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Radioactivelad

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Everything posted by Radioactivelad

  1. Ingredients cannot be ORs (or point to Formlists), unfortunately. They can point to Leveled Lists, but I wouldn't think that would work. As an addendum to the Visibility Trickery above though, you could use a unobtainable item called "Fresh Apple OR Dandy Apples" in your dummy recipe to communicate to the player that either item is accepted.
  2. The default color of everything is black, so make sure you're checking all of the possible Time and Type combinations.
  3. In the World dropdown menu there's a optionfor weather. Click that and it'll pull up all the individual weathers and the controls for managing their colors and imagespaces. Speaking of which, you'll also want to look at Imagespace Modifiers, as they will drastically affect the final image. (Think of them as Photo filters.) If you want to start completely from scratch, you'll need to assign your new weathers to the Climates used by the Worldspaces. (All of this is under the World dropdown.)
  4. It would be immensely easier to just modify Tale of Two Wastelands and get rid of all the New Vegas specific gameplay features to experience Fallout 3 with a mod like that. Which is to say, it would be a lengthy and difficult process, but "hard" is easier than "basically impossible."
  5. I may be wrong (haven't used TTW in years), but you may need to add the Fallout 3 BSAs to your SArchive list in your Fallout Ini. ePath's comment on the FNV BSA Decompressor has the details: https://www.nexusmods.com/newvegas/mods/65854?tab=posts
  6. If you're using a "Use item At" or "Sandbox" package, try using a "Find" package instead.
  7. You wouldn't be thinking of the Mojave Tin Pip-Boy, would you? Regardless, you can't "port" textures, not the least of the reasons being is the Fallout 4 Pip-Boy is a completely different model.
  8. Random idea I had that I thought would actually fit pretty well because they both use giant lasers to put the fear of god in you. The "Brimstone" or the "Angel Light Attack" would work really well for the Assaultron's signature Head Laser attack. (Maybe combine them and get the best of both worlds?) There's also the voices from the boss music that would work well for chatter. ("BLASPHEMY AGAINST THE HOLY SPIRIT" would be a great Combat Opener)
  9. You need to either export your mod's NPC Facial Textures or set bLoadFaceGenHeadEGTFiles to 1. The ESM flag only deals with the body texture.
  10. They're in the miscellaneous category of the Object list.
  11. Entry Points are generic modifiers that can be used for anything. It's the conditions you set that decide when and where the perk is active. To make a "Weapon Perk", you need to create a formlist containing the weapons you want your perk to affect, then add a IsInList condition to the WEAPON field in your perk entry. There is an infamous bug with the geck on contemporary operating systems that collapses condition fields, which is why you may think there are no conditions on the existing perks that do exactly what you want to do. Use CTRL-+ to expand them
  12. Nah, I wasn't looking for a word for the type of firearm, but a word to describe the particular way it's loaded. Like the 9mm pistol would be "magazine-fed." Probably would have helped If I gave context: I was re-writing the Rapid Reload perk description in order to make it more specific to Guns, since in vanilla it requires Guns Skill and I was making it only work for Guns skill weapons in Oxmod. In the end I went with "Swapping magazines and handling loose bullets with casual expertise, you reload Guns 25% faster than most." Specifically I was wondering if there was a more technical term for "handling loose bullets", in reference to how guns like the 357 and Brush Gun are directly loaded one round at a time.
  13. Have the trait run a quest script that adds the map markers after taking it, then stops itself.
  14. Thanks for the input; I was looking for a good-enough catchall term for brevity's sake, but I'll just rewrite the description with less specific phrasing instead.
  15. I'm writing some descriptions, and I want to make sure what the terminology is when a gun, like the 357 Magnum, has to be reloaded one bullet/shell at a time. Is it "Breechloading"? Is there a distinction in the terminology of loading between a 357 and what NV calls the Trail Carbine?
  16. The difference between a perk and a trait is a tick box inside the perk object that says "Trait". Just tick that box and remove any conditions the player couldn't possibly have at level 1. Or leave them in if you feel it might be appropriate, like needing charisma for the seduction perks.
  17. Do you have the specific name of the sewer cell you're talking about? I could do some interior decorating for you as well. Edit: Also, with the Sleeping Sands Facility cell, there's a huge navmesh with no actual geometry around it. Should that just be deleted? Apparently I'm some kind of freak, because I actually enjoy the process.
  18. I could Navmesh interiors (exteriors depending on scale), but wouldn't really be able to commit to anything more intensive than that.
  19. No, xNvse is an actively developed successor that has a lot more advanced capabilities necessary to run a lot of contemporary mods. It also runs old mods fine, so for all intents and purposes, there is no reason at all to use the original NVSE, as far as I know.
  20. You can drop selected objects to the nearest collision with the F key or run Havok Sim for loose objects. Other than that, I don't believe so. Unless you previously had a mouse that could register input in the third-dimension, I'd think you're misremembering your previous experience.
  21. Is this a load door or a regular door? Either way I would just have a trigger box with an OnTriggerEnter near the door that transports them in to the bunker (if a load door), or have the trigger box activate the door (if a regular door). You can use a formlist to identify multiple actors with these privileges with only one begin block. Alternatively, and if you *have* to have the NPC tangibly use a switch, you could probably do this with zero scripts at all by giving them a Find or Use Item package targeting the switch, scheduled for when their Patrol package is no longer valid, then when *that* is completed, have an ai package direct them inside the bunker.
  22. Just curious if I'm misunderstanding what they're for. I *thought* they were walls that automatically culled everything on the other side of them, like a simpler roombound, but that doesn't seem to be the case. Near as I can tell, the only thing they do seem to cull is actors and placeable water. Is it just yet another little thing that was broken in the NV iteration of the engine?
  23. This has been a thing I've noticed in a few modern RPGs like Fallout 76 and The Outer Worlds. Basically when you engage in conversation with an NPC, a cinematic light appears to bring their face in to sharper focus and stand out from the background. It's a feature that's grown on me, and It'd be cool to see in New Vegas. Incidentally, there is a variant of this feature in the base game already: In VATs, the selected target is lit up with a light. Maybe that could serve as a basis for a Dialogue Light mod?
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