Jump to content

opravdu

Members
  • Posts

    63
  • Joined

  • Last visited

Nexus Mods Profile

About opravdu

Profile Fields

  • Country
    Denmark

opravdu's Achievements

Enthusiast

Enthusiast (6/14)

  • Week One Done
  • One Month Later
  • One Year In
  • First Post
  • Collaborator

Recent Badges

0

Reputation

  1. Hello there. I am trying to make a mod that gives the player a power known as "Geass". Some may have heard of it. In this case, the player will have the ability to command any npc he can get in dialogue with, to kill themselves. (And possibly more when I get further into making the mod). So starting out, I need a topic that appears on every conversation. I tried making a topic in a new quest, with no conditions that links from GREETING, but that didn't work. How can I make it work? Next question, would anyone have an idea to making the subject run a script, such as KillActor (I can't remember if that's the functoin)?
  2. The GECK scripting is really to simple to do something like "ceil(x)" huh?
  3. I'm just asking a quick question here: How do you round up a value in the GECK? I have a script, where I would like to round up a value. How could I do this?
  4. Actually, I wasn't hoping that they would get cured. I was just wondering, that if they are healed by radiation, wouldn't they get sick or something, if they took RadAway?
  5. What happens if a ghoul takes Radaway? Discuss.
  6. Is there any way to force the pc to look at a specific target? Because then I can spawn an npc, with a package, making the pc aiming at that npc and walking straight forward.
  7. Once, I forgot to load the master file, and noticed the only npc thats there without it, called 'player'. It appears that if you spawn it at you, it will have your pcs name, and be wearing a pipboy (as that is what the npc is wearing from start). There's no dialogue. Just like bottlecaps, this was obviously added early, the form id is 0000007. There is also a playerfemale appearently added much later. I thought "What will happen if i put an active travel package on this npc?". I tried and well, nothing happened. But if i spawned the npc, it would complete the travel package as it was told to. I was hoping to make some kind of mod that would move the player, without fast traveling. I'm not sure how much I will be able to get out of this thread, but if anyone has ideas, or knows how the pc could possible be forced to use a package, please post it here. Thank you :biggrin:
  8. I would like a mod that makes the pc walk towards a specific point, or rather, the map marker. I can't see a reason why it wouldn't be possible to make the pc use an AI package to walk towards a specific point. I mean, Cakester, who is making multiplayer, said he got the characters moving using AI Packages. If anyone can make this, or tell me how to get the pc to use an AI package, i will be very grateful! =D
  9. I couldn't find any mods that adds a player house to every big city in the game. I decided to make my own. It's a pretty simple mod. I try to make the house fit with the settlement it's in, so it will have the same layout as the other houses near it. Each house will have a robot, laboratory bed and storage space. So far. I haven't come very far with actually making houses (I've only made three; Andale, Arefu and Big Town). The key will be found near the house. The laboratory is upgraded, and can now do the same as the Infirmary, and as an addition to brewing 1 compound in 1 day, it can now also brew 10 compounds in 4 days. If anyone has suggestions to what you would like to see in the house, please tell me.
  10. Yeah, Liberty Prime is (was) awesome. (I miss him :sad:).
  11. Do you have any saves before you loaded the 2 mods?
  12. Inside the texture and meshes folders, are the models and skins for the weapon(s). Without those a weapon won't be visible in-game. Just drag it on top, and tell it to replace. It won't replace anything, as the new weapons meshes and textures are located differently than anything else in that folder. It's supposed to be there.
  13. I did. I couldn't find any modified scripts. (Assuming that the * added next to the count means it's been modified in the mod).
  14. I saw this mod yesterday: http://fallout3nexus.com/downloads/file.php?id=2747 It replaces the mysterious stranger with Chuck Norris, and makes the chance of him appearing 30%. All I see the perk doing, is editing an entry point, so I don't understand where the scripting behind Mysterious Stranger appearing is. I read something along the lines of "Runs when entering V.A.T.S." about the Mysterious Stranger entry point, so I could imagine it being a script. Where is this script located/How did this mod modify the percent?
  15. Thank you very many times. I will remember this when working with packages. If it didn't make my gay, I'd say I love you :wink: :smile: I will probably release this sometime next week, I'll remember to credit you.
×
×
  • Create New...