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Everything posted by Glenstorm
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Pretty much everything is done. Now I need to polish it a bit and I'm waiting for the voice actor to be done. Also I'm graduating end of this year and I'm too busy filing college applications at the moment so I can't work on the mod that much now. I'll probably be able to work on it closer to November/December.
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Get NVConfigator. There is a setting called decalmax or something like that under Performance. Increasing that increases max number of decals the game would render.
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You can simply put the map marker object (named MapMarker i think) somewhere and name the ref and give it an actual name for it to show up on the map (I think you have to check a box to make it available from the start though). Screw around with it. It's not that hard to figure out.
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Can be done. But nobody would because of copyright. Yes, that applies to transfers between Bethesda games as well. As long as you do it yourself for your own use, it's fine. But anything other than that, it's inviting trouble.
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Cannot get NPCs to sit on a chair at a table.
Glenstorm replied to heinzbutzer's topic in Fallout 3's Discussion
You may want to create a new player-unplayable weapon for him to ensure that he won't have to empty his clip on one guy to kill him. Or maybe give him the Mysterious Stranger's weapon. That said, I believe this command would be useful for you, using it in the OnEnd result script block of the AI package would work nicely I think. Of course I've never used this command so I cannot vouch for its usefulness. http://geck.bethsoft.com/index.php/UseWeapon -
Did you forget to add the files and pics? ;)
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Grab Gimp and Gimp DDS plugin. Just google it. Open your image in GIMP and save as DDS. Go to GECK and create a new textureset pointing to your new texture (put your new texture in Data/textures/... some folder in order for GECK to find it). Then go look for a 3d model of a billboard or something like that. In the Edit Model window, there should be a bunch of textures, right click on the one which looks most important and click New --> navigate to your new texture and double click. That should replace the texture in there. If you want just one model with the new texture, then you have to copy off the object in question and create a new object and THEN change the new object's texture. It might look a bit weird so you may have to tweak it a little bit later on.
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display player name via terminal
Glenstorm replied to Korodic's topic in Fallout New Vegas's Discussion
Have you tried typing &PCName; or &player; in the text? -
Open the DeadMoney.esm and type in NVDLC01FW. It should list out a bunch of statics. I believe those are the firework models.
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How to save .esp file and make it visible
Glenstorm replied to rusiano's topic in Fallout New Vegas's Discussion
Do you have Fallout 3 and FNV? You might be looking in the Data folder of the wrong game. -
I'd need someone who can reasonably imitate Doctor Henry from Jacobstown. Go if you want a reminder on how he sounds like. It's not too much work, maybe like 5-10 lines maximum. Of course, you'll be credited if you contribute your voice. This is for an upcoming mod in the works (it's about 80% done) adding White Fang as a companion to FNV. If you are interested, please record a sample line (choose any vanilla line of Doctor Henry, the video has a reasonable amount of choices) and then PM me with the link. The voice can be in wav or mp3 or any other format you prefer. Thanks! Glenstorm
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Simply open up the BMG projectile and tick the explosion and choose an explosion of your liking.
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You need a mod from fallout 3 to fallout new vegas
Glenstorm replied to irichey25's topic in Fallout New Vegas's Discussion
Amy Wong Companion : http://www.fallout3nexus.com/downloads/file.php?id=10577 Companion Wheel support would be nice. -
I don't know how to disable it altogether, but you could slow it down to the point that it would take you roughly a year of non-stop playing to get to level 2. Open up the console and type setgs ixpbumpbase 1000 <-- normal game is 150. You can set this even higher. That's pretty much it.
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If the ONLY thing in the mod is the overcoat, then you can try typing player.additem xx000add 1 <-- xx is the mod load order. in the console (press ~ to bring it up) If this doesn't work then you have to get the Object ID from the mod. You can get it if you open the mod in FNVEdit and look under the armor section. Then replace xx000add with that id (make sure the first xx is the mod load order, you can get this from FOMM load order list). Hope that helps.
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You may be better off using GetActionRef inside the onTrigger block. Something like ref npcID; BEGIN OnTrigger set npcID to GetActionREF; npcID.DamageActor Value..... .... END Btw your shock count code is wrong. It should be something like set shockcount to shockcount + 1
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All Good Things Come to an End... possible quest idea
Glenstorm replied to K30N154N's topic in Fallout New Vegas's Mod Ideas
That's pretty much a direct copy of the player's storyline in the Mojave... -
Cannot get NPCs to sit on a chair at a table.
Glenstorm replied to heinzbutzer's topic in Fallout 3's Discussion
The easiest (and probably the only) way to do this is to use AI Packages. Having said that, you can force an NPC to use a given package over everything it has. Create the required package and set the necessary flags (You may want to disable fallout behaviour and enable "must complete" to make sure there are no distractions). Do not add it to the NPC. Then somewhere in a script (usually the quest stage result script) use the command <NPCRef>.AddScriptPackage <TheAiPackage> Make sure the "Must Complete"/"Must Reach Location" flag is set otherwise the NPC might ignore this one in a short while. -
I don't know if it is the right thing to do to advertise a mod in here but considering the comments of the few people who did take notice of my mod, I'm posting a link here for other people who might be interested but who don't know of its existence. Link: Mobile Auto-sorter It's basically a container sorting system, but one which you can install anywhere and everywhere (as long as there are containers). Full details in the mod description. Please take a look and tell me what you think either in the comments section or in this thread. Cheers Glenstorm P.S. If it is a mortal sin to advertise in this thread, please let me know and lock/delete this thread. Thanks!
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can program start somehow be queried in a script?
Glenstorm replied to stevie70's topic in Fallout New Vegas's Discussion
If you are okay using NVSE, I think there is a function called GetGameLoaded as part of it. -
Fallout 3. Don't take me wrong I like New Vegas but I feel Fallout 3 has more depth. And a way better story. And Enclave. And a more badass Brotherhood of Steel. And a LOT of quality mods. That's just my opinion though. Fallout fans (who played Fallout 1 & 2) apparently like New Vegas better as it follows the previous games. I was introduced to the series by Fallout 3.
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Caesars Legion and Ncr overhaul
Glenstorm replied to chasey489's topic in Fallout New Vegas's Mod Ideas
Search for Misanthropy Pure on the nexus. It turns the entire Mojave into a war torn world where there is a fight every corner. On the upside, you get a shitload of ammo really quick by looting. Downside (maybe) is that you level up really quick. So you might want to grab a slower levelling mod alongside. -
I agree with the post above. You could basically name the notes "Clue #1" "Clue #2"... or something like that and let the player figure it out. To advance stage, you can attach this script to the quest. scn QuestScript BEGIN GameMode if Player.HasNote <ClueNo1ObjectID> == 1 && Player.HasNote <ClueNo2> && ... SetStage <Quest> <stage> endif END Make sure you link an objective to the stage via the result script (I'm sure you know how to do this from doing the tutorial.
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Red ticks mean missing meshes. Copy off the meshes folder from the MoMod download to the meshes folder and rewrite. If you use FOMM Package Manager, then select the package and press Reactivate.
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Ok you got me there. I hadn't considered that and even in a fantasy world with cyborg dogs, they still don't have hands. So your right he'd need the player to do it for him. I guess once he's out you'd have to talk to him and reload for him. He could let out a yelp to let you know he's out then by clicking the talk to selection of the companion wheel instead of just barks and yelps there could be something similar to Veronica's " could you craft something for me" window. You just brought up a point that would majorly complicate this but I'm sure theres some moders out there who would be capable of it. Just have to keep hoping one sees the idea and is willing to take it up. I don't mean to underrate your idea but that sounds incredibly lame. Even if that is a viable solution, it reflects the limitless stupidity of the people who crafted the gun on the dog in the first place and and who failed to put in a reload mechanism. And if we remove the reload thing completely (infinite ammo no reload) then Rex is overpowered already. Imagine a minigun with no reload and no need to repair. Also makes you wonder where all that ammo comes from.