-
Posts
291 -
Joined
-
Last visited
Everything posted by AxlDave
-
Unfortunately that isn't the one. You could teach them several survival methods in the one I saw.
-
Is it possible, with scripts or otherwise, to force assign a weapon to a predefined hotkey? If so, how is this done? Does it have to be a 1-9 hotkey, or can I assign the weapon a letter? --EDIT-- Topic closed, scripting was the answer.
-
I have a question about scripting. I want to create 2 scripts, each to do with perks. The first script I want to initialise the moment you are born, such that it adds a perk and an unarmed weapon which cannot be dropped but can be sheathed. The second script I want to initialise upon taking a perk, and will remove the previous weapon and replace with a better one. What are the necessary conditions codes to achieve this? Such as BEGIN AddPerk? A little explanation would be appreciated too. Also what would each script type be? --EDIT-- Solved all previous problems with Quests.
-
I am sure I have browsed this mod fairly recently (past couple of months), what it does is it allows you to make a better Big Town. It is not one of the mods that just slaps an already well-fortified Big Town in the Wasteland. Instead, once you have completed Big Trouble In Big Town, it allows you to not only select multiple options of defense (e.g Robots and Weapon Training) but also to expand the boundaries to reclaim more outlying houses. In short, you have to work at improving Big Town, not stand there wondering why a fortified military base bristling with turrets is whining about 2 supermutants. One of whom has a bit of wood. With a nail in it. Anyway, if someone knows which mod I'm talking about, can you post a link? Muchas Gracias
-
Using the Wasteland Recovery mod can somebody implement it so that if / when you complete Oasis Quest - Enhance Harold's Growth, this mod then gradually comes into effect, with plantlife extending from Oasis every month over a period of an in-game year, say?
-
Can't seem to find it requested, so... Numbers station(s) mod?
AxlDave replied to ikatsui's topic in Fallout 3's Mod Ideas
Or it could mean these. They already have something like that in Fallout, they are labelled Signal Alpha Foxtrot and so on, but they do not say anything cryptic or creepy. Except that one with the feral ghoul training up to be the next 3-Dog. -
Ok cool, cheers I'll give that a try. --EDIT-- Okay, so I created 3 new Brahmin in GECK, RefID MegatonBrahmin02-04 using the original as a template. Under AI Packages I removed the BrahminStay package, and created a new BrahminSandbox package which I then gave to the 3 new Brahmin. I then dragged and dropped these new Brahmin into the Megaton cell where I wanted them, but they STILL all tried to stand by the clinic. This forced me to blow the town up, of course. Lucky for the residents it was just a testing playthrough. Where am I going wrong? Clearly there is some aspect of copying or creating creatures that I'm missing. Do I need to remove the BrahminStay package from the original Brahmin as well? Or from the GECK entirely? --EDIT-- Right solved the problem. Turns out the sandbox package had it's location data set to the Xmarker for the BrahminStay package. Changed that to current location and all works well now.
-
In order to make Megaton a more realistic settlement, I have been trying to add 3 more Brahmin around the place. However, when I visit Megaton, they are all trying to stand in the spot by the clinic where the original Brahmin is. I have tried duplicating the original Brahmin with and without it's stay marker, copying and pasting the original Brahmin with and without it's stay marker, and creating entirely new Brahmin without stay markers. Yet every time they are all clamouring to stand in one place. How can I add these stupid cows and get them to stay where they have been put?
-
Ah I think I get what you mean... So "Ability" would be a continual passive effect, whereas "Actor Effect" would be more of a start/stop active thing. Cheers, that's cleared it up some :)
-
How to decrease item degradation in geck
AxlDave replied to domanz's topic in Fallout 3's Discussion
Although you can modify individual weapons. Here's how: - Open GECK - Go to Items --> Weapons - Open the weapon you wish to modify - Under the Game Data tab there is a section called "Override" (bottom right) - Here you will find "Action Points" and "Damage to Weapon Mult" - Uncheck the "Damage to Weapon Mult" box, or enter the value as 0. This should edit only the weapon you have selected. Not tested it myself, but it should work. -
In the GECK, under Game Effects --> Actor Effect, when creating a new effect you must specify the "type" of effect. All I need to know is, what is the difference between "Actor effect" and "Ability"? If I choose the wrong one, will the result be disastrous and/or game breaking?
-
Bump - Not sure if I am currently spamming, apologies if I am. Any texturers out there able to help me out? In addition to these reskins, I would also like to request a similar Fawkes and Sergeant RL-3 reskin, perhaps that activates once they are hired? Not too fussed about that last bit though.
-
Cool, cheers man. Again, let me know if there's anything I can do to help.
-
You mean the tents they set up at Lincoln Memorial?
-
I don't know myself, but you probably have to attach some kind of condition to the item. In the GECK, In Megaton, the sign "Moriarty's Saloon" has the word "Gob's" painted over it, which only happens if Moriarty is dead. Investigating that might offer some solutions...
-
Cool cheers for that. Is it possible to have some kind of slave count check for when they join TotU so that when an extra say 3-5 slaves join, extra bedding is placed at the Lincoln Memorial?
-
Yeah I don't trust console commands to stick though. The solution I posted above, does anyone know if this should be saved as a Master file or a Plugin file? What's the technical difference between the two?
-
Ah, found out how: In FO3Edit each NPC companion (not creature) has ACBS - Config --> Flags. Under this you will find Auto-calc stats. This needs to be set to 0 (Just highlight the words and it changes to a highlighted 1) and this will enable you to alter their stats in GECK. Nice.
-
Is it possible with GECK, FO3Edit or similar software, to edit companion stats eg Strength, Endurance etc? If so, how can it be done?
-
Can they all be found in the GECK under NPC? Do they all have "slave" somewhere in the Ref? If either answer is yes, I can go through and change them all to AI - so long as you explain how and why - then send that esp to you for further work. In fact, any simple yet time-consuming work I can probably do, it's the complex stuff that requires knowledge, experience, and intricate testing that I cannot seem to do without breaking something. Let me know if and how I can help. --EDIT-- As I understand it, that is how TotU functions when you first meet them. They are too under-funded to provide any real support for slaves, and so have to send them on their way in a few days. The idea behind Hannibal's plan, however, is to form a more permanent base so that escaped slaves can make a home and fight back. Or at least stop running. That's how I remember it anyway, could be wrong.
-
Bump - Could really use this mod, cannot script myself.
-
Bump - request altered, only one idea to complete now
-
Bump - request altered as found out how to edit armour stats. Still need textures though, those I have no hope of doing myself.
-
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.
-
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.