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maximusnz

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Everything posted by maximusnz

  1. LOL, Was looking for exactly the same thing just now.. Yep, when offloading items into any vanilla container it is a pain having to click click click... When taking an item is fine as you have the option to "take all" by pressing A. well what about an "add all" button maybe the D key. Ive tried looking through the geck and also the ini files to see where this screen may exist but to no joy. as I would try and alter it myself. If anyone knows where to find that particular screen that appears when in any container it would be a help. Or if anyone could make the mod that would be even better.
  2. Hey there guys and gals.. After a long break from fallout and modding I'm back into it again. Im wishing to tidy up and streamline my Goodthings in Goodsprings mod as theres many little things that erk me. Basically my mod is a house mod with automatic sorters etc.. one of my pet peeves is.. When the player activates the armor sorting lockers and selects "add items" all the armor relevant to that locker gets sorted as it should, but it also adds what the player is currently wearing if their armor is also relevant to that locker so the player ends up stark nekkid and is likely to forget to re add their armor before heading out into the wastes again. Is there anyway to add this exclusion to the sorting script?
  3. If I may suggest my own house mod, seeing as the Vanilla Game doesnt have a house for a player starting out in Goodsprings.. Its called > Good Things in Goodsprings http://newvegas.nexusmods.com/mods/37205
  4. Just testing the waters here to see what sort of feedback I may get, I am thinking of doing a mod with the IronMan theme.. Big flash House, all high tech, To obtain it would be a quest of some sort, Inside will be Schematics for new weapons and the suit.. High tech display areas and sorters (The usual) Players would do side quests to get the bits required to make the suit Players would need to scavenge as they do to get the bits to make new weapons Certain Skill levels would be required to make each Item. Thoughts anybody??
  5. In FO3 within the Wanderers edition mod, you could fill empty bottles with water from the crouching (hidden Position) Does anybody know of a mod that does this with FONV or could someone hel me with a script to do it.. Thanks all..
  6. Are you familia with photoshop or the Gimp (free programme) Most texture artists in the 3d word or even 2d world (Matte Painters) simply use brushes, photo shop has some good standard ones or you can download them, play with their sizing etc.. A good way to get a tinged weathered look, is to get an A4 bit of paper white or off white, and then put a tea bag in water for a few mins, then rub the teabag over the paper, allow to dry then scan it in too PS or gimp maybe screw the paper up first to give it evenb more randomness .. CG Textures dot com also have a vast aray of photos of real life weathered materials to take bits from.. Hope this gets you started.
  7. I am in the middle of making my next mod, using the original FONV release. Now I havnt updated to FONV 1.3 (patch) yet, but when I do Once its issues are sorted, Can I still continue with the current mod file or will I have to start again.. Will there be any issues that anyone may be aware of??
  8. Through out both FO3 and FONV all Human characters (except Kids) NPCs included seem to be of the same size.. about 5 ft 10 and 85 kgs.. for the men and about 55 kgs for women I have the idea of a mod that would change all peoples physical characteristics, so we get normal build people, overweight people, Big Burly people.. you get the idea.. Would be cool if the player could have these settings as well I have no idea on how to accomplish this but think if someone could do this it would give another immersive aspect to the game..
  9. Never mind, Figured it out... For those who come across this problem, the Solution is, when making a new interior cell you have to duplicate an existing one.. The Problem was that the Cell Had ownership.. ie Goodsprings Faction.. change this to None.. Done..
  10. Im Doing a clean rebuild of my mod I did 2 weeks back listed here, http://www.newvegasnexus.com/downloads/file.php?id=37205 Seeing as that was started from another mod, I ripped it apart and started again so its virtually un recognisable, but it has had issues in the past 2 weeks.. So I fugured a clean build would be best, How ever.. Having set my layout etc for the interior cells, Im now starting to clutter it etc.. Problem is, in game Every item has to be stolen, every cabinet, locker, etc is a crime to open.. What has changed????? Im bringing in new fresh items from the main object menu, They are not owned by anyone, Ive tried adjusting settings, Ive made an item owned and then set it back to none, ive tried player owened, but having no luck at all This is really starting to bug me... Any ideas please?????
  11. OK, Im doing a mod, for a house, is almost finished, but instead of giving it away, I want to add the key to chets inventory so he can sell it.. How is this done.. Ive added the key to his inventory, but it dosnt come up in game for sale.. Ive tried just adding a container within my mod, making chet the owner and placing the key inside, but still no luck, it wont show up in his list of items for sale.. Hope someone can help..
  12. and then check this out.. http://geck.bethsoft.com/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series
  13. Im just wondering if NV has all the custom weapons from schematics. the rock it launcher shishkebab , Railway Rifle etc.. Just need to know for a mod Im doing.. cheers..
  14. There is no update from what Ive read.. the 1.5 update is for the FO3 Geck, Its all a lil confusing since it all on the same page..
  15. Yep Im having the same problem... Half a solution to find your errors in your script could be to write the same script in the FO3 Geck, and hit save.. Any errors will then show up.. Where Im stuck is even though it tells me error on line 11, all I have done is used a script from a mod in FO3, and changed the naming convention to suit my mod.. so I cant see where the error is..
  16. Im not sure, what you are meaning??? Ive unistalled the mod, and travelled to the area, and the trees are back to normal and looking normal.. When I load my mod in the the geck there are no trees there which is how I want it.. but when i load my mod in game these horrible things are there..
  17. Just too add, these trees arent even meant to be there, but obviously something hasnt been deleted in the system..
  18. OK, Im in the begginning stages of creating a new mod, Hopefully and I think its somthing that hasnt been done before.. How ever Am having some issues with the outside part of the mod, Ive cleared an area of some trees in the wasteland, deleted some and moved others.. So In the Geck I have a nice cleared area to build, but in game I have these highly distorted images of trees still in place??? Has any experienced modders run into this issue before, and is there a fix.. Attatched I hope are some images..
  19. Surely Someone out there has tested a mod before during construction, If someone could let me know the exact steps they took to get to their mod (cell) in game, I would appreciate it alot, because Ive followed the bethsoft Tut and it doesnt work.
  20. Thanks anyway, but no, didnt help, Ive tried all possibilities (I think)
  21. Ok, I have spent the last 2 weeks doing the Vault74a Tutorial, I have laid out my vault and started to light it, and add Clutter, Before I go any further I want to test it in game.. So I have refered to bethsofts Tut on how to do this via the console Heres What I have done.. Ensured my esp file is in Data Folder - check. Created a Custom.ini file which states - STestFile2=SecretUndergoundLair.esp - check Have ticked the appropriate box in the data checklist in the fallout launcher - check. Run FO3 Open Console via ~ key Type in, COC SecretUndergroundLair hit enter This Is what I get.. Scripts:Script 'SysWindow CompileandRun',line1 Expected end of line. Compiled Script not saved! Can you tell me the exact process you used to enter your mod in game, please.. I have tried the tutorial to the letter but am not having any luck with it.. Thanks..
  22. Ok, I have spent the last 2 weeks doing the Vault74a Tutorial, I have laid out my vault and started to light it, and add Clutter, Before I go any further I want to test it in game.. So I have refered to bethsofts Tut on how to do this via the console Heres What I have done.. Ensured my esp file is in Data Folder - check. Created a Custom.ini file which states - STestFile2=SecretUndergoundLair.esp - check Have ticked the appropriate box in the data checklist in the fallout launcher - check. Run FO3 Open Console via ~ key Type in, COC SecretUndergroundLair hit enter This Is what I get.. Scripts:Script 'SysWindow CompileandRun',line1 Expected end of line. Compiled Script not saved! So I cant teleport to my mod at this point to test it.. Does anybody have any ideas what has happened and what can be done to fix this.. I have dissabled all other mods and started a fresh game as well., I have all my required DLC's loaded Have spent the past 5 hours searching thru the forums for anything relating to this, but cannot find anything. Ive double checked all my naming conventions, and have changed them just incase.. ie with spaces, without spaces in between the words, but no luck as yet, Any help here much appreciated.
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