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mrbic

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  1. Part of the story-telling could be tracing some of their steps. What I mean is, the player can go to the hotel that they were in and find parts of Raouls journal. There are lots of boarded areas in the game and it wouldnt be hard to open up some new interiors. I was thinking that itd be cool to have Raouls perspective on fallout drugs; like the movie, he can explain how it feels to be on these drugs. Thatd be hard though, because most of fallout drugs are all for military purpose and not recreational.
  2. At a certain part of the quest, like if they're in the strip, there can be a script that randomly chooses a drug state each day; basicly they're on ether one day and are falling down constantly, and the next day they may be on acid or something.
  3. In the object window theres the Actors tree, then theres a branch called NPC. Thats where you look at existing NPC's and create your own. To create your own, make sure youre on the NPC tab and then right click, new. In the NPC that pops up, you can control everything including a face editor thats exactly like the in-game one. Modding is really hard and confusing at first, but, after a month or so of experience, it is as easy and fun as playing the game itself.
  4. Lol how about getting them scripted to go to different casinos every day where they will do drugs and do crazy s***, falling down left and right. Was thinking that there could be audios taken from the movie for when they talk, but I dont know how you could do that without violating copyright. If you ever need help with a script and are out of luck with team member to help, just message me and I'll see what I'm willing to do.
  5. I was making a script that, as a side effect, would add working lights to an interior. I personally think that static lights don't do the full job, so modifying the interior lighting is something important after activating the static lights. Is it possible to do that with the script? @nnyftw- I had made a mistake when I said "static lights", what I was trying to refer to was the lights that you place in locations within the interior. What I'm trying to modify, is the actual interior lighting values which is in the cells settings. @steve70- I just got done looking at what image space modifiers are, and that looks like a usable solution.
  6. Good news! I've fixed the problem, which was that I had individually disabled each object rather than setting a parent for them. The mod works fine now, but feel free to look through my post if you have the same problem. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- I dont want to post the script, for two reasons that I wont bother mentioning, but I think I know why its crashing. Well, one of the parts of the script includes the possibility of 100 or so objects getting disabled in one room (the Atomic Wranglers main room) and it works perfectly at actually disabling the objects. The problem is that after waiting inside the room for a few hours, the game crashes. I have been working with this gigantic script quite a bit (5+ hours) and I know that it has something to do with the large sum of objects being disabled for too long. If you really want to know the contents of the script, I'm not against telling you what you need to know but I just wanted to ask if there's a way to keep the game from crashing while still having all those objects disabled. Please dont go thinking that I'm not telling you enough either, I've seen enough angles to know that its most likely a problem with the game running so many disabled objects. The one thing you may WANT to know is that its an activator script, so it only runs when I make it run. It even crashes on another optional part of the script that disables and enables only 22 objects total. You may also want to know that theyre all static objects and the game shouldnt be using them other than for looks. @Tefnacht- Lol ewww I disabled them all one-by-one. I have no clue what parenting does soo I'll have to look that up. Really, thanks for pointing those things out. I got other mods on so I'm gonna test it out without them- The mod disables vanilla objects having nothing to do with doors or furniture. @Cipcsis- The script does plenty of other things, but I'll explain to you why I think it has nothing to do with the script but with the stuff thats disabled: One function of the script is to pass time by 4 hours; now, when I activated the script, it worked until I activated it again the SECOND activation, then it crashed. Skipping to the important part- I eventually ended up using the script ONCE and then waiting almost 4 hours using the regular games "wait" and it then crashed. I then realized that the game is having trouble running all the disabled objects after a time. Maybe it's just "wait" time, I dont know. Also, if you think its not my script and something else: well, this script has many functions, all within the Atomic Wrangler, that I had been working on for hours before I designed the disabling/enabling parts of the script. Before that, all was well. @Stevie70- I've never done what you said, but I'll try it. -Just a note: I'm guessing that I should delete the objects that I'm disabling, rather than disabling them. Edit: Okay I tried it without mods... though it works better, it still eventually ends up crashing. Edit: Okay, so I've screwed around with the script in ways that I shouldve in the first place, and found out that the problem most likely has to do with activating the script too quickly after the first use. Originally I waited about thirty seconds between use, but now after doing other crazy stuff like leaving the Atomic Wrangler and etc, it works fine on any other uses. I mean as long as the game has enough time to run with the disabled objects, I can go along activating the scripts over and over again without crash. I did all this with the other mods on too. So I really dont know, I'll try parenting and then if that doesnt work I'll put a long cool-down timer on the script.
  7. well, you make a block , and all you need to do is give both objects reference id's and do somthing like lets say on object is referenced "object1ref" and the other is "object2ref" This is an example i would do if i wanted to have this happen when clicking a switch for instance Begin OnActivate player object1ref.disable object2ref.enable end In what reference would you want this to happen exactly? when you click a switch? after a certain amount of time? or when you complete a quest? there are different ways of going about it depending on what you are making. Begin OnActivate player object1ref.disable object2ref.enable end ^ thats just a simple example of how you format the simplest script if you are making a switch that when a player clicks on it this happens, then you want to add this script to the "switch object" in the script box under the objects properties in G.E.C.K. I wanted the objects to be enabled/disabled from a menu selection script. Its actually a side-effect of what my main script is going to be, but a nice addition none-the-less. You helped me out a lot, so thanks. If you want to, you could tell me how to do it on a timer, like if I activated an object and wanted to wait a certain amount of game hours before it disappeared again.
  8. I was making a mod that is supposed to disable one object and enable another, so I was wondering if any of you could tell me how to use a script to disable the one object and then enable the other.
  9. Just because of this, im no longer buying any more bethesda games. Im about as serious as their lawsuit, Bethesda is epic fail.
  10. You could use his mod as sort of a tutorial to create your own version, but you couldnt directly copy off anything. For example, say the modder created a custom zombie, you could use his same method of creating that zombie to make your own, but you couldnt directly take the zombie he made and put it into your own mod. Mods dont have to be original, they just cant have material taken from the original mod. Examples of copyright would be taking his mod, naming the file something else, and posting it back on the nexus. You also couldnt make your mod too similar to his; you could make a mod with zombies in a city, but you couldnt take this guys mod and remake it step by step, even if you didnt directly take the files from his mod. Lets say that someone made a custom AK-47. I can look at that AK-47 and decide that, because I disagree with some stats, I want to make my own custom AK-47, however I'm not a good modder and I cannot make a cool-looking AK-47. I can open up the mesh for the AK-47 and design my own using the same idea of what he did, but I just couldnt use that exact mesh that he used- Id have to build my own from the ground up, but of course it wouldnt matter if I made it using the same idea of that modders AK-47. To make sure that its not too similar, I would apply a different-looking texture to the AK-47 and of course I would make sure that the mesh isnt exactly the same shape. Anyway if you dont want to make an entirely new version of the mod, you should just ask Dark0ne then, but its unlikely itll be approved because this site is zero tolerance and Dark0ne owns this website(?). Its someone elses work we are talking about. At this point you may get approved to be able to make it very similar, however actually taking the person hard-work and reposting it is a big request.
  11. I havent read through what everyone else has said, but I can tell you that it has a lot to do with modding being a hobby. Im not a very good modder but I get a lot of the knowledge that I have from not only dissecting other peoples mods, but happily searching through and experimenting with GECK. In the end, once you have the knowledge, you have to work for a long time and with precision to create a high-quality mod; its also important to note that beforehand you need to make sure that the mod you are creating will be fun and enjoyable, so make sure you examine what people will like or even need(fixes and such). Once again, you have to enjoy searching for meaning within the world of modding. If you dont understand something, look it up- look at tutorials and post your problems on forums, google certain issues if you think that many other people have the problem.
  12. I know that you can manipulate the magnitude and what not of the RestoreStarvationLevel and RestoreDehydrationLevel effects but I specifically wanted to look at the actual scripts that make them useable effects in the first place. If anyone could tell me the script names thatd be nice of you (all), because I have been looking through the list of scripts for about 30 minutes or more. and in case you are wondering, im not trying to use it as a tutorial reference to figure out how i make effects.
  13. I was wondering if, while scripting, hit location could be detected. Like: if left arm is hit, something or another happens. Is there any New Vegas scripts I could look at for an example of this function?
  14. Thanks for replying. Yep, thats my mod- well it seems its back up, maybe I was confused or something? changed the author name to mine, sorry for that mix up (whether the mod was banned or not). now that I think about it I was switching back and forth between TESNexus and NewVegasNexus, so I was probably searching for my New Vegas mod on the Elder Scrolls nexus (epic fail). If I had a penny for every epic fail of mine, id get a penny every week or so. anyway whatever the matter sorry for the inconvenience.
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