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demalii

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  1. Unless you extract the textures, I assume you want the geck way. Pretty sure this is only way otherwise which I'll explain just in case you don't know. ID: Armor1 (The armor with texture you like) ID: Armor2 (The armor with stats you like) Right click armor1, edit, change ID to whatever you want, click ok, yes to new form. Now right click your newly named ID armor and edit. Place all the stats and information from armor2 into armor1. ^^
  2. Looking over the functions, all I see is "SetCellFullName", I'm not certain with the scripting if you can declare a new variable, if so, you could possibly declare the marker name as a variable and set it to "Marker Name (Cleared)".. As far as I know, it's a Marker, that appears on your map and it's name is what you see ingame. Also if it's possible through scripting to load an object, you could also have.. 2 markers, 1 for default "Name" and then once it's cleared or w/e your conditions, you could remove marker 1, and load marker 2.. or change marker 1 into marker 2. Food for thought, sorry I couldn't be of more help.
  3. I was having issues with this for a day, after searching high and low. I spent enough time, and I've an idea for you to tinker with. I haven't tested anything, but assuming you know what you're doing, take a look at NPC -> ArlingtonLibraryRaiderGunGuard1 /2/3. I haven't checked, but this appears to have a package that says "Stay at Position"... I've successfully figured out how to make npc's stay IN a cell during combat, but if the stay at position does what it says, you could set a guard package with like 0 radius (assuming the npc won't move, but can search for enemies down below?) and the stay at position package would keep the npc inside the guard package? Anyways, if your npc is inside a water tower and it's a cell, like a house.. Then create a package, and set the package type to "guard". From there it's self explanitory but I just simply set mine to a cell, so it would stay inside. On the flags tab of the package, check the "continue during combat".
  4. Hi, I am not "new" to modding, but recently started up on a fallout 3 project again, so far it's looking great and good storyline. I have everything situated for the most part, except when say, I attack neutral npc's (in a custom cell), they attack and continue to leave the cell and follow into the wasteland. For quite a ways. For the current npc's I'm using a custom ai package, that is just for sandbox movement around the cell (which is a house). I have the wander location for the AI package set as the house cell. I've tried other packages as well, but regardless I just want sandbox movement and for them to stay in the house, even when hostile. Not follow me and get killed by deathclaw. So anyways, just keep them inside their home, how can I accomplish this? <3 Thanks a lot.
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