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About goldredblue0798
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Let me get a pen and paper...
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Well my list of fav companions is limited by the Phalanx mod (no mod which chages a NPC into companion can actually be a used as a possible companion because of scripting, quests, dialogue, conditions and commands etc). My fav companions would have to be Star Paladin Cross, Butch, Clover and Dogmeat... -KC
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Hey felllow modders! Anyway it seems that with the GECK I have a problem when placing additional NPC's and creature's into the non-interior zones of the game... The GECK places the NPC/creature nicely and reports NO errors... But when actually playing the game with the esp mod enabled and wondering in the area where the NPC's and/or the creature's have been placed the game keeps crashing to the desktop for no reason and always happens after only a matter of minutes or even less... The NPC's and creatures placed dont even have any script attached to them but the game just cant seem to handle them.. Anyone had this problem or have any idea for a solution? I have used other mods that place NPC's and creatures into the game world and they work almost perfectly besides some lagg (depends). -KC
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Modding - Using the "PlaceAtMe" command
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Nope sorry cant use the "MoveTo" command its more bugged in the GECK than game bloating in the actual game... And with the amount of NPC's that would have to be moved you would lagg so much that it would look as if the game froze. The only command that will work is "PlaceAtMe" and the only issue I need to fix is the fact that an unlimited amount of NPC's keep spawning... Their are mods that use the command and they work perfectly fine... -KC -
Modding - Using the "PlaceAtMe" command
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Yeh I know about that save game bloating issue its fricking annoying since it laggs the game and maybe even causes game crash... I am still trying the "MoveTo" command however... but it seems to be VERY bugged and I would have to write countless references and over a hundred scripts just to get npc's to spawn to each and every marker... -
Modding - Using the "PlaceAtMe" command
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Could you make it so that the script would pull out random NPCs? Say 3 of the 50, but each time it would be a different set? Golden, here's where some good info about that type of scripting can be found: http://cs.elderscrolls.com/constwiki/index.php/Scripting_Tutorial:_Summoned_Creatures Has some use but that info is not for Fallout 3 and wont function fully with the GECK... Also when I use the "MoveTo" command the GECK seems to not recognise the command alot of the time plus it seems to have a bunch of other problems.... Will stick with trying to make "SpawnAtMe" command work by making it so only a few NPC's are spawned... -
Modding - Using the "PlaceAtMe" command
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Sounds kinda complicated... Care to post an example script please? -
Modding - Using the "PlaceAtMe" command
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Yeh with the script I use it places a LIMITLESS amount of NPC's all at the same damn spot and never stops... What I need is for the activater to place about 5 different NPC's at the location and then wait for a few days before being able to place them again... -
Hey fellow gamers and modders! I am looking for a script command to use with "PlaceAtMe NPCRefGoesHere" But I need it to be specific on how many NPC's are placed and I need it to only place them once every 3 days or so... This script will be activated when the player comes within range of the activater node in the game world. -KC
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Modding - How to remove dialogue from an NPC
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Works perfectly =) -
Modding - Making a freindly NPC become hostile
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Oh... Would have been better if you just put "radiusvaluehere" and "createdfactionhere" or something... because the script commands are confusing that way... heh tomatoe-tomato =P -KC -
Modding - How to remove dialogue from an NPC
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
TOPIC > Voice Type And on a newly created Quest change the ID to whatever NPC needs those dialogue topics and assign the new voice type to that NPC... Works perfectly! CHEERS =D Also with this method I may even be able to do a recording thats similar to terminator but is actually my own voice so i dont rip anyone of *cocky grin* *says in a deep voice* "I'LL BE BACK... when I need more info..." -KC -
Modding - Making a freindly NPC become hostile
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Thats actually almost identical to the script I chose to use except the "< SomeValue" text was not being recognised so I used a number value instead and it works like a dream =) Also used another command text "StartCombat Player" P.S. Mind reading would be VERY cool... -KC -
Modding - Making a freindly NPC become hostile
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Update: Got a script that does exactly what I need it to do... problem solved! -KC -
Modding - How to remove dialogue from an NPC
goldredblue0798 replied to goldredblue0798's topic in Fallout 3's Discussion
Dont work.... Changes the quest ergo the dialogue for ALL other NPC's who use that same dialogue line...