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Hi all, I know this might be a long shot, but I'm looking for a particular.nif from the Fallout Nexus for a mod I'm working on There's a crashed plane asset used in both Honest Hearts and Lonesome Road, however it doesn't have collisions. I'm looking for a mod on the Nexus that I'm pretty sure I saw on here which includes that asset, but with collisions I've tried searching, but it would appear that this model appears in a collection and for the life of me I cannot seem to find it Any help locating this asset will be appreciated Thank you
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Have you been able to figure anything out for this yet? Because I've met a brick wall with my attempts
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I'm guessing edit 3 of mine is also costly in terms of CPU cycles, as well as pretty dirty. I've got it so it works, but it doesn't update immediately and in some larger areas it causes a crash. It's really bugging me how I can't get it to work as an object enchantment either
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In your first iteration of this you said you managed to make it work for everyone, including NPCs, how did you get that to work? Also, I can see about making standing power armour, A la operation anchorage reward room, and FO4. it shouldn't be that hard seeing as an easy way to do it is to just set the biped model as a static, however it doesn't include the gloves and the helmet. I'll give that a crack now and see what I can come up with Edit: I also tried to take a look at the PPA mod to see if I could reverse engineer the power armour scaling component but it's buried in a lot of script and quest stuff, so perhaps somebody more proficient in scripting would make better use of that? The only thing that I could tell from it is that it uses a token, and from there applies a script which does the scale. Still couldn't see a way of how they targeted (got the ref) any NPC wearing the armour Edit2: The FO3 version of the mod uses this mod http://www.nexusmods.com/fallout3/mods/14342/? to be able to add an item to every NPC, so perhaps this tied with tokens that set the scale? Edit3: I've managed to make a quest script that detects actors in the cell the player is in and adjusts their scale to 1.15 if they're wearing a powered armour in a list. It requires FOSE. But it works. Doing it this way seems to be the best course of action on getting the NPCs to scale as doing it through armour effects/object scripts just haven't worked at all for me apart from getting it to work for the player. Also creating a dupe of the quest/script and changing the values to from 1.15 to 1.00 and making the list == 0 works for reversing the effect. However it takes a second or so for the size to apply. Which is fine. The only problem I have now is fact the setscale script doesn't work on dead bodies (if you kill someone in PA and take it their corpse will still have the scale of 1.15). The size difference of 1.15 isn't that noticeable on stripped bodies and may just have to be something we have to live with. So what I'm planning on doing is to apply the script from the thread I linked above onto the armour separate from the NPC script, as that one works for the player as opposed to the quest script working for NPCs SCN PAscalescancell ref rCurrentRef float fscale Begin GameMode set rCurrentRef to GetFirstRef 200 1 0 ; Actors Label 10 if rCurrentRef if rCurrentRef.GetEquipped PAlist ==1 if rCurrentRef.GetScale != 1.15 set fScale to rCurrentRef.GetScale rCurrentRef.SetScale 1.15 set rCurrentRef to Pencil01 ; Prevent apple bug set rCurrentRef to GetNextRef Goto 10 endif endif endif End
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Funnily enough, I'm trying to get this in my game as well after noticing how ridiculous the "heavily armored" people look. I've been digging away all night at this, and still can't find a way to make a script effect everyone using certain armours. I managed to find these pages that are somewhat related http://forums.nexusmods.com/index.php?/topic/2162299-help-for-a-script-with-setscale/ http://forums.nexusmods.com/index.php?/topic/676120-setscale-on-npc-script/ And that's pretty much it on people trying to do similar things. I hope someone figures this out, cause I really want scaled power armour as a standalone mod too
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Hello all Simple request, not too sure on the possibility of it being done due to not knowing how to use the CK myself (more of a GECK person (barely)) At the moment I'm playing as a vampire, and was wondering if there was a mod that lets you feed off the blood of animals like you can with dead humans like in the "better vampires" mod. I.E. you activate the corpse and you have a "feed" or "search corpse" option pop up on a nice little menu. I like playing as a vampire but I like playing as one that doesn't have to constantly feed off of people. I looked for mods that would do this, but the only one I could find that is remotely similar to drinking blood from animals is one that bottled the blood. I want to be able to feed off them, without bottling the blood. As I like to RP my vampire character and imagine that when I go hungry out in the wilderness I'd be able to satiate the bloodlust off of any warm blooded creature, not just humans I'm sure this would be a simple thing to do in the CK to allow me the "feed" and "search" option come up on a menu, but I'm not advanced enough a user to figure it out on my own Thanks in advance
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http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html There's a tut for custom reload animations here
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http://i.imgur.com/A695edX.jpgNever seen this happen before, nor can I find any documentation on it. Any help?
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I want to make a mod where lockpicking is only possible if you have a screwdriver in your inventory, if you don't have one a showmsg will pop up in the corner saying "You need a screwdriver to pick this lock" Possible or not? Possibly made so the condition of the screwdriver affects what kind of locks you can pick, as well as lockpick skill, i.e. lockpick skill is 75, screwdriver condition is 50, can only pick up to level 50 locks, but at 100 lockpick any condition screwdriver is alright
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Turning creature .nif into static?
SpartanISW108 replied to Jokerine's topic in Fallout New Vegas's Discussion
It's fairly difficult to do custom collisions (from what I know, I'm not very good with models either) But what I did with NifSkope, was I found something with a box collision, or anything you want that has a similar collision to the model you're using, then copied the model data (nitristrips, tritrishape) over the model that has the collision, then shrunk it down to fit the collision, then in GECK I placed the object and scaled it up to the appropriate size (collision scales with it so that's alright. That's just my ghetto workaround for objects without collision anyway, I'm sure there's better ways to do it -
Add light to npc -creature?
SpartanISW108 replied to Kuko16's topic in Fallout New Vegas's Mod Troubleshooting
I actually have a script that does that, gimme a second to get back home and I'll paste it in here for you. It's pretty simple Starting from Scn, you can obviously change the name to whatever it is you need it to be called, as well as changing "PackBrahminLight" to whichever light it is you've made for your creature/NPC scn PackBrahminLightScript ref rSelf ref rLightObj begin GameMode if rLightObj == 0 set rLightObj to PlaceAtMe PackbrahminLight 1 set rSelf to GetSelf elseif IsMoving rLightObj.MoveTo rSelf 0 0 64 endif end -
Help with a mod
SpartanISW108 replied to SpartanISW108's topic in Fallout New Vegas's Mod Troubleshooting
Yes that works thanks so much :) -
Help with a mod
SpartanISW108 replied to SpartanISW108's topic in Fallout New Vegas's Mod Troubleshooting
Still for some reason causes a CTD as soon as I equip the scarf, either of them. Just before what'd normally get me to the menu -
Help with a mod
SpartanISW108 replied to SpartanISW108's topic in Fallout New Vegas's Mod Troubleshooting
That script causes a CTD for some reason O.o I'm not proficient enough in scripting to see why, it crashes when I first try to equip the scarf