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DeMocha

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Everything posted by DeMocha

  1. I ended up making a weapon using that mesh, and made the material 'Star metal' so its a cut above dragonbone. Damn its entertaining dualwielding 2h.....
  2. The qunari great sword can be bought from the guy outside orzammar, (the same one involved with stens quest) Dunno if it looks the same as that but i'm guessing it does.
  3. Basically i've played through the game a few times or so, and i often like to roam about after MQ has finished, so by and large i look for something in the wastelands to do (and killing Super mutants is fun) but by the time the MQ has finished you've seen all the outposts and the captives can only be freed once. So i was thinking does anyone know how you can get the Captives to respawn (even though the captive of that area has been freed), and be able to free the captive again. I selected 'respawn' in the 'wasteland captive' character template, but it doesn't appear to have worked.... would've been surprised if it was that easy tbh. There is a script (SCN FFSupermutantCaptiveSCRIPT), but i'm not very good at reading it. SCN FFSupermutantCaptiveSCRIPT Short Freed Short ThankedPlayer Short Button Short DoOnce Float Timer BEGIN OnLoad if ( Freed == 1 ) disable else ( Freed == 0 ) RemoveFromFaction WastelandFreedCaptiveFACTION ; ignore crime so that I won't respond to friendly fire IgnoreCrime 1 ; reset restrained state so I can get back into position after load set DoOnce to 0 setRestrained 0 endif END BEGIN OnActivate if ( GetDead == 0 ) if ( freed == 0 ) if ( IsActionRef player == 1 ) if ( Player.IsInCombat == 0 ) if ( GetIsSex Male == 1 ) ShowMessage FFESupermutantCaptiveMessageBoxM elseif ( GetIsSex Female == 1 ) ShowMessage FFESupermutantCaptiveMessageBoxF endif else ShowMessage FFSupermutantCaptiveNoActivateMessage endif endif endif elseIf ( GetDead == 1 ) Activate endif END BEGIN GameMode ; restrain me once I'm in position if ( DoOnce == 0 ) if ( GetSitting == 3 ) set DoOnce to 1 setRestrained 1 endif endif if ( freed == 0 ) set button to GetButtonPressed if ( button == 1 ) SetRestrained 0 ModPCMiscStat "Captives Rescued" 1 RemoveFromFaction WastelandCaptiveFaction AddToFaction WastelanderFaction 1 AddToFaction WastelandFreedCaptiveFaction 1 setav Variable02 1 addscriptpackage FFSupermutantCaptiveGreetPlayer set Freed to 1 ; stop ignoring crime ignoreCrime 0 endif set Timer to ( Timer - GetSecondsPassed ) if ( Timer <= 0 ) set Timer to 10 if ( GetRandomPercent <= 50 ) say FFSMCaptiveYellForHelp endif endif endif END I'd be very grateful if someone could do this for me or tell me how, (or both).
  4. I often dream of a Fallout/S.o.C. combo..... While i dont care much for the mundane creatures ( Wild boars, dogs, cats etc.), it would be cool to have the the blooddrinkers (invisible guys), dwarves (removed in retail but re-added by some mods) , and snorks (the ones who look like human but with a gas mask/trunk molded to their face), oh yeah and can't forget the good ol' zombies. The anomalies would be cool, and they'd make the Wastelands a hell of a lot more interesting to travel through, then again some of the anomalies would require decent physics and fallout 3 is.... lacking (or at least it has some strange habits).
  5. It is looking that way but we can live in hope.........
  6. I agree, i have kept an eye on your Jin-Roh mod since the thread started. I think that the armour kicks arse, and would like it to be released. So please, for the modding communtity release it. In any case nice work and good luck with any future works.
  7. Yeah i gotta say that i'd love to see the appleseed combat armour ingame.
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