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PR0JAX

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  1. Wasn't even aware of the ForceTerminalBack function. That's pretty useful to know! And yeah, if possible I want to have a game over message show first. Maybe have the player's controls lock for the duration and such, so they get a chance to read it before they're kicked. Thanks for the tip!
  2. I have a terminal in a quest mod of mine with a playable text-based game on it just as a little easter egg to players. It's something similar to the classic Zork (if you are unfamiliar, I highly recommend a play). Currently, the game works and even awards players a small amount of XP when they finish it. I'm running into a problem, though. If players choose an answer that should result in a 'game over', there is nothing preventing them from just going back and redoing the part where they left off. I want a game over message to be shown for a few seconds and then kicking the player off the terminal so they have to start over from the begining. Any ideas for result scripts that can make a more forceful game over screen? One that players can't 'cheat' out of? Thanks in advance! ~PR0JAX
  3. Progress on a new mod for New Vegas is coming along nicely. BS9 is set to release sometime early 2015 (hopefully).
  4. Thanks for the contribution! I could not agree more. That is one BA teddy bear. That is an excellent start if the other requests fail.
  5. If that's not too difficult for you K-Swag, than go right ahead. Any resources that you permit me to use would, as always, get ample credit and I'd be willing to even provide textures or other 2D assets if you need them. It's just the 3D stuff that's a little beyond me, lol. The teddy bear mesh (not the texture, silly me) is already a vanilla havok-able item, so I would imagine the hardest part is to replace the 1st and 3rd person models. If that's not your cup of tea though, I can see if the author of that borderlands mod or the willow mod would let me use those stuffed bunnies/bears instead. And to everybody else, the links really do help a lot. The quest mod is around... 35-40% done I think? It's at least an hour's worth of playtime so far. I just wanted to get the end rewards figured out before I finish the level building stuff so things are semi-organized, and, you know, if I don't have to make something that already exists. Last, but not least, is to wait for permissions to go through and not get trapped in a bottomless inbox. All considered, this project might finally be getting off the ground :D
  6. Thanks flamenx01! I had no idea PN added such a nifty looking railgun (I am just learning all sorts of awesome stuff today). The bunny bombs in that borderlands mod are also very close to what I was looking for. I'll land a couple PM's to the respective authors for permissions, but I'm not holding my breath. I may just have to have spend some quality time with nifskope and blender for a bit. In the meantime, if anyone else that's reading this and has some weapon, armor, or some other tangible NV item that they want to be distributed in a platform other than leveled lists, I would happily give them a home in my mod, so long as it fits an experimental or wild vibe.
  7. There... already is one? What? No amount of re texturing of the landmines or C4 will get you anything close to a teddy bear. I think you mean replacing the mesh with the teddy bear one.Ah. My mistake. I was thinking in terms of Fallout 3 (did a very recent playthrough) and forgot there already was an anti-mat rifle in NV. Also, yeah, the Teddy bear mesh was what I was thinking of in place of the landmine/C4.
  8. I'm in the middle of a pretty expansive quest mod and I'm in need of some unique items to populate it. Ideally, most of these would be rewards for the player upon completion of it. Because my blender/nifskope skills are pretty limited though, any assistance - even just a link to a mod like it - would be greatly appreciated. Here are some examples of things I think would make awesome weapons without being too "unrealistic" or lore unfriendly: 1) Railgun - Like an energy weapon, but fires regular ammunition at high velocities 2) Anti-Material Rifle - Like a sniper rifle (but much better) 3) LTL "Less Than Lethal" Weapons - Includes tazers, rubber bullets, and other riot control weapons that could cause fatigue damage 4) Teddy Bear Mines - A simple retexture of some landmines or C4 in a cute package, just, because 5) MIRV Grenades - Grenades that explode into more grenades. That sounds fun. I have other ideas that I don't think would be too difficult to implement, and I have the time to make textures for them all, but as soon as it requires 3d modeling it takes me forever to get something done. So any resources or help in making these things become a reality would be wonderful.
  9. Thanks a lot guys. I'll give the texture sets a go. A little unorthodox for such a simple mesh I guess, but I'm kinda running out of patience. I might try fiddling with the paths later too.
  10. Ok. In all the tutorials I've come across, none of them mentioned UV maps. That said, followed your directions and found that it was in the lower left corner, where as my retex encompasses the whole canvas. So I think I fixed that, but it's showing up white still.
  11. I am sure there are many topics on this very problem, but none of them seem to fully address this issue and tutorials are... lacking. So, being relatively new to NifSkope (but a 7 year veteran of the G.E.C.K. and Creation Kit) I've decided to attempt what should be a simple retexture, just to get more acquainted with the quirks of the software. Essentially, I'm trying to replace one of the vanilla pre-war posters. Seemed easy enough at first. Just made a diffuse and normal map with GIMP (in DXT3 compression of course) then exported to .dds and tried clicking on the magical purple flower and pointed to the files. It does nothing. The mesh remains a blank white. Not sure if NifSkope did its job or not and I just wasn't able to see the results, I tried plugging it in the G.E.C.K. and it only appears as the default ground texture, which I assume means it's not picking up either texture file. Tried making sure directories were in the correct folder (FalloutNV/data/textures etc.) and NifSkope's render settings were working. All other meshes load normally. This is incredibly frustrating. Just what am I doing wrong?
  12. It's just a treasure chest that completes the quest and also holds the rewards. The items inside do not do anything and are just there for the player. The chest has its own OnActivate() script to take care of the quest stages and complete the whole thing when it's opened. The problem is getting the quest to recognize it as a valid alias it should put a quest marker on. That's what has me baffled.
  13. Thanks Sonnyspak! I figured it out a while ago after scouring the creationkit's website, but it took quite a bit of testing before I got a handle on it. After a few days of practically hitting my head on the keyboard, I finally got everything exactly the way I want it and learned a lot about scripting on the way (It's surprisingly akin to visual basic, which is very nice). Except for one thing. All of my quest markers work except for one of them. I did nothing different on this stage and have the alias set up correctly and everything. I even tried putting some code in the papyrus fragment area under the quest and it still will not point to that single treasure chest's alias. Any idea on a workaround? It seems I'm not the only one either, because some other people on the creationkit's talk site say the same thing.
  14. Update: Well, I was able to figure out how to get the trigger and the books to work after some tinkering. In fact, the method involving the properties tab is so easy I feel almost feel ashamed I didn't see that sooner. My foolishness aside, I still really need help with that boss spawn script. Could one possibly have him idle somewhere out of sight in the cell, then tell him to teleport to an xmarker? Seriously, anything would be great.
  15. Hello all, I really need some help setting up a quest for a pirate themed abode mod I'm almost done with :pirate: Problem is, I haven't tried scripting since Oblivion. Yes, the CK comes with scripts that already address most of these things, however I need to know HOW to use them, as google and youtube have kinda failed in that regard and I am a noob. I already have every stage, objective, and alias completed. I'm just trying to get the in world objects linked to the quest. Essentially I am having the most difficult time making a trigger start the quest when the player walks through it. So here stage 0 would progress to 10. From there I just want the quest to continue after the player reads a book. Stage 10 -> 20 Then once more after opening a container. 20 -> 30, etc. Lastly, the quest is completed after opening a final container. Now here's the fun part. When opening that final container (when the player has their back turned) I want to spawn the boss right behind them. I know that this will require an xmarker and such, but I need all the help I can get. Any help would be grately appreciated and may the divines bless you for aiding this poor beggar ~PR0JAX
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