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Radioactivelad

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Everything posted by Radioactivelad

  1. It'd be really cool if there was a mod that made the Loot Menu not show until you actually interacted with the object. It'd have two consequences: * You'd get the container's opening animation and sound before actually seeing what's inside it. This just feels better to me than it playing the animation when you take something out of it. * When you're just looking around, the loot menu isn't constantly popping up, which gets annoying, especially with how big it is in the vanilla UI.
  2. It would probably be something involving their Faction's interfaction relationships.
  3. Not doing anything because you can't be bothered is an option for like 99% of the game. (Obsidian really made a miscall not including that "Courier just f*#@s off" joke ending.) A complete lack of ambition, motive, and conviction in a character generally doesn't make for an interesting role-playing experience though.
  4. Is the brahmin you're interacting with a Persistent Reference? I don't think you can call teammatecontainer on a base object either; it needs to be an individual reference.
  5. No, the container itself (In my mod's case, the Mojave Express Dropboxes) is just a proxy activator. Items are transferred with the standard trade interface. This is the script from my mod with commentary: ------------------------------- - Object Script placed on the Mojave Express Dropbox. - Begin OnActivate Player -------------------------------------- If IsActionRef Player && Player.hasperk MESPerkDiscount ==0 && Player.Getitemcount F >= 100 ; The Activator is the player, they have not earned the Service Discount, and they have enough caps to cover the Service Charge. Playsound DRSNukaColaMachineOpen 1 ; Aesthetic sound effect MESJeffery.openteammatecontainer 1 ; Access the free-trade inventory of the NPC we're using to store items. Player.removeitem f 100 ; Removes 100 Caps from the player. IncrementScriptedChallenge MESDiscountChallenge ; Increase the Challenge that rewards the player with the Service Discount -------------------------------------- elseIf IsActionRef Player && Player.hasperk MESPerkDiscount ==0 && Player.Getitemcount F < 100 ; The Activator is the player, the player has not earned the Service Discount, and does not have enough caps to cover the Service Charge. showmessage MESNotEnough ;"You don't have enough caps." --------------------------------------- elseIf IsActionRef Player && Player.hasperk MESPerkDiscount ==1 && Player.Getitemcount F >= 50 ; The Activator is the player, The player has earned the Service Discount, and has the caps to cover the Service Charge. Playsound DRSNukaColaMachineOpen 1 ; Aesthetic sound effect. MESJeffery.openteammatecontainer 1 ; Access the free-trade inventory of the NPC we're using to store items. Player.removeitem f 50 ; Remove 50 caps from the player. (50% discount.) ------------------------------------------ elseIf IsActionRef Player && Player.hasperk MESPerkDiscount ==1 && Player.Getitemcount F < 50 ; The Activator is the player, the player has earned the Service Discount, and does not have the caps to cover the Service Charge. showmessage MESNotEnough ; "You Don't have enough caps." endif end
  6. Create a new NPC that uses the Player NPC as a template.
  7. I'm pretty sure NPCs don't get overencumbered at all, should you bypass the Refusal like giving them a ton of items through the console or geck. I haven't checked though, and it wouldn't surprise me since Oblivion had NPCs getting overencumbered. Either way it doesn't matter since for all intents an purpose, the NPC used for this method will never be directly interacted with. Yeah I don't think there's any reason you couldn't use a Creature (that doesn't have a weapon list with playable items). I think I only used a human because I had them doing something silly as an easter egg for people who got curious about how the mod worked.
  8. If that's what you want, you could do the same thing I did with my Mojave Express dropbox mod: make the container itself not the container, but a proxy access point to an NPC's inventory. (Make sure to give them unplayable gear with absurd stats so they don't equip anything you store on them Not so; the npc container menu will just refuse to accept any more items once it hits the character's limit or the item you're trying to add will go over the limit. You can see this readily with the vanilla companions. The NPC *may* have to be a teammate, but I do not recall that being the case with my aforementioned mod.
  9. Just to be sure, your character doesn't have one of the hundred +% damage challenge perks that might be disrupting your numbers, do they? The maximum damage penalty with vanilla settings is only 10% of base damage, so it's not surprising if it's barely noticable or outright irrelevant.
  10. Getisreference. I'd recommend looking over the complete list of functions on the wiki as you can figure out what most of them do just by their name.
  11. Diffmult is just a damage scaler, it doesn't affect health directly, or any visible numbers for that matter. The two most obvious questions I can think of are- 1. What did you set the Deathclaw's base health at? In vanilla, they have 500 or so. They actually need around 5000 base health to make it to 5000+ ranges because Level doesn't actually give that much hp. 2. What do you mean "other larger mods"? Despite the ordering of these questions, the first thing you should check when the game isn't doing what you expect is if one of your mods is doing something you weren't aware of.
  12. It's exactly what I was talking about By blanking out the mojave, it gives modders total freedom to put whatever idea they want without Vanilla content getting in the way. With enough people modding under that pretense, you'd wind up with a piecemeal total conversion of the game, in a wasteland defined by the community and what pieces you choose to install in your individual game. The concept of Collaborations was the idea that mutually interested modders could make crossover mods to link their individual projects together in some way, like a war between factions, or even just share concepts and lore. It's 2022. Everything "lore friendly" has been done to death, and it's holding people back. The "community wasteland" would be a wondrous evolution that might even usher in a new goldish age of NV modding.
  13. 1. Mass adoption of the Community Wasteland Project. Everyone filling out their own little corner of the world, creating collaborative content and storytelling with other adopters. 2. An action-fps campaign total conversion. Doesn't really matter to me if it's "lore friendly" or even in the Fallout universe.
  14. Anything above 60 should be considered a happy accident and anything as low as 50 is normal. Game performance is about more than just the end user's hardware; these games in particular just aren't built to push those kind of frames with any consistency.
  15. The Repconn Blues, Russel, Milkman, Hollander Hotel, The Inheritance, Cabot's Quest (as beyond nonsense the story may be), and Deimos
  16. Has anyone been able to get them to work in New Vegas? Nvidia lists NV as a compatible game, and they work in Fallout 3, but NV just throws up a "Requires a Supported Game" error. Kind of a shame since it's got the hands-down best Auto-DOF effect available for Fallout, and I wanna play around with the Raytracing effect.
  17. If you've used the BSA decompressor you might need to edit your inis: https://forums.nexusmods.com/index.php?/topic/7113361-fnv-bsa-decompressor/?p=90876328
  18. Just use the face ripper and paste the facegen data onto a custom npc with FNVedit.
  19. Probably not, and more trouble than it's worth if it is. As an alternative, you might consider lStewiestweaks which has an option to rapid-press the activate key by just holding it.
  20. If you're using an OnDeath Object script for the npc you want to kill, make sure you've actually attached your script to them.
  21. This is an ancient thing that I don't think has ever really been explained. I don't think I've ever seen it since I stopped using texture packs.
  22. AWOP has open modification permissions. All anyone needs to do is put together some line packets and send them to voice actors. You wouldn't even need to really do anything in the geck itself besides checking what the required file name for each line is and generating LIP files. (Literally a single click process.)
  23. It's maybe possible to create a hotkey that puts you in "Dumb Mode", debuffing all your skills at minimum values and allowing you to select Failure options. The only problem is that while the game can detect gamestate changes in Dialogue Mode, your actual dialogue choices don't get updated unless you re-navigate to that choice. Which can be done in some circumstances, but not all of them.
  24. I think I know what you're talking about, though I've only noticed it by scrolling the camera far out in Vanity Cam mode, then releasing the perspective button. I think it has something to do with the distance limit New Vegas has on the OTS camera. (Fallout 3 let you pull it back much further.)
  25. I don't mean it's not just working because of some syntax issue, but that it's conceptually flawed. Your If statements are asking "is the Lockpick value between X and Y?", and if so, your script outputs "Lock Level less than A Number". Like that doesn't mean anything, is what I'm getting at. If you wanted to reduce a Very Hard level lock to Hard, you would want to say "Lock 75",using the Lock function, as mentioned.
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