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Carnatics

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Everything posted by Carnatics

  1. on one hand it improves "random appearance" , but beth should have used different item id codes....cant wait for the creation kit to have a closer look on what they did there
  2. nope nothing special at all, i tried to add 100 peaces of the raider chest piece with the console command and they get added randomly i.e 10 raider chest piece (design1) 5 raider chest peace (design2) 7 raider chset peace (design3) 2 raider chest piece (design 4) 12 raider chest piece (design 5) 38 raider chset piece (design 6) 20 sturdy raider chest piece 18 heavy raider chest piece the (design) is not shown just for better understanding, also if you look at it in the inventory they look the same you have to wear them to see the difference. also if you mod them they change to 1 specific model but stay sepperatet in the inventory
  3. i dicovered that there are at least 6 variants of the standart raider armor chset piece (the normal armor without any mods attached) according to the wikia page there should be only 1normal 1 sturdy and 1 heavy if i have them in the inventory they are shown under each other the stats are all the same but the model is different and i wonder how many more models are in the game despite the 6 i found till yet
  4. begin onload If Player.GetItemCount Caps001 == 0 Player.AddItem Caps001 100EndIfuse this as reference
  5. instead of all that just make the note an activator and place the activator and script something like begin onactivate player.addnote (or player.additem) xy end
  6. Hello Community i have a problem i deleted vaulton city from the nexus pages a while ago ( due development) and now i had a hdd crash and lost pretty much everything, if anyone has still the plugin file could you pls upload it somewhere for me to get it back ? only the esp file, no meshes or textures :) thx :)
  7. Tanhk you for the help, should i ever release a mod wich uses that kind of script i will credit you ;) and of course, kudos is given.
  8. what script comand is needed to move a static from point a to point b with motion i mean not like disappear on point a and appear on point b i mean move from a to b ive seen this in a mod but i cant remember wich one :( i know about the rotation comand but i do not find anything about moving statics with motion or "fake animation"
  9. have you added a glowmap texture ? it is the line under the normal map just a plane white should help like Grass.dds <---the texture Grass_N.dds <---the normal map Grass_G.dds <--- the white glow texture
  10. sorry for my late answer i was rebuild the whole thing ,now it works like a charm :) btw your idea about the bug was right btw it is because there runs a single frame when you accept a trade so all i did was the remove command in the begin line and the add command in the endline ;)
  11. When i call a bartermenu via script the bought items vanish so i use an activator that says begin onactivate BarterDummyNpcREF.ShowBarterMenu ;the dummy npc end it opens the barter just fine but all i buy vanishes after accepting the deal (leaving the barter menu)
  12. I have here a very strange bug when i call the barter menu through a dialogue script it shows the menu perfect and the bartering mechanics also work BUT if i only buy something the caps get transfered but the bought item vanishes and never appear in my inventory Additional info of how it should be I talk to NPC X (X can be every npc) this script calls a dummy NPC and uses his vendorchest so i talk to a wastelander and choose this particular topic [brter]Lets Trade #the result script begin says DummyNpcBarterChest.AddItem VendorList 1And the result script end says DummyNpcREF.ShowbarterMenu SetStage.BarterQuest 20The Quest Stage result script says DummyNpcBarterChest.RemoveAllItems SetStage.BarterQuest 10
  13. thanks for the reply i made a workarround 1 a talking option that every npc uses 2 a dummy npc in a special cell with its own merchant container 3 A Ranom Leveled item lis So when you choose the barter dialog, the begin script says add some random obects to the barter chest then Open the barterdmenu from the dummy npc and the endscript says remove all items from the barter chest so immediatly after the trade all items are removed and the only dialog option is goodbye (to prevent calling it 100times and cheat) the procedure is. --->hello --->lets Trade ---->trading ---->reseting the vendor chest to randomize ---->goodbye this affects not the trading options for vendors cuz it works independently of each other
  14. You should ask http://fallout3.nexusmods.com/users/268591/? this guy has some serious modding knowledge
  15. you need to activate "archive invalidation" (search on the nexus for this usefull tool) because without archive invalidation the game dosent search for "newtextures" and they are jumping arround colors while you are moving :)
  16. hey paladin hoss i saved your brotherhood initiate in falls church today so you owe me one :)
  17. or by placing a "short" like Begin OnActivate if Short != 1 ;is short not equal to 1 showmessage ;yourmessage Set short to 1 endif end
  18. there is an option to tick it is called visible on local map try that
  19. nvidia has a free dds plugin for photoshop, i use it and it works great https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
  20. here is the idea "workarround" make a trigger near to the note...when the player enters the trigger the note is automaticly shown as a message box and the note is placed in the players inventory to simulate or suggest the player he just picket up the note and readed it...
  21. okay i may sound very stupid but just to be clear at this point the gnomes are allready placed ad the stand and they are just disabled references and get enabled if you have the reference in your inventory so you activate the stand and ref get enabled || object gets from inventory removed.....right ? 1 the activator has a name ? cuz he has to have a name or the activation will not work 2 the script is placed on the activator (the stand) 3 are the gnomes "quest objects" ? this could be a problem but shouldnt 4if is this relatet to a quest this should be made out of 2 scripts the first script running on the stand as an object script just looking for the gnomes on your inventory the second script sould run as a quest script (in the quest) (qustception lol) that only check if the placed gnomes are still on the placement location or allready found.
  22. I want to make a mod that allows the player to barter with every npc to accomplish this it has to be done on script base just to reduce the amount of work. so here is the idea making a simple conservation quest that has only the line "We should trade" or something similar and make this topic "link from ANY" "toplevel" and without any requierments now every npc has this pharse. in the end script is the showbartermenu command, so far so good...now to the problem even if the npc has some stuff in his inventory it will not be shown because his services are not set to trade how the hell could i activate it for all npcs without affecting the allready existing venors lets say i make in the begin script line something like SetClass VendorWeapons how do i make the script use the npc iam talking to at the moment? and how do i reset the npcs class after the trade ? every help i welcome
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