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blackhand8657

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Everything posted by blackhand8657

  1. I'm looking for any good structural modder resources, I'm using the 'Tropical Island' by Youk1. I already have one version i made thats like a fortress, but i'm making a different version thats a little less like a fortress. i want to put a forge outside, but i'd also like to make a storage shed or a cabin, something that i can walk into thats not an interior cell. I have some resources already from Stroti (including those converted by Tamira), Phitt and also the Dragon Tree Temple mod, (might use some of the walls/ceilings/etc). Anyway, any suggestions would be appreciated. PS: if possible, wouldnt mind a random dragon attack on the islands, not sure how to do that but wouldnt mind having a challenge on the islands once in a while
  2. awesome, i'll give it a shot when i have time, these 6-day work weeks can take it out of you though. but yea, i'll see what i can do
  3. well i've never done anything resembling 3d modeling/texturing, but it couldnt hurt to give it a shot. i do see alot of people use blender, would that be a good program to use for this?
  4. i would if i had the time, currently working 6-day weeks. i'm not sure whats involved with the conversion, but if its not too complicated i'll give it a shot if i have time
  5. http://www.nexusmods.com/skyrim/mods/59632/? I found this modder resource for Skyrim, it's pretty awesome, i'm using it to make an island fortress in Skyrim. Anyway, I was wondering if it's available for FNV or something similar, it would make a badass fortress
  6. well, i'm not looking to make it go back on the wall or anything like that, atleast not yet anyway (although it'd be awesome for something like that, similar to Skyrims weapon racks/plaques. however, what i'm looking for though is just a simple, activate->give item->delete activator. thats all i need it to do. appreciate the feedback
  7. I'm making a hidden bunker for fnv and would like to know what script would allow me to place a weapon/item on the wall/surface as an activator, and once it's activated, it executes the 'player.additem' command then something like 'deleteme' command to remove the activator. i would love to just be able to place the actual weapon/item but we all know the second you breathe on them, everything else thats not static moves out of place. anyway, i think i've seen a script for something like this before but dont remember where or how its done
  8. no potions used, and i usually use my phone's timer for things like that anyway to avoid issues like that. i did have several enchanted smithing apparel; 7 items total; apron, shoes, circlet, gloves, ring, necklace, facemask (mod)
  9. Quick question about daedric forging; I was about to make a daedric bow, at first the damage was 80, then i was going thru the other menus, (ebony, nordic, etc), comparing the ebony and nordic bows and then went back to the daedric bow and the damage shot down to around 51, and the other bows' damage went down as well (dont remember the numbers), but definitely lower than before like 2min ago. i started the forge about 130am, in-game time. i was wondering what could have caused the drastic change, does the time of day matter at all for daedric smithing? i've never had this problem before.
  10. I use Feng Shui by BulletSix for FalloutNV, it's awesome to be able to place things in your safehouse and lock them into place, like guns on the wall and not have to worry about it falling to the floor or it moving because you breathed on it. Anyway, I don't think BulletSix didn't make a Skyrim version of Feng Shui, but I was wondering if there was something similar to it. Here's the link for the Feng Shui mod http://www.nexusmods.com/newvegas/mods/38625/?
  11. yea, i kinda figured they wouldn't be the same which is why i ask on here first before i do anything with it. the scripts i've been using for FNV are either vanilla ones i found in the geck or i asked for a script on the forums and someone posted it. and skyrim; i just got into it about a month ago and started playing with the creation kit about 3 weeks ago
  12. appreciate the feedback, but i ended up just moving the house, still in Riverwood, but put it on the high ground right next to the bridge; looks nice, no more annoying unwanted visits from kids or a dog. anyway, thanks again, i'll keep that in mind if i make another house mod
  13. I was gonna make an 'incinerator' container script for a house mod similar to the one i have for my FalloutNV house mod, was wondering if i can use the same script. here's the script from FNV: SCN 000IncineratorScript begin OnClose RemoveAllItems end -Thank you
  14. I downloaded the 'Amazing Riverwood Starter Home' by MATTCM919 and have since modified to my own liking, for my own personal use. The mod is great, gave me a good base to work with and to build upon, however there's only one thing irritating me.... the annoying kids coming into MY house. Now, I've made my own house mod for FalloutNV and have used a script that made it to where you always needed a key to open a door and was wondering if I could use the same script to keep these kids out. If not, what would be the compatible script to use. Here is the script I've been using for FNV: scn <scriptName> Begin GameMode if (GetOpenState == 3) Lock endif End Thank you in advance
  15. yea, i kinda figured that. Skyrim, in terms of graphics and performance, is much better than FNV, if only bethesda put that kind of effort into fallout. maybe next fallout they will
  16. i had hoped for that, but when i tried to preview the weapon mesh in the GECK i got the same '<!>', so i think the problem exists with the weapons. i might try again later tho and report anything new
  17. ok, thanks. i have no experience doing 3d modeling/textures etc, so i guess i'll have to scrap that idea. appreciate the feedback tho. would've been awesome too, the Legate would've looked awesome with the Daedric armor and the Daedric greatsword as a model replacement for his sword. oh well, thanks again
  18. I had an awesome idea yesterday to try and import some armor and weapons from Skyrim into FNV, namely the Daedric armor/greatsword for the Legate, Imperial armor for Legionnaires, etc. Unfortunately I copied the meshes/textures folders from Skyrim to FNV directory, tried to preview them via the GECK but all I got was the '<!>'. Both games are legit and I have absolutely NO intention of uploading anywhere, it'd be for personal use ONLY. Are Skyrim meshes not compatible with FNV and vice-versa? Is there a way to change that if so? Thank you
  19. thanks man, appreciate it. the OnClose script worked perfectly
  20. Originally posted this as well as another question in 'Mod troubleshooting' but I havent gotten any replies on either, so maybe I'll try here. Anyway... #1 : Been having some issues with some custom containers for a house mod. I made 2 custom shipping containers, (regular supply shipments). it has items in inventory, 'respawn' has been checked but it still will not respawn. do they need to be a persistent reference? I've made containers like this before and sometimes they worked, sometimes not #2 : I would like to create something like a furnace/incinerator as a scripted (if possible/necessary) container. Basically, all I want it to do is anything I put into the 'container', it destroys; makes empty. I've tried using a couple other mods that are supposed to have the same thing, but it doesnt work, atleast they dont seem to. Here is the script that I found with both: SCN <script name> Begin Onload RemoveAllItems END -Any advice, tips or suggestions would be greatly appreciated. Thank you
  21. #1 : Been having some issues with some custom containers for a house mod. I made 2 custom shipping containers, (regular supply shipments). it has items in inventory, 'respawn' has been checked but it still will not respawn. do they need to be a persistent reference? I've made containers like this before and sometimes they worked, sometimes not #2 : I would like to create something like a furnace/incinerator as a scripted (if possible/necessary) container. Basically, all I want it to do is anything I put into the 'container', it destroys; makes empty. I've tried using a couple other mods that are supposed to have the same thing, but it doesnt work, atleast they dont seem to. Here is the script that I found with both: SCN <script name> Begin Onload RemoveAllItems END -Any advice, tips or suggestions would be greatly appreciated. Thank you
  22. Having some issues with some custom containers for a house mod. I made 2 custom shipping containers, (regular supply shipments). it has items in inventory, 'respawn' has been checked but it still will not respawn. do they need to be a persistent reference?
  23. I was wondering if there was a way to make a perk that gives a bounty, say maybe 50-100 caps per kill, whether it be legion, ncr, whatever. if possible i'd like to keep it simple. how i would like it work; any time a kill is made, the caps be automatically deposited into your inventory. i dont know if its possible to do it like that, but it'd be pretty kool.
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