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TotallyExoticHD

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Posts posted by TotallyExoticHD

  1. It sounds like you may have accidentally hit the Set Up Default Light button in the main menu bar...it's right next to the navmesh button and easy to hit without knowing it. Done this once or twice myself, so it sounded familiar right away.

     

    EDIT: To get rid if the default lights you added, just turn on the markers and look for them in the four corners of your cell..likely where you didn't place any lights. Or, set a filter for lights in the cell reference window and look for any lights you didn't add yourself...then get rid of them. Your lighting should return to normal.

    Oh yes, thank you for this.

  2. How do I get a trigger to start dialogue? I have my scene and dialogue set up and my trigger in place but I don't understand how I trigger the scene and dialogue. This is the script I wrote for it:

    Scriptname InvestigationSpeechTrig extends ObjectReference 
    
    
    ReferenceAlias Property Christopher Auto 
    
    
    Scene Property InvestigationScene Auto 
    
    
    Auto State waitingforPlayer
    Event OnTriggerEnter(ObjectReference akActionRef)
    If akActionRef == Game.GetPlayer()
    gotoState("hasbeenTriggered")
    (InvestigationScene)
    Self.Disable()
    EndIf
    EndEvent
    
    
    EndState
    
    
    State hasbeenTriggered
    Event OnTriggerEnter(ObjectReference akActionRef)
    EndEvent
    EndState
  3. Run fragment on end, fill press properties, make new and find the quest you want to start and then in fragment write:

    myQuestPropertyIJustFilled.Start()

     

    then tick End running scene in that dialogue. Then, if scene is starting that you don't want to start, you must give it conditions so it can't start.

    Thank you sir that worked fine.

  4. I'm trying to get a quest to start when the player tells the NPC that they can go visit a vault that the NPC is from.

     

    I want the new quest to start when the dialogue finishes with the NPC, I have tried this but the quest doesn't work, it just goes to the next phase of dialogue even though that part of the phase isn't linked, it's supposed to end the running scene.

     

    I've done this :

     

    245bc185a3bea6a736223e6c8df160f5.png

     

    Anyone know how to do it? Thanks.

     

    EDIT:

    ChristopherVaultQuest is the quest I want to start.

  5. I'm trying to get a quest to start when the player tells the NPC that they can go visit a vault that the NPC is from.

     

    I want the new quest to start when the dialogue finishes with the NPC, I have tried this but the quest doesn't work, it just goes to the next phase of dialogue even though that part of the phase isn't linked, it's supposed to end the running scene.

     

    I've done this :

     

    245bc185a3bea6a736223e6c8df160f5.png

     

    Anyone know how to do it? Thanks.

     

    EDIT:

    ChristopherVaultQuest is the quest I want to start.

  6. I once found a mod that applied more realistic rag-doll falling/flying impact damage. In other words it fixes the annoying (to me) bug where you or an enemy would take more damage from slowly rag-dolling down a hill than if you or the enemy had been sent flying in the air over 100ft but landed on or above your starting altitude. I've found a mod that fixed it for the "Unrelenting Force" shout, but I wanted one that would fix it for all rag-doll events like explosions or getting back-handed by werewolves. Thanks for reading.

     

    Are you describing this?

  7. http://i.imgur.com/N4l2pN7.png

    Hello everyone! I'm currently requesting help from as many people as possible regarding my new modification The Devils Disciples.

    These positions are what I will need and are needed:

    • Scripters - VITAL. I need people able to create quests also. (I will be doing all, or most, exterior and interior design.) There will be a lot of quests in this mod.
    • Voice Actors - Also vital. There will be many voice actors in this modification.
    • Graphic Designers - Needed to texture the new Signs, armour, weapons and other objects.
    • Mesh/Object/Weapon creators - Someone able to create items with NifScope/Blender (What ever you use).
    • Other Interior and Exterior helpers.
    • Possibly any other positions.

    This modification will contain a whole new wasteland, new NPCs, new items and meshes, new quests and a lot more features to come. This magical quest will begin in goodsprings, at the mysterious old shack (next to the gas station) that the courier had never noticed before. The location is also shown below:

    http://i.imgur.com/8Xz5o2h.png

     

    I hope that this modification will become large and successful. If you would like to contact me, post on this thread and add me on skype: Intermediate22. If you do not have skype, just message me and I'll reply rather quickly.

    When released, please excuse the outer-area hills(The ones with the collision markers) as they are quite plain currently.

     

    If accepted, I will tell you what I would like you to make/do, off course you can add your own touches.

     

    This thread will be updated soon. I hope you reply to this post requesting a position!

    Thanks!

    -TotallyExoticHD

  8. Hey, guys. I'd like someone to help me if you could.

     

    I'd like to make an NVSE version off my mod (All Console Codes). It would have an item in the aid section named something like Console Menu, when pressed a menu would come up with options for my menu something like this:

     

    Add Item

    Spawn NPC

    COC

    Miscellaneous

    Save Game

    Quit to Desktop

    Other

    Pressing one of these options will bring up another menu with more options, for example, the Add Item would come up like:

    Guns

    Melee

    Armour

    Caps

    Bobby Pins

    Ammo

    Aid

    Misc

    If you press Caps allow you to choose your amount and run the command

    player.additem 000000f [CHOSEN AMOUNT]

     

    Does anyone know how to make this possible? Thanks.

     

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