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AxlDave

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Everything posted by AxlDave

  1. Bump - request altered, only one idea to complete now
  2. Bump - request altered as found out how to edit armour stats. Still need textures though, those I have no hope of doing myself.
  3. Cheers for all the responses, lots of help. Unfortunately the actor base window has Stats you can edit (STR, END, CHA, HP etc) but no skills. In more detail: I have Buildable Bots and RobCo Cert and I am attempting to alter the skills they are created with. I believe that each mod uses a multiplicand of the player's Science / Repair skill, and I would like to alter this. However I have been unable to find this action in GECK, yet it must be alterable because people have done it before. I just need to find where it is.
  4. Here are a few questions that I have been unable to answer myself: - What property in GECK makes follower ammunition infinite, and where can I find it to duplicate this effect for .308 ammo? - What is the maximum number of effects that any one armour / clothing / weapon can have, if any maximum exists? - Where can I find and edit the skills that a robot is created with? Any help appreciated.
  5. Had the same problem as initial poster, the link above still requires you sign in to Nexus. This solution somehow fixed it all. Cheers buddy.
  6. With this mod you can build your own settlement and recruit NPCs to go live in it. You can even assign them jobs such as lumberjack, miner, farmer, scholar or soldier.
  7. I am a big fan of Buildable Bots by Wilm0chimp, however I think the mod would be greatly improved by introducing two one hopefully basic concept. Maybe in the form of a patch, unless someone is able to get the author's permission and mod files. Possibly problematic, as the last post from them is in 2009. One of the awesome functions of these bots is that you can tell them to patrol and they will wander around shooting anything that looks at them in a red blip sort of way. However, they have a tendency to be a bit too wandery, and cannot be left to patrol open areas such as Fort Independence (Outcast HQ) or Agatha's hovel. In RTS by arcoolka (retired) you are able to recruit guards and then assign them patrol routes / areas. Could this system be implemented for Buildable Bots, such that upon selecting Patrol command, it gives you three options of General Patrol (the default type), Route Patrol, or Area Patrol? Upon looking at the mod files in GECK, it would seem that this was attempted for the Nuka-Cola protectron, so some of the work may already be done. I have also requested this in the comments section of Buildable Bots, so as to cover all the bases.
  8. Nice, cheers man.
  9. Yeah go for it, I'll risk it
  10. I am not sure if I understand the problem correctly... As I understand it, the BoS at the Citadel all have to take part in some scripted action, possibly the march on the Jefferson Memorial with Liberty Prime. As such, any of these that are dead will be unable to participate and that will result in a game crash. If this is the case, then that is not a problem as I am intending to keep all BoS alive and well (particularly the Citadel ones). If however I have misunderstood the problem, could you please explain in more detail what errors will present themselves and why?
  11. Ever notice how Temple of the Union is described as a beacon of hope for all slaves? Ever notice how slaves often refer to it, saying they're going to go to TotU or have a map to get there? Ever notice how none of them actually turn up? I am requesting that someone fix this so that any freed slave, but particularly the named ones at Paradise Falls, actually follow through and turn up wherever TotU currently is and then joins the faction and any scripted or sandbox behaviour. If enough of these freed slaves end up at the Lincoln Memorial, extra bedding could be activated in the memorial. Perhaps some of these slaves could even offer medical, repair or trader services. But the important thing is that they turn up at all. If it is not possible or practical to add a bunch of scripts to these already existing characters, could a workaround be that when the original character disappears from the game, an exact clone is created but with new TotU scripts? If neither of these is possible at all, is there any other way to achieve this? All sorts of kudos and what-have-you is in it for anyone who can make this happen.
  12. I have a request for 5 armours retextures based on 2 in-game armours. These are as follows: Winterised T-51b Armor; Combat Armor. Here are the 5 retextures I had in mind: Armour 1 Type: Combat Armor Appearance: BoS Scribe Red jumpsuit, T-51b Winterised Grey armour. Armour 2 Type: Combat Armor Appearance: Outcast Scribe Black jumpsuit, Outcast styled armour. Armour 3 Type: Winterised T-51b Armor / Helmet Appearance: Unchanged, but with BoS insignia. Armour 4 Type: Winterised T-51b Armor / Helmet Appearance: Unchanged, but with Lyon's Pride insignia. Armour 5 Type: Winterised T-51b Armor / Helmet Appearance: Given an Outcast retexture. Anyone able to take this on? Could be fun...
  13. When playing FO3 I noticed that every time I revisited the Brotherhood Citadel, all the characters around that area seemed to respawn. I noticed for two reasons: 1) In one corner there is a battle going on between a supermutant and a rooftop guard. Often the guard would die, then the supermutant but upon a revisit, both were alive and well again. For a very short time. 2) All the guys I gave gatling lasers to seemed to have lost or flogged them. What I require is for the respawn... script, is it?... to be deactivated so the Citadel behaves like any other town where if someone has a kickass laser, they keep it, and if someone dies, they stay dead like any decent, self-respecting person would. I am not sure if this can be done easily, but it interferes with my plans to kit out everyone I approve of in the Wastelands (the others die. Of course.). As such, if anyone could either fix this or explain how it could be done there would be much appreciation forthcoming.
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