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Ruadhan2300

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Everything posted by Ruadhan2300

  1. http://newvegasnexus.com/imageshare/images/1454396-1318981254.jpg since you guys asked so nice :) I wasn't bothered by the prospect of scripting, its just that scripting or otherwise, I'm having trouble with applying the effect to doors, containers and computers....not a problem with the effect itself.
  2. Hi My name is Rowan and I am a Modaholic... :P but yeah, if you're like me and love modding games, put what you've done into a portfolio website and link to it in any job applications you may do...it'll help a lot,
  3. As the topic description says, I'm attempting to make a working Sonic Screwdriver style device. for those not fans of Dr Who, the Sonic screwdriver is effectively a sci-fi magic wand which does pretty much whatever the plot requires. but what it's used for most is unlocking doors and computers. I'm attempting to create a parody of it for a mod. I've made a mesh, I've got it ingame, but my problem is that I can't figure out how to apply an effect to a container. I can apply the effects to characters just fine, but the engine ignores my attempts to unlock doors and containers (and computers) completely. I've tried looking at how its done in Oblivion, since there's a spell you can cast to do more or less this exact thing. but the differences in functionality aren't exactly reproducable, Spells don't exist in the same form in the Geck. if anyone is at all able to apply effects to containers, I'd appreciate any help...
  4. some very interesting discussion here.. I'd have to take the stance that the legion's Ends do not justify their means. they've created a safe and secure environment for legion citizens, that's a step forward. but they've chosen to use frankly barbaric methodologies. in effect taken the easy option. that's a step backwards for me. Then there's the sexism and cult of personality. that's a couple more steps backward. that said, I would love to see a mod to really flesh out the legion, either with the existing areas, or by creating a new one. I recently got a handle on how the companion stuff actually works, so I'd be quite capable of building one for such a mod if anyone is actually interested in working on this...I have a lot of stuff on my plate though, so I have little impetus to do this independantly... if someone were to write a complete dialog tree for a legion companion, I could quite easily implement that. my biggest problem is in coming up with good dialog for characters (not in the technical side of things) as an alternative. if someone else is working on some of this and needs some technical advice, I'd be very willing to lend a hand.
  5. could it conceivably be the most obvious problem? Archive Invalidation not being Invalidated? there's a button in FOMM which can set that up for you if you haven't done it. but if it wasn't done, then you'd get symptoms like you describe....
  6. Returning to Vault 105 after a hiatus working on Mad Science.... Loads of work done today. Finished the Vendor Dialog for Larson, Larson now sells Protectrons, Gutsys, Both kinds of Sentry bot and the unique Mr Fatso companion. Fixed the AI package stuff for the robots, so they now actually follow orders and no longer attack everyone who isn't actually in their faction. Additional questline dialog added for Chief Rogers Figured out levelled Character lists properly and implemented six different NPC variants on Vault dwellers, and six more for visiting wastelanders. should work quite well ingame. Added dialog-trigger boxes affecting Carl and Chief Rogers for the first time you meet them. Laid out the Apparel Shop, Fixed the character appearance for the Apparel Vendor. Implemented a levelled-list for Vault Tokens, added them to various characters throughout the vault as loot. Added a Brahmin Pen to the entry hall, with a teenage caravaneer looking after them. no dialog yet, but it'll come. Its a real help having done Mad Science, its made me a lot more confident with levelled lists and quests (not to mention scripting and AI packages) I'm hoping to have the basic dialog options for all the characters in the entrance area/Traders landing finished within a week or two, and be able to fit some fairly in-depth tiered questlines into that over following few weeks. Once there's enough quest-line stuff done for the Entrance cell, Players will be permitted to enter the actual vault-proper and I'll need to nail down the layout for that...
  7. my experience of Stalker was that it was thoroughly unpleasant to play, but beautiful as an open-world RPG. I didn't like it very much...
  8. *Bump* I actually tried to convert a Dog into a cat quite recently... The resultant abomination was decidedly non-catlike. but I could retrieve my Kit-Cat and use him as a model.... I'll have another go soon, but hopefully someone much more talented than me (I'm looking at you Monster-Mod Team! ) will take this on....I want cats roaming some areas...but not freeside. freeside would be like being a living chocolate bar in a candy-shop to a cat...Westside maybe. and around the outskirts of town, I'd like to see some places have their own sorta mascot cats, like post-offices traditionally have a black and white tuxedo cat to keep the mice away from the letters... Mojave Outpost, Jacobstown...Crimson Caravan...and Mr House's penthouse should all have named cats roaming around :) I love the idea of supermutants taking in a little cat and looking after it with lots of TLC :P
  9. I've been using showracemenu for ages, I've never had a problem with perks failing on me. I think because the showracemenu is not the one where you rebuild your character's perks....
  10. you should be able to adapt to work in Fallout new vegas :P if you can't work around the differences in the tutorial, you might want to rethink diving into something as complex as a vault project... Anyway, the tutorial is fine for nv, just some subtle differences in the items and so on. as far as the "duplicate the vault 108 cell" goes...just copy any old cell, ideally a ruined vault related one and it should be fine.
  11. are you looking for the durability of the armor? or its damage resistance...they're very seperate things. I'm guessing Durability looking at your choice of commands. Looks like you may be having a syntax problem, generally commands go Object -> Command - > Subject -> Data so in your case, you can cut out the Object part (which if you were adjusting a player stat would be "Player") So:- SetObjectHealth ArmorPower 90 just looking at this list, you might prefer the function SetEquippedCurrentHealth which takes a specific slot on your body and IDs the item equipped there, then sets its health.
  12. more likely part of your mesh is bound to the wrong part of the skeleton.
  13. what you've probably missed is that you need to export it from Blender so that it has a BSFadeNode. same as a gun.
  14. How about FOSE? would GetBaseObject do the job? or would it result in ALL the NPCs of that type following the same AI packages?
  15. hm, well, as is, I've got the lobotomites spawning with patient gowns and nothing else, so you auto-loot the victim and then decide to give them back their gear...works well enough for my taste and fits... my real problem remains that I need a way to do what GetSelf does, but for placeatme type entities....ones without permanent references... I might be able to do something with a function which recalls which entity I interacted with to get the dialog....possibly, I remember seeing something like that in my browsing, but can't quite recall what function...
  16. if you know what you're doing with it, opening up the mod with FNVedit should help. then you can see what cells are being affected and possibly change them
  17. on the Geck Wiki it says this: GetSelf will return 0 if called on a reference that has been created dynamically (for example, created via PlaceAtMe, or dropped from an inventory into the game world). I'm not exactly sure what you mean by Robotics Expert...I'm already using the whole sneak up and activate method same as Robotics expert, same as Cannibal too. what I'm having trouble with now is the AI packages, but I can make use of being able to get a Ref_ID for dynamic spawned entity in the inventory management too... my problem is I need to have something for handling dynamic IDs.
  18. funnily enough, I've had Vault 105 on the backburner for a month or so while I'm working on Mad Science. Rest assured it'll be back on the main modding line when I'm finished with MS. its linked to in my Sig, but for a quick summation Vault 105 is a large-ish vault which has only recently opened. they've been very leery of letting in outsiders, and most of their contact has been for the purpose of trade. They are not aware of what has happened to most of the other vaults in the area (and it becomes your quest from them to go and investigate those vaults) but they're very very cautious. the big part of the mod so far has been the entry quests and the Trade Concourse they set up in disused storage bays near the entrance. The majority of the mod is just being laid out, no details really. My plan is that over the course of the quests, you become more and more accepted by them and eventually gain your own small home in the vault. The idea is that once you get in, you can literally live in the vault for an extended period of time without having to leave. but eventually you'll run out of money and supplies and will have to go out to find more. my themes for the mod include day-to-day living on the part of the inhabitants, ie, they sleep at night and the vault lights will dim in the living quarters, the whole point is that it's a vault which is still very much in lock-down, but is opening up to the outside world carefully and slowly. No plans for the player being a leader or even having much say in the vault's activities. I dislike those mods personally since the Courier already seems to be the only person in the mojave who has any ability to do -anything-....just bothers me that way... if I -do- go that way, I might plan to have the player continually being given reports and being asked for instructions to the point where they might want to step down XD
  19. I think my problem is likely connected to the lack of a permanent Reference for the NPC...I'm creating a new NPC and trying to tell it what to do ingame. Frankly this problem feels like bashing my head against a wall....
  20. I think that if a mod needs NVSE to be made in the first place, then there should be no hesitation and the mod should be made dependant on NVSE. if its optional amd just a matter of minor convienience, then maybe start wondering. but really, the people I make my mods for are myself, and people whos opinions I respect. which basically means anyone who's building mods themselves or generally a regular here on the forums. some exceptions of course, but that's my intended audience. some newbie who just joined the site yesterday and is downloading my mod for the first time, and/or has never even heard of NVSE is -not- my audience. I also accept that the german version of the game doesn't support NVSE, I apologise, you're cool dudes, but I'm not compromising my modding efforts for one group of people. that said, I -don't- mod with NVSE because I don't really have any projects that need it yet :P but when I do, all the above will almost certainly apply. I do agree with the idea of compartmentalising the NVSE dependant parts so that in the event that someone runs the mod without it, it doesn't run those sections rather than just outright breaking.
  21. could I suggest that you alter the mesh to make it hug the skin around the neck? it looks a bit...non-nbc-proof XD
  22. I for one would like to see a vault which has been partially revealed by the ground-shifting, so sections of the interior have gaps and you can see the bottom of a canyon far below...or if you're out in the canyon, you can see sections of corridor and anchoring material jutting out of the cliff-face. actually, cool as that woul be, realistically the vault would have been torn apart by the creation of a canyon, not have the bottom dropped out of it, it looks like basically the earth fractured and split, tearing apart anything that was over the line at the time, and dropping large sections of land into it. so if a vault were directly across the fault-line, it'd have been split in two. one part on each side of the ravine. with debris at the bottom. I think it'd be really cool if there were bridges and some after-catastrophe constructions spanning the gap..making the two halves accessible to one another again.
  23. both are set to subject. I wasn't able to find anything that said otherwise... I'm really unsure what exactly that dropbox is talking about with each case :P I'm assuming Subject means the entity the condition is attached to, Target being the one its talking to or interacting with the other three are fairly obvious to me.
  24. I already am, its making no difference whatsoever... the AI is completely ignoring the Conditions in its packages. my script for adding the marker additem aaAIMarker 1 evp my script for removing it again removeitem aaAIMarker 1000 evp I'm honestly at a loss. I've checked via console, the markers are being added properly just f ine. its simply totally ignoring them. I tell the Lobotomite to follow me, it adds the marker, and the lobotomite keeps sandboxing and ignores me. basically, permanently stuck on the Wait package. Incidentally the Wait package -is- the top package on the list.. The basic conditions are that if there are any markers in the inventory of the Lobotomite, it'll use the follow package to follow me. otherwise it'll wait where it is until otherwise given orders...the conditions are mutually exclusive.
  25. Ok, so I've made a script which deletes and replaces NPCs with Lobotomites. I'm trying to make the AI packages that govern them. my problem seems to be conditional. I can persuade them to follow me, and I can persuade them to sandbox, but I can't persuade them to switch from one to the other. either direction. as far as I can tell, the packages both try to be active simultaneously despite their conditions being mutually exclusive. the conditions are set up to use hidden items in the lobotomites inventories to tell what to do. giving them orders via dialog will remove or add those tokens to manipulate their behaviour. I've got the entire thing set up and it -ought- to work, but for some reason, having two packages on the same AI means they won't pay attention to the other once I've picked one initially. V.Annoying
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