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SpartanISW108

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Everything posted by SpartanISW108

  1. 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
  2. Have you been able to figure anything out for this yet? Because I've met a brick wall with my attempts
  3. 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
  4. 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
  5. 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
  6. 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
  7. http://www.svartberg.com/tutorials/fallout3_customreload/customreload.html There's a tut for custom reload animations here
  8. http://i.imgur.com/A695edX.jpgNever seen this happen before, nor can I find any documentation on it. Any help?
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. I don't want to clutter up my inventory with multiple objects of the same thing, how would I go about doing this in the script? I have outfitwastelandscarf and outfitwastelandscarf02 (face cover version) Do you think you could write me a script that'd satisfy that? EDIT: This is the current script ScriptName ScarfScript short bMenu short iButton Begin OnEquip Player ShowMessage WastelandScarfMsg ; Cover Face? | Yes | No Set bMenu to 1 End Begin MenuMode 1002 If bMenu Set iButton to GetButtonPressed If iButton == 0 ; Selected "Yes" player.unequipitem outfitwastelandscarf 1 player.unequipitem outfitwastelandscarf02 1 player.removeitem outfitwastelandscarf 1 player.removeitem Outfitwastelandscarf02 1 player.additem OutfitWastelandScarf02 1 player.equipitem OutfitWastelandScarf02 1 ElseIf iButton == 1 ; Selected "No" player.unequipitem outfitwastelandscarf 1 player.unequipitem outfitwastelandscarf02 1 player.removeitem outfitwastelandscarf 1 player.removeitem Outfitwastelandscarf02 1 player.additem OutfitWastelandScarf 1 player.equipitem OutfitWastelandScarf 1 EndIf Set bMenu to 0 EndIf End But it doesn't appear to be working for me
  15. I'm looking to make what I think would be a simple mod but I have no idea how to do it exactly Basically, what I want to do is make the scarf mod, only use one scarf, but when you equip it you get a menu that asks if you'd like it to cover your face, simple yes no question, and then equip the appropriate scarf for your option I looked into messages, but I can't seem to find a function that'd get me to equip something if one button is pressed
  16. I think he means like in ARMA. Like you toggle IS with the aim button and zoom in by holding the IS button
  17. Seems to work when I pulled it up in console commands in game
  18. Found the command, it's "reset3dstate" Is there any way to attach this to the exit door so when I go through the exit door it resets the shaft so I can go down the elevator again? How would I set up a trigger actually? So the script activates when I enter a certain boundary, as I can just place that in the next room forcing it to reset after the portal change
  19. There's no playing backward animations for these pieces, is there not a script to reset them then?
  20. Is there any way to reset the animated parts as well through a seperate script so I can keep using the elevator every time I come back?
  21. So put the timer on a gamemode and the rest of it onactivate?
  22. Are you intending on releasing this when you've finished it?
  23. I'm having troubles with modding in a copy of the elevator from Lonesome Road for a personal silo home. I'm trying to create a script block that runs the movement part, then when the elevator is at the bottom of the shaft, disables the invisible wall at the front allowing you to continue. However I can only seem to get the starting sounds, and the movement up to the bottom of the shaft to work. But the script doesn't seem to follow the blocks in disabling the invisible wall when it reaches the bottom of the shaft. Here's the script in case anybody can help me scn Silo01ElevatorScript short iStage float fTimer Begin OnActivate if fTimer > 0 set fTimer to fTimer + GetSecondsPassed elseif iStage == 0 ; Stage 0 playsound OBJTurretGeneratorDisable NVDLC04SiloElevatorControlsREF.playgroup left 1; set iStage to 1 elseif iStage == 1 ; Stage 1 if fTimer >3 NVDLC04SiloElevatorStartCollisionREF.disable; ElevatorBackCollisionREF.enable; NVDLC04SiloElevatorLights02Ref.enable NVDLC04SiloElevatorLights02bRef.enable NVDLC04SiloElevatorLights03Ref.enable NVDLC04SiloElevatorLights03bRef.enable NVDLC04SiloElevatorLights04Ref.enable NVDLC04SiloElevatorLights04bRef.enable NVDLC04SiloElevatorLights05Ref.enable NVDLC04SiloElevatorLights05bRef.enable NVDLC04SiloElevatorLights01Ref.playgroup forward 1; NVDLC04SiloElevatorLights02Ref.playgroup forward 1; NVDLC04SiloElevatorLights02bRef.playgroup forward 1; NVDLC04SiloElevatorLights03Ref.playgroup forward 1; NVDLC04SiloElevatorLights03bRef.playgroup forward 1; NVDLC04SiloElevatorLights04Ref.playgroup forward 1; NVDLC04SiloElevatorLights04bRef.playgroup forward 1; NVDLC04SiloElevatorLights05Ref.playgroup forward 1; NVDLC04SiloElevatorLights05bRef.playgroup forward 1; NVDLC04SiloElevatorLights06Ref.playgroup forward 1; NVDLC04OBJElevatorLPREF.enable NVDLC04SiloElevatorControlsREF.playgroup left 1; NVDLC04SiloElevatorREF.playgroup forward 1; NVDLC04SiloElevatorShaft01Ref.playgroup forward 1; NVDLC04SiloElevatorShaft02Ref.playgroup forward 1; NVDLC04SiloElevatorShaft03Ref.playgroup forward 1; NVDLC04SiloElevatorShaft04Ref.playgroup forward 1; NVDLC04SiloElevatorShaft05Ref.playgroup forward 1; NVDLC04SiloElevatorShaft06Ref.playgroup forward 1; SiloBlastDoorDoubleREF.playgroup forward 1; set iStage to 2 set fTimer to 1 elseif iStage == 2 ; Stage 2 if fTimer >62 NVDLC04SiloElevatorEndCollisionREF.enable; NVDLC04OBJElevatorLPREF.disable; ElevatorFrontCollisionREF.disable; return endif endif endif end I've tried various ways of getting it to work, including "Isanimplaying" but I still can't get it to follow past the first block. I was using this guide as a template http://www.cipscis.com/fallout/tutorials/staged_timers.aspx But it just doesn't seem to be working. Any help would be extremely appreciated on this topic. Thanks.
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