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Dawnx2

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  1. I've been messing around in geck making a house mod for awhile now and I'm kind of curious about what separates the good ones from the bad. I know location is a big one, but what are some of the other factors that make or break them in your opinion? Currently my house mod is a bunker near 188. Comes with auto-sorting, a vertibird for fast traveling, a commissary like the ones from Lonesome Road but doesn't require EDE, some edited vanilla meshes and uses some modder's resources. It will probably not come with a quest cause that is out of my league scripting wise.
  2. The file from FCO that is causing Geck to crash when editing weapons is eyebrowm.nif in: Data\meshes\characters\hair
  3. I think they've tried that... Jeez, sorry I tried to help then. The GECK gives a clear error - the problem is in that line. Wasn't trying to be rude. x.x
  4. I think they've tried that...
  5. Which hidden bunker mod? Edit: Nevermind I found it. Hidden Bunker add's a back exit which you can get to via a hatch under the bed in the secret room.
  6. This thread is from 2011 and the OP's been banned...
  7. What's the mod the necklace comes from? http://static-2.nexusmods.com/15/mods/110/images/26282-3-1354706417.png
  8. To do it? Just something I wanted to add a house mod i'm screwing around with. And idc if you do.
  9. I made a quick esp to refresh how I set it up the first time. Here's the link to DL: Edit: The container the merchant is linked to has nothing but caps so you'll need to add items to the container.
  10. The pencil icon at the top.click it then script and new. By scn you put the name of the script you want it to be do not put numbers first ex: 00scriptname instead do aaa or zzz to find it easier.
  11. http://geck.bethsoft.com/index.php?title=Creating_a_new_vendor For the commissary you'll need to make a NPC skip the first instruction follow the 2nd, and 13 skip 3-12 and you'll need to copy a cell place the NPC in it with the vendor chest and put this script on the NPC: SCN ; Script to activate barter menu from Commissary terminals ; TLS 03/21/2011 BEGIN OnActivate If (IsActionRef Player == 1) ShowBarterMenu; EndIf END You'll need to use linked ref to link the commissary to the NPC and then use mechant container to link the NPC to the vendor chest which needs to be set to Persistant Ref. Edit: Also the underlined references need to be changed to reference the vendor chest and this section is in the commissary script. ; Reset Caps if the get to High. set nNumCapsVendor to VendorContainer.getitemcount caps001 set nNumCapsRepair to rLinkedRef.getitemcount caps001 If ((nNumCapsVendor + nNumCapsRepair) > 6000) || ((nNumCapsVendor + nNumCapsRepair) < 200) VendorContainer.removeitem caps001 nNumCapsVendor VendorContainer.additem caps001 6000 rLinkedRef.removeitem caps001 nNumCapsRepair EndIf
  12. It's still saying you need an eyebot? Edit: Next underlined part change that one also. x.x BEGIN OnActivate If (IsActionREF Player == 1) && (bUnlocked == 0) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef;; ShowMessage NVDLC04EDECommissaryUnlockedMSG; ElseIf (IsActionREF Player == 1) && (bUnlocked == 1) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef; ShowMessage NVDLC04EDECommissaryUnlockedMSG; EndIf
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