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Posts
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Everything posted by Dawnx2
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Yay giveaway!
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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.
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Geck crashing on weapon edit
Dawnx2 replied to JoePozlander's topic in Fallout New Vegas's Mod Troubleshooting
The file from FCO that is causing Geck to crash when editing weapons is eyebrowm.nif in: Data\meshes\characters\hair -
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
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I think they've tried that...
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Nevermind...
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Strange unknown mod in game
Dawnx2 replied to Trevaen's topic in Fallout New Vegas's Mod Troubleshooting
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. -
This thread is from 2011 and the OP's been banned...
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What's the mod the necklace comes from? http://static-2.nexusmods.com/15/mods/110/images/26282-3-1354706417.png
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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
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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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Change the section thats underlined from 1 to 2. BEGIN OnActivate If (IsActionREF Player == 1) && (bUnlocked == 0) Set nDisplay to 2; Set rSelf to GetSelf; ShowMessage NVDLC04EDECommissaryLockedMSG; ElseIf (IsActionREF Player == 1) && (bUnlocked == 1) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef; ShowMessage NVDLC04EDECommissaryUnlockedMSG; EndIf
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It's version 1.5.0.19. Replaced Shaderpackage014 with 013 and it worked. Thanks for the help.
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I keep getting: c:\_Fallout3\Platforms\Common\Code\BSShader\BSShaderManager.cpp Line: 1996 When i try to make a custom race in Geck and click preview. I've searched google and didn't see anything useful.