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TheNonsenseFactory

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  1. My purpose is to find out if an interior cell can be considered "abandoned" or not. I know I could hand-code it for each cell, or make a list of each unique NPC, but I was hoping there was a nice dynamic script solution like so: Check what cell the player is in Get owner of that cell If owner is unique, is not the player and is dead then cell is abandoned.I can do 1 and 2, but since the result from 2 is a Form then I can't do 3. The end goal is my own curiosity and helping out GodOfWolves with his Massive Object Ownership Revamp mod (if he hasn't figured it out himself already).
  2. Hi all, I know there is a script extender function to go from a reference to the base object, but how do I go the other way? I have a Form reference, and I want to find out how many instances of that form are in the game, so I can determine if it is a unique NPC. If it is a NPC and there is only one in the game then I want to perform some reference functions on it, so I need it as a reference, not Form. Grateful for any assistance!
  3. Hi all, I have decorated my player home with, amongst other things, food and drink. I also store food and drink in a fridge. I noticed that food would go missing, and at first I attributed it to my poor memory or a fallout glitch. But then I caught Star Paladin Cross stealing my food! I did some google-fu and it is related to the Eat Package. If it has "allow search" enabled, the NPC will search the area listed in its Eat Package for food, and then eat it (sitting down if it finds a chair or sit marker). This is probably a good idea to make NPC behave realistically, but "allow search" should probably be disabled on companions. Why I am posting this as a FWE troubleshooting issue is because I guess things will break horribly if I try to modify the Eat Package and then try to use it with FWE's Followers Enhanced. So my question is; is there a setting in FWE that disables this, or will one be implemented anytime soon? If no to both, how would I go about safely implementing this change? I don't want to break FWE/Followers Enhanced, and I want my followers to sandbox in my home, but I want to keep my precious food and drink too! Best regards, The Nonsense Factory
  4. That's good to hear, but maybe you can also let us know what the problem was and how you fixed it?
  5. It's available on http://planetfallout.gamespy.com/mods/197/Owned.
  6. Also, scaling an object will also scale the texure, which may make it look strange next to objects that are the default size.
  7. Hi all, I am adding a building and some piles of rubble to the DC Wasteland, and I am concerned that it might look strange without updating the LOD. I did some digging around and there seems to be a way to generate LOD for just a few cells (http://forums.nexusmods.com/index.php?/topic/782478-generating-lod-one-cell-at-a-time/). It relies on the fact that the GECK will not generate LOD for an area if the output files are already there. So by selectively removing only the files for the areas you want to generate LOD for you can drastically cut down on time. The question then is, is there any way to include just those updated LOD files with the mod insetad of the whole DC wasteland (which is large and also may conflict with other updates to LOD). That is, if I put just the LOD files that contain the new architecture in meshes/landscape/lod/wasteland will that override those specific LOD files, and use the standard Fallout 3 LOD for other areas (from the bsa)? If anyone have any experience to share, or can point me to a tutorial or article that would be great! Thanks, The Nonsense Factory
  8. If you create a variable in your script, you can store values there for later use. See the GECK wiki for reference. You set LastDay to GetDaysPassed the first time the script is run (*). Thats the start of the timer. Then when (GetDaysPassed - LastDay) >= 1 you show the message to the player, and then set LastDay to GetDaysPassed again so that we wait for another day to pass before sending the next message. (*) If you want to do something only once, you can do something like this ScriptName YourScriptName short DoOnce short LastDay Begin GameMode if (DoOnce == 0) set LastDay to GameDaysPassed set DoOnce to 1 endif end
  9. I second this request, and would like to know what the Hat and Coat is from, because the combo Hat+Mask+Coat is 150% awesome. Thanks, The Nonsense Factory http://fallout3.nexusmods.com/Mods/17642 Thanks! Do you have a link to the mask as well?
  10. I am fiddling away with all this, and I just want to say thank you again for taking the time to write these detailed instructions!
  11. I second this request, and would like to know what the Hat and Coat is from, because the combo Hat+Mask+Coat is 150% awesome. Thanks, The Nonsense Factory
  12. Thank you very much Prensa! I wish I could give you another Kudos :thumbsup: I have a lot of more questions (of course, that's how knowledge works, the more you know the more you realise you don't know) but I will restrict myself to two questions until I have spent some time actually trying this. The first is, did you have to compensate in some way for the book being much smaller than the metal box? Or did the havoc "size" come naturally with the data present in the metalbox branch? And second, you spoke of making your own collision mesh (might be related to question one), is this something that needs to be done, or was it a tweak to maximize realism? Best regards, The Nonsense Factory
  13. The box works exactly as I want! I can do the scripting to handle the actual placement of a real container. Great success! :D I am very curious how you did this. I opened the bhkRigidBody field in nifscope and got an instant headache. Dozens of parameters, half of which are "unknown". My favourite is "Unknown TimeFactor or GravityFactor". I can't even find the AllowTransform mentioned in the other thread. There are a bunch of parameters obviously related to motion, but I have no idea how it all fits together. If you have a link to a good tutorial (hell, even a bad tutorial is better than what I am going through right now), or can do a quick "adding havoc for dummies" that would be excellent. Best regards, The Nonsense Factory
  14. Thank you Gribbleshnibit8 and Prensa! Gribbleshnibit8: that thread explained a lot and I also posted a question there for even more info. Prensa: I am at work now but I will test your box as soon as I get home. Awesome of you to take the time to do this! I would like to learn more about the process, so that I can do it myself. What are the steps to change a non-draggable item into being a draggable item? You say that the setting is pretty simple, and by that I assume that you mean the AllowTransform mentioned in the thread that Gribbleshnibit8 linked? That sounds like it would be not too hard. However, you say that it is difficult to make the item behave realistically, and I really would like to know more about the process. Thank again, The Nonsense Factory
  15. Do I understand you correctly that to make for example clutter/office/MetalBox01.nif movable by the Z key I would "just" have to go into the MetalBox01.nif using nifscope or 3DSMax and activate bhkRigidBody > Rigid Body Parameters > Allow Transform? Thanks, The Nonsense Factory
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