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AxlDave

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Everything posted by AxlDave

  1. You know you've been playing too much with mods when you reply to a topic like this.
  2. A few things come to mind, though I could be mistaken about them. First, if the SetScale function is supposed to activate upon wearing the Power Armour, the script should begin OnEquip, instead of OnAdd. OnAdd means if it is in the inventory, but not necessarily equipped. Second, I am unsure what the "RemoveMe" function is supposed to remove. But the most likely cause of this issue is the lack of a DoOnce function. As it stands, it appears the script would keep running continuously all the while the Power Armour is sitting in someone's pocket. Try something like this, perhaps? scn PPAPARescaleTokenScript short DoOnce ref rContainer BEGIN OnEquip set rContainer to GetContainer if ( DoOnce == 0 ) rContainer.SetScale PPAPAScale set DoOnce to 1 RemoveMe ;You should probably keep this in until you know what it does endif END BEGIN OnUnequip set DoOnce to 0 END That should pretty much address all the issues I can see with the script you posted.
  3. Thanks, I'll check that out. Is Parallax the Height Map? If so, I assume I would need another GIMP plugin to create such a map?
  4. I am attempting to create some impact decals for a weapon, but the Normal Map function in GIMP does not seem to be doing the trick. I want the decals to appear to be pretty deep, but no matter what settings I fiddle with the end result is always quite shallow. I have tried adjusting the scale, the z value, the alpha channel selections, still no real depth. Any suggestions?
  5. Wow, this post is a mess. Whenever you ask for help, it's always a good idea not to give anyone who tries a headache. To this end, if you must post multiple questions / topics under one title, at least make use of a bullet point list. And clearly mark your edits so people can tell what you have and haven't done. E.g: - Blah blah blah question 1 - Blah blah even more blah (Here's a script or something) Question 2 - Blah blah blah question 3 --EDIT-- Never mind, did it, here's how.
  6. Not sure about the AI Packages as I haven't worked with them yet. As for the renaming thing, I'm pretty sure you define the reference first, as in Player.SetActorFullName "Spongebob Squarepants". For an NPC it would be 1ECookCook.SetActorFullName "Mary Steenburgen", which should change Cook Cook's name to Mary Steenburgen. Pretty sure that's how it works.
  7. As my other post explains, I am trying to create some new animations but I cannot get them to override the vanilla animations. I've put them in the right place (according to the Meshes.bsa) and tried toggling Archive Invalidate on / off. No joy. Any ideas?
  8. It's part of my own mod, I'm editing the FONV block animations to look more like the FO3 block animations.
  9. I put h2haim.kf into Data \ Meshes \ Characters \ _1stPerson I put the other h2haim.kf, h2haimdown.kf, h2haimup.kf & sneakh2haim.kf into Data \ Meshes \ Characters \ _Male Tried toggling ArchInval on and off, both through NVMM (FOMM for NV) and the ArchInval mod. No joy, just the vanilla boxing style block.
  10. Okay cheers, found them. Next question, how do I get my new animations to override the old? Can't find anything in the GECK and just putting them in the Data \ Meshes \ Characters... etc folder doesn't work either. I would assume there is some sort of H2H animation block somewhere that ties all the seperate animations together, but I can't find it.
  11. Title says it all really, I want to edit the block animation for unarmed combat. I assumed it would reside in the Meshes.bsa, but I have been unable to find it. Any ideas?
  12. In the GECK, look for World Objects --> Moveable Static and World Objects --> Activators. You would have to create a gnome Static, a gnome Activator, and create a script for your gnome Activator. You would then have to tie the Activator to the Static. Not sure how to do that last part, though it could possibly be done in the Cell View window of the GECK by placing the Static in the game world and manipulating it.
  13. Editing models and textures (icons) requires use of Blender and GIMP respectively. There are other programs, but those are quite commonly used and are, most importantly, free. Knowledge of the GECK won't really help with anything but the implementation of those edited models and textures.
  14. So I've been working on a script to handle reputation, and I have posted the end result below. This post should explain what the script is for. It works, for the most part, though there are a few bugs. What I'd like to know is, are those bugs a result of slightly off scripting, or are they to be expected when dealing with reputation / lengthy scripts? As the topic title suggests, I am wondering if it is to do with the timing set up of the script. It is a Quest script, with the Processing Delay set to 0.001. Can anyone advise if the timing of the delay or the fTimer could do with adjusting? Of course, any advice on improvements is welcome. Script is here: Thanks in advance.
  15. Try using FONVEdit to copy the relevant entries as new records into a new mod.
  16. I believe the mod works by removing the vanilla Pip-Boy from your inventory. Uninstalling the mod doesn't re-add it, you'd have to do that manually with the console commands: player.additem 15038 1 player.equipitem 15038 If you cannot get the Readius to work, at least you should be able to use the vanilla Pip-Boy.
  17. It would seem that the key is in finding out what the BoundaryMarker values represent, as that section clearly deals with distance limitations, making the marker turn red and showing the "too far" message. The DistanceX + 1000 and 2000 values would seem to relate to setting the patrol markers, but the DistanceX + 3000 could relate to enemy spawning perhaps? You say that the patrol markers are also spawn points, does that mean the enemies spawn inside your camp, or that the guards are patrolling outside? Do the enemies literally spawn on top of the guards' heads, or are they a little distance away? If it's the latter, I'd try whacking the 3000 up to 4000 and spawn some enemies. Bearing in mind you might have to rebuild your camp for the changes to take effect.
  18. That happens when the script you are trying to save has syntax errors, as GECKNV likes to keep you guessing. If the script you posted is the entire thing, start to finish, it won't save because there are several syntax errors. Otherwise, it could be because you need NVSE to save some of the command functions such as ShowMessage. I would also try fiddling with this line, increasing the 3000 in 100 unit steps, seeing what happens. This mod has BoS patrols through the DC area, and it is possible to toggle their map markers on so you can see where they are, and the markers move in real time I believe. You could download this mod, see how it handles the map markers and recreate it for your own purposes. The trigger to activate this function would, of course, be whether or not you have the satellite dish. Does the script define what DistanceX is? Does it define what the BoundaryMarkers values represent? In fact, could you post the entire script, start to finish, preferably in a Spoiler window?
  19. You will likely find that those numbers refer to the Player's level.
  20. 'Nuff said. If you're going to go binge modding, read each mod's description thoroughly, install each mod one by one, and test each and every new install by running FNV and p*ssing around with the mod content for a bit. Install the bigger overhaul mods first, unless stated otherwise in the mod description. BOSS autosort is quite handy, too.
  21. I am currently trying to make an armour item that essentially works like a disguise. When it is worn, it will reset your reputations to neutral but a script will record what your reputation values are, so that upon removing the item all values are restored. I have managed to implement this just fine. The problem I am having is with tracking the reputation gained whilst wearing the item. Because the item itself gives reputation values based on the Player's karma, I cannot use the above method. What I need is some way of tracking and recording any reputation given by in-game actions, such as completing quests in so-and-so's favour. Any ideas?
  22. If you flat out copy and pasted the above script, then it won't save because there are no valid BEGIN and END functions. MyRef is merely a reference you are calling for this specific script so you can name the GetLinkedRef something. It doesn't matter if you call it MyRef, YourRef, AreYouBlindRef or SteveGuttenburg, just so long as it makes sense to you.
  23. If you elaborated a bit, people who don't have the mod could help as well. What does the mod do? What do the boundary markers do in-game? What sign could you not see? It may not be a script function you are looking for, generally "markers" are used in the Render Window of the GECK, though without more information I can't really help more than that.
  24. That sounds like a script function to me, one that checks to see what limbs have been removed (IsLimbGone), and if the right conditions are met, it calls a "resurrect 1" command on the creature. I could be wrong though. It would be a good idea to download that mod and open it in the GECK so you can find out how it does what it does, and then you might be able to recreate the effects you want in your own mod. Sounds like a lot of digging around in the GECK though, so you best familiarise yourself with it.
  25. Or you could try opening FNVEdit and expanding the Fallout NV master file. You can change how stats and skills abbreviate in the Pip-Boy, so you may be able to find a list of ammo types and how they are abbreviated in the HUD, possibly under "Ammo" or "Projectiles".
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