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SpartanISW108

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Everything posted by SpartanISW108

  1. http://forums.nexusmods.com/index.php?/topic/1439535-long-15-drywells-reborn-mod/
  2. But it was a sudden change, not like normal ghouls where they gradually change into them. The nuke going off there was equivalent of the storms in the divide
  3. So I've been trying to get the pump action shotgun animations to work in Fallout 3, as I don't believe there are pump shotgun animations available for FO3 (I own both games), which has had me juggling a lot of animations around so that all the weapons still work. I've got the attack animation working (pump between shots) and I've got part of the reload animation working, but I can't seem to make it like in New Vegas where the amount of shells you need to reload are put in the Shotgun, it only puts one shell in for a full reload I noticed when looking through the meshes folder there are TWO .kfs attached to the reload, "2hrreloadY" And "2hrreloadYstart" Can anybody explain to me how these work and are translated by the game, and whether or not it'd be possible to make the reload like it is in New Vegas (shoot 4 times, so I need to put 4 shells in the magazine tube) Thanks
  4. You could try my mod that brings more variety to the goold ol' Pip 3000
  5. Open console Type in resetpipboymanager It should work now
  6. Hey guys I'm looking for a mod that alters the animations in third person for crouching whilst holding a weapon to a more stable crouched firing stance like the picture http://gb.fotolibra.com/images/previews/678399-soldier-in-shooting-position.jpeg As I'm pretty sure the vanilla crouched firing stance is really unstable to fire from, that and it looks like your character is pooping If anyone can point me to a mod that does this and tell me what files I'd need to install to get just the crouching stance to work (as I have other animation replacers installed) Thanks
  7. Have you renamed the animated blocks in the .nif? They typically have ## in front of the node name. Open up the model for a weapon that reloads as you want, such as the flare pistol and have a look at the parts that animate, they'll be called something like ##sawnoff Open your custom weapon and rename all the nodes that animate the same as the one that works correctly
  8. Can't wait for the L22 and the L85 to be released. Having fired the L85 it's one of my personal favourite firearms out there. Hope you do this baby justice
  9. Make a global value for your door aaaMyDoorOpenGlobal, the make the conditions on the terminal as above mentioned On the Open door option add a condition with the global value created, set it to getopenstate then select == and set the value for zero. In the result script for the open door option you want it to open the door and then set the global you created to 1. Then for the close door option in the conditions, add your global again and set it up exactly the same but after the == put the value to 1, and in the result script for the close door option after the close door command (can't remember off the top of my head) make the script set the global value you created to 0 Sorry for the poorly written instructions, I'm posting this off my mobile
  10. I find Director's chair to be better than ENBs as it allows you to change to a bunch of presets on the fly, the only problem is the somewhat fiddly installation
  11. ENBs, or Director's chair for filering/effects of your views, really helps blend vanilla and HD retextures together if you already don't have textures for things. There are plenty of character overhauls, like that on the files of the week section of the NV nexus atm, they really help to make NPCS looks more alive and less like a mannequin, you may also want to use body replacers, Type 3 is my preferred one but you are free to pick whichever you wish There are PLENTY of weapon mods that are far too numerous to list, just look for what type of weapon you want, pistol, shotgun, rifle, assault rifle etc... and add those to your game, they add some more variety to the items found in the wasteland. NV interiors is a great mod and adds more exploration to the game without changing any gameplay, best ran alongside "better new vegas" (which becomes even better if you have fallout 3 to extract things from, but there is a non fallout 3 version) Better New Vegas adds more locations, and improves upon existing ones without affecting the game's overall layout too much (you won't find fiends outside of fiend territory kind of thing) I don't play with that many mods on my NV as I'm more of a FO3 person really, so this is about as best I can help you on this subject.
  12. Would there be a way to add just that effect from the mod? I like to add everything into my game myself so I can learn as I do it
  13. Just wondering if anybody could locate the mod that adds a better blood effect to dismembered limbs on this game, I saw it watching some let's plays and just can't seem to find it The only blood mods I can seem to find are spatters, decals and flesh impact sprays
  14. WOW! Worked exactly as I wanted it to, I was scared to use a form list for this function as I was unsure how it'd be handled by the game but it worked perfectly. I just used the repair form list as that already has all the rifles I need on a list (all other variants just use that list for repair but aren't included so I can't accidentally destroy them) Thank you so much Prensa, again I cannot thank you enough for all the assistance you've given me As part of another mod I was wondering if it's possible to set a faction hostile via a script? I've basically got a script that when ran will turn off all computers in the Citadel and I want this to then set the BoS hostile to you for doing so (adding more freeform stuff into the game I guess) I've tried looking myself but couldn't find one conclusive answer.
  15. Hello, I was just wondering if anybody knows how to add weapons to the freeform quest in paradise falls where you give the guy 20 Chinese Assault Rifles, I want to make it so he will accept Chinese Assault Rifles as well as the carbine version I have in my game. Would this be possible to do? And if so how would I go about doing this?
  16. For housing I'd reccomend the Golden Hen Diner home, if you want a version with a Bobblehead stand I uploaded an .esp that includes one (you still need Jokerine's data files though)
  17. Could you give me more information on the swaptexture function please? I'm currently at work and would like to have something to read up on when I get back.
  18. So the globals are set onto the Pip-Boy switchers, and the script is applied to the scan for schematics option? Then the scan for schematics will search your inventory for the appropriate item, then change the global, thus allowing the entry in the switch Pip-boy menus (I have like 3 pages, but that shouldn't matter as long as I've set up the globals to each appropriate entry) and then remove the schematic from your inventory so it can't be sold on? Also another thing I have an issue with is the fact it's adding different Pip boys to your character, is that the simulation pod quests will be broken. I know I can add appropriate lines to their scripts adding "player.removeitem PipBoyModRef 1 1" after the "player.removeitem pipboy 1 1" but I do believe I have another mod that alters that quest. I've locked the terminal with a password, and I want this password to spawn when Anchorage and the tranquillity lane quests are done.
  19. I want to click the scan for schematic button on the first menu, then it will do some magic or whatever, and then remove any appropriate schematics from my inventory. Would it be possible on the PipBoy change menus to have the names hidden until I've added them in with a schematic? Or does making these conditions do that automatically. Sorry if I'm sounding a bit thick, I'm not the best with scripts or terminals EDIT: Not sure if it'd help, or if you'd be able to see it, but here's a video which shows what I've got so far in terms of menu setup because my typed up version is not that clear https://www.facebook.com/photo.php?v=553792834703758&l=6799599366258366108
  20. Will this remove the schematic from my inventory too? EDIT: Also I want the inventory scanner to run on a menu button press so I don't get things taken from my inventory just on terminal open up. Right now I have it set up so Menu 1: Option 1: Scan for schematics (unused as of yet, I want to be able to click this then have it search for schematics in my inventory then add them to their appropriate places on the Switch Pipboy menu) Option 2: Open up the Switch Pipboy menus (opens up menu 2) Option 3: Revert to Default | Menu 2: Option 1: Custom Pipboy 1 Option 2: Custom Pipboy 2 Option 3: Custom Pipboy 3 Option 4: Next Page (unused as of yet) Option 5: Return to main menu (returns to menu 1, probably useless with the "back" button there by default) Option 6: Back, put in by the game for having a submenu
  21. Please note, I forgot to mention, this is on FO3, not New Vegas. As the games are very similar I didn't think it'd matter as a lot of things are handled very similarly. I also just posted it on here as it's more frequented. So I just add "ResetPipboyManager" at the end of those small scripts? and it'll work? EDIT: Okay thank you. I got it to work now. Now I need help on setting up the terminal. I basically want to make the new PipBoys available via schematics that then need to be taken to the terminal to be read then converted into an entry on the terminal to switch to that Pipboy
  22. So I'm creating a small mod that allows you to switch your pipboy at a whim through a terminal I've got the model and everything set up and I'm using this script in the terminal entry player.removeitem PipBoy 1 1player.additem PipBoyAperture 1 1player.equipitem PipBoyAperture 1 1 It switches correctly, apart from the fact the Pipboy menus etc don't show up How would I rectify this? Also the revert to default pipboy doesn't work, when I switch back the pipboy light shows as if it's on on the model even though it isn't, and I again, cannot use the Pipboy menus. player.removeitem PipBoyAperture 1 1player.additem PipBoy 1player.equipitem PipBoy 1 Any help would be greatly appreciated
  23. Just a note I managed to sort this problem out now using only one X marker. I just linked every computer system effected by this script to the enable parent X marker. Then set all the computers I want to be off to just use the "Set enable state to opposite of parent" flag. and it worked. Using just one block. Thank again people
  24. Hello, I'm trying to create a basic mod for Fallout 3 (I posted on NV forums as it gets more traffic) where the computer systems in the citadel can turn turned on/off at will. My setup is model swaps, with all the off computers set to initially disabled and all the on (default computers) currently enabled. My current script for the On/Off is two separate scripts attached to two separate switches Scn BoSComputersOFFScript begin OnActivateMainframeSmallOff1.enableMainframeSmallOff2.enableMainframeSmallOff3.enableMainframeSmallOff4.enableMainframeSmallOff5.enableMainframeSmallOn1.disableMainframeSmallOn2.disableMainframeSmallOn3.disableMainframeSmallOn4.disableMainframeSmallOn5.disableMainframeLight1.disableMainframeLight2.disableMainframeLight3.disableMainframeLight4.disableMainframeLight5.disableMainframeLight6.disableMainframeLight7.disableMainframeLight8.disableMainframeLight9.disableMainframeLight10.disableBoSSwitchOFF.disableBosSwitchON.enableend However, I'd like to make it so that I only have to use 1 script, and 1 switch so the disappearing before my eyes and reappearing before my eyes switch isn't present. I thought that the best way to do this would be by using the light switch script from this page: http://geck.bethsoft.com/index.php?title=Useful_Scripts My current set up using this script is having all the systems that are supposed to be on linked via enable parent to an X marker, and all the systems that are off set to an initially disabled enable parent X marker. My current script is: scn BosComputersONOFFtestScript ref light Begin OnActivateif BoSSystemsOn.GetDisabledBoSSystemsOn.Enableplaysound objmainframebootelseBoSSystemsOn.Disable if BoSSystemsOff.GetDisabledBoSSystemsOff.DisableelseBoSSystemsOff.EnableendifActivateEnd I did another slightly modified version of this which allowed me to enable/disable the on systems at will, but the second condition of the off systems wouldn't enable when the on systems were disabled. So how would I make this condition where the on systems X marker gets disabled and the off systems x marker gets enabled, and then the opposite when the switch is hit again (on systems enable, then the off systems disable) I'm fairly new to scripting so any help would be appreciated many thanks in advance
  25. FOSE only allows for 2GB, even if patched with CFF. The base game .exe allows for 4GB but fose_loader.exe does not, unfortunately
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