunch of highly addictive drinks, but is there any cleaner way to give the player an addiction?
  6. Even if it's possible, it'd be a lot simpler to just swap them to a different npc/creature. For NPCs specifically, you can use MatchFaceGeometry to change their features, but it won't change their skin texture, so it's applications are limited. (And at the end of the day, you've already made a 2nd npc anyway.)
  7. Does your mod have followers that use the vanilla Companion limit variables ( Bhumanoidinparty or Bcritterinparty), or otherwise try to keep vanilla followers out of the party? Also, what do you mean by "blank line"? like the option is missing, or it's there, but the textfield is empty?
  8. Project Nevada is ill-advised in general, but it's also probably stepping on the toes of Jsawyer Ultimate, as they're both rebalance mods. Just Assorted Mods is the contemporary choice for many of things Project Nevada does. Everything else should work well enough.
  9. Nexus does not list any specific rules about this as far as I can tell, but Covers should be fine so long as they do not contain any samples, vocals, or other components of the original piece. You should also look more in to what the companies that own the content you want to include in your mod have to say than the nexus itself. Konami is one example of a company that's pretty open about their content being used in non-profit derivative works, and if it's cool with them, it's cool with the nexus. Not that it really matters, but that's how Newgrounds handles things, and they take Copyright much more seriously than the nexus when it comes to enforcement. (Any existing uploads on the nexus that seem to violate these rules exist as a failure of moderation, rather than a sign that content is allowed.)
  10. The player's caravan cards are stored in a container aside from the player iirc. I think you could check that with GetContainerInventoryCount on that container.
  11. I don't think there's anything like an &PCName for displaying variables, no. I would just use a bunch of menu option that don't actually do anything but are conditioned to show/hide in order represent what ever variable you want displayed. If you put the text in [ ALL CAPS: PERHAPS WITH SOME BRACKETS ] it'll inform the player it's some information that they should pay attention to
  12. ^ Because they didn't generate the npc textures in the geck. The EGTfiles setting makes the game generate them on the fly, which comes with a not-insignificant performance penalty. There's a reason it's not enabled by default; It's meant for developer testing.
  13. Making it an ESM only fixes the body texture, You need to generate NPC textures and include them with the rest of your mod's files: https://geckwiki.com/index.php/Export_NPC_Face_Textures
  14. There's built-in reaction topics for when an NPC notices the player trespassing, assaulting, murdering, stealing, and etc. Couldn't you just use those to trigger whatever it is you're wanting to happen next?
  15. There's not that many instances of death items you need to loot for quests. (Specifically, I actually can't think of any instances of Death Items that aren't meat, hides, or severed heads, which logically would *have* to be Death Items.) The method that comes to my mind of how you can do something like this without directly touching an npc is to have your own quest checking for your desired conditions, then add the item to the player or the npc.
  16. I'm not seeing a reason why you can't just put the item in their inventory.
  17. The solution that comes to my mind would be to have a Player Only and a Non-Playable version of the weapon, each individually scripted with the appropriate effect. Have an Onadd block on the the Player Only version that gives NPCs the Non-Playable version when it's added to their inventory. This illusion is breakable unless you flag the NPC version as undroppable, but I think that's a small price for simplicities sake. (I think Unplayable makes it undroppable anyway.) I'm not sure about a clean way to remove the non-playable version when taking the Player version to fully sell the illusion, but I'm sure there's an answer.
  18. No, and it's disrespectful to purposefully share mods authors don't want available for whatever reasons they have. (And regardless of the Nexus itself's backasswards reason for removing the ability to truly delete mods from the site.)
  19. What do you mean by anti quicksave? Like stopping you from using them? Personally I think that'd be annoying since there are legitimate reasons (and concerns) for using them, like if your game is a bit unstable or something. Maybe the mod could remove xp if you quickload while knocked out or in combat? (I don't know a lot about nvse scripting, but I think that would be possible?) Either way, conceptually, I like the idea of making additional handcaps like that a Hardcore Mode feature.
  20. A big XP loss is fine. When you're high level you have more options and resources that make not-dying easier. Plus you still have access to high xp activities that low level characters don't. If anything, maybe a cap on the max xp you can lose? ( If LostXP > 1000, make LostXP = 1000. )
  21. You need to add your new weapon's Id to the hitman animations knvse config file.
  22. One of two things, probably: 1: Never try to immediately add topics or otherwise access the other tabs in a new quest object, the geck will bug out. Always give your quest an id, then close the window with the OK button first before doing anything else. 2: There's a long standing issue with the geck that auto-collapses lists. You can fix it by pressing CTRL and + at the same time.
  23. I doubt it's specifically a problem with RAS than it is an interaction with one of your other mods. My guess is it has something to do with a mod that either: - Fixes the Female Pipboy's skewed positioning. - Anything that makes significant changes to the Pip-Boy. - Anything that changes the female body mesh. Run through your load order, starting with those, but also in general, cause you never know.
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