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prodlimen

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Everything posted by prodlimen

  1. Many thanks madmongo! :thumbsup: . I'll check it out!. :dance:
  2. Some years ago I remember to have seen a tutorial uploaded to the Nexus that show how to create custom skeletons/animations for your custom creatures/robots. Not sure if it was uploaded to Fallout 3 o Fallout New Vegas site in the nexus, but it had examples and images, looked pretty neat. Unfortunately I haven't been able to find it, either it's really well hidden or it dissapeared. Do any of you know where I can find it?. It was a very valuable piece of knowledge. Thanks in advance! :thumbsup: Prodlimen :ninja:
  3. Thank you uhmattbravo, :laugh: you're very kind. :thumbsup: I'll try the options you provided. :tongue:
  4. Hello everyone!. Do any of you know how to modify a Robobrain or another Robot movement speed?. I'm working in a Robot that use a Robobrain as a base and would like it to move quicker. :tongue: Thanks in advance for your help! :thumbsup: Best regards, Prodlimen :ninja:
  5. @Aus AllerWelt: Many thanks buddy! :D. I tried that but Nifskope didn't let me. But guess what!!!: The issue seems to be solved. And all thanks to you and @dubiousintent advices. What was wrong was the path in Nifskope. When I clicked the flower and selected the texture location, the path was automatically set like this: But when I posted the images here I noted that it didn't look like the example given in the tutorial that @dubiousintent posted. I completed the path with \textures Now it displays properly in both geck and the game: Now I'll go back to the original game and will try to get the asset I was working with to display properly. Thanks again for your help @Aus AllerWelt and @dubiousintent ! :D :D :D :D
  6. I reinstalled the game and tried with a simple modification. The result is the same, the model looks weird in GECK and the Game :sad: ARCHIVE INVALIDATION process was done with FOMM FORK and it worked. Here's the Model in Nifskope The paths are set for Nifskope to locate the custom textures The custom folder where I hosted the custom texture The model looking weird in GECK:
  7. @AusAllerWelt and @dubiousintent: Many thanks for taking the time to answer and for the valuable insight. I followed what you suggested, but I checked the paths and they're relative. I tried uninstalling GIMP and going back to an old version . However the result was the same. Even if I made a little change to the vanilla texture, both GECK and the game don't render the model properly. This is really strange, I never had this problem before. :( Thanks again for your help! :D Prodlimen
  8. Hello everyone. Recently I had to reinstall my computer and all the programs, which included New Vegas and Gimp. I modified a Vanilla Mr. Handy texture to give it another color and created the normal map. I asigned the texture to the nif file in Nifskope and put the model in the game. This is what I got: The custom texture is not showing at all, and it changes as I move my character. This is really strange, since I've worked with custom textures for a long time. I'm using GIMP 2.10.12, saving them as a .DDS file, with compression BC3/DXT5 with MipMaps. I'm using Fallout Mod Manager Fork and followed the Archive Invalidation process. I'm using 37 masters/plugins. Any ideas of what could be causing the issue, and how to solve it?. Thanks in advance for your help. Best regards, Prodlimen
  9. Yaaaaaay!!!!! :D :D :D :D :D , Many thanks theskymoves!!!. :wink: You were very kind providing all this information. Sorry for the late response :tongue: , during those days I moved out home and stopped playing the game until I settled down. With all the fuss for the move I forgot about this post. Thanks to you I have insight about how to change their appearance :dance: . Many thanks!!! :thumbsup:
  10. Hello there. I'd like to modify Tevinter Warden Companions https://www.nexusmods.com/dragonage/mods/1043 Marric, Martin, William and Lanna morphs and Lucius from The Bloodworks mod https://www.nexusmods.com/dragonage/mods/1397 morphs with the ones of my liking. I've searched for the .MOR files and haven't found them. Could someone be so kind to tell me the file names that I need to modify?. Thanks in advance for your help, Prodlimen
  11. Hi there!. I would like to know if someone has some tips to solve an issue I have with my game: Hair, beards and eyelashes look white in certain angles. http://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/ScreenShot3408_zpse9sbhpkt.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot9715_zpscbtuproe.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot10574_zpshuulahgd.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot9141_zps8xbj1hwo.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/ENB%20Bug/Screenshot9355_zps5i7dgua6.jpg If I rotate the camera sometimes it dissapears, tough normally it requires a 180° rotation. I'm using Overgrowth ENB by tru3th and FNV Realistic Wasteland Lighting by Sal203 and xCamoLegend. I'm also using New Vegas redesigned by dracomies and weijiesen and Fallout Character Overhaul by drumber. Any ideas?. It would be great to be able to fix this bug, that would allow to take nicer screenshots :D :D Thanks for your help and attention :D :D Greetings, Prodlimen
  12. To erase vertex paint is very easy. Just select the part you want the paint to be removed and follow the pictures to know which menu and button you have to press :D. http://i1300.photobucket.com/albums/ag91/marcelgunaris/Vertex_zpseb93f2ae.jpghttp://i1300.photobucket.com/albums/ag91/marcelgunaris/Vertex2_zps0b7c5093.jpg
  13. Have you tried erasing the vertex color? :). Some of the meshes from Fallout have a part of the mesh coloured in dark, so when you try to retexture them that part doesn't seem to change.
  14. Of course Nimboss! :D, If something is released I'll upload an image in the image share section or will drop a message here :D
  15. :D :D :D :D :D :D :D Yaaaay!!!!!!, it worked! :D. You're a genious Kuro, many thanks! :D :D. Now I'll try to remove EditorIDs in mass as you described. Really, thank you for this :D
  16. Thanks for your help too McclaudEagle and Nimboss :D. I tried the GECK large address aware that Jim suggested but unfortunately it didn't worked. Now that I think about it, I recall to have read somewhere a guy had a very powerful computer with 24 GB of RAM and was able to clonate Freeside Worldspace, so maybe the solution works depending on your PC specs. Anyway, I'll do some research about that FNVEdit stuff Nimbos mentioned :D
  17. Thanks for the help Nivea! :D, I'll check out that article asap :D Greetings! :D Prodlimen
  18. Thanks for your help Chuck and Jim :D. I I'll try that GECK large address aware anyway. I was hopping maybe I could clone at least the streets via FNVEdit. That way FLVJOD-The Strip could be easier to do :D. I'll keep searching and I find some useful information I'll share it with you :)
  19. Hi there! :D. I would like to clone the Strip worldspace, but when I use the option in GECK it just crashes. Is there an alternate way to do it?. Thank you very much for your help! :D Greetings, Prodlimen
  20. Hi again pals!. I created an alternate version for Lily Bowen but I don't know how to create the dismemberment/VAT parts. Could someone tell me what do I need to do it?. I've tried using the ones the original model has in blender, but when I export the whole model it appears weird in GECK. the same happens when I paste them as new branches in nifskope. http://static-2.nexusmods.com/15/images/130/1986645-1398309453.jpg thanks in advance for your help and attention. Greetings, Prodlimen
  21. Many thanks Micalov!. I'll check out this information :D
  22. Hi there pals!. I'm working on some new Neon signs for Freeside East and would like to make them glow but I don't know how to do it. Could you spare some tips about it?. I already have the mesh (created by me) an the neon texture (it's from Speedy resources). What do I have to do in Nifskope or GECK?. http://i1300.photobucket.com/albums/ag91/marcelgunaris/Buildings/Fremont%20Cocktail%20sign/FreemontEastSign_zps22e5ada6.jpg Thanks in advance for your help and attention. Greetings!. Prodlimen
  23. Sure thing pal, here it is: [code] scn CeruleanRoboticsElevatorDoorScript int Button int ScreenNumber ; 0 = No skill page ; 1 = Fixing possible page ; 2 = Floor selection page int ShouldSave ; 0 = Shouldn't save ; 1 = Should autosave ref DoorOpener begin onActivate set DoorOpener to GetActionREF if DoorOpener.GetIsReference player if VFreeformCeruleanRobotics.ElevatorRepaired == 0 if player.getav Repair >= 50 ShowMessage CeruleanRoboticsElevatorBrokenMsg set ScreenNumber to 1 elseif player.getav Repair < 50 ShowMessage CeruleanRoboticsElevatorBrokenNoSkillMsg set ScreenNumber to 0 endif elseif VFreeformCeruleanRobotics.ElevatorRepaired == 1 ShowMessage CeruleanRoboticsElevatorWorkingMsg set ScreenNumber to 2 endif ;-------------------------------------------------------------------------------------------------------------------------- begin GameMode set Button to GetButtonPressed if Button == 0 ; Do nothing elseif Button == 1 if ScreenNumber == 1 set VFreeformVault22.ElevatorRepaired to 1 ShowMessage V22ElevatorWorkingMsg set ScreenNumber to 2 player.rewardxp 100 elseif ScreenNumber == 2 player.MoveTo CeruleanFirstMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0 CraigBooneRef.MoveTo CeruleanRoboticsElevator1FFollowerMarker elseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0 ArcadeRef.MoveTo CeruleanRoboticsElevator1FFollowerMarker elseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0 RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator1FFollowerMarker elseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0 RaulRef.MoveTo CeruleanRoboticsElevator1FFollowerMarker elseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0 LilyRef.MoveTo CeruleanRoboticsElevator1FFollowerMarker elseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0 VeronicaRef.MoveTo CeruleanRoboticsElevator1FFollowerMarker endif if VNPCFollowers.RexHired && RexREF.Waiting == 0 RexRef.MoveTo CeruleanRoboticsElevator1FRobotMarker elseif VNPCFollowers.bEDEHired if EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0 EDE1Ref.MoveTo CeruleanRoboticsElevator1FRobotMarker; elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0 EDE2Ref.MoveTo CeruleanRoboticsElevator1FRobotMarker; elseif EDE3Ref.GetDisabled == 0 && EDE3REF.waiting == 0 EDE3Ref.MoveTo CeruleanRoboticsElevator1FRobotMarker; endif endif endif set ShouldSave to 1 elseif Button == 2 player.MoveTo CeruleanSecondMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0 CraigBooneRef.MoveTo CeruleanRoboticsElevator2FFollowerMarker elseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0 ArcadeRef.MoveTo CeruleanRoboticsElevator2FFollowerMarker elseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0 RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator2FFollowerMarker elseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0 RaulRef.MoveTo CeruleanRoboticsElevator2FFollowerMarker elseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0 LilyRef.MoveTo CeruleanRoboticsElevator2FFollowerMarker elseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0 VeronicaRef.MoveTo CeruleanRoboticsElevator2FFollowerMarker endif if VNPCFollowers.RexHired && RexREF.Waiting == 0 RexRef.MoveTo CeruleanRoboticsElevator2FRobotMarker elseif VNPCFollowers.bEDEHired if EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0 EDE1Ref.MoveTo CeruleanRoboticsElevator2FRobotMarker; elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0 EDE2Ref.MoveTo CeruleanRoboticsElevator2FRobotMarker; elseif EDE3Ref.GetDisabled == 0 && EDE3REF.Waiting == 0 EDE3Ref.MoveTo CeruleanRoboticsElevator2FRobotMarker; endif endif set ShouldSave to 1 elseif Button == 3 player.MoveTo CeruleanThirdMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0 CraigBooneRef.MoveTo CeruleanRoboticsElevator3FFollowerMarker elseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0 ArcadeRef.MoveTo CeruleanRoboticsElevator3FFollowerMarker elseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0 RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator3FFollowerMarker elseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0 RaulRef.MoveTo CeruleanRoboticsElevator3FFollowerMarker elseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0 LilyRef.MoveTo CeruleanRoboticsElevator3FFollowerMarker elseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0 VeronicaRef.MoveTo CeruleanRoboticsElevator3FFollowerMarker endif if VNPCFollowers.RexHired && RexREF.Waiting == 0 RexRef.MoveTo CeruleanRoboticsElevator3FRobotMarker elseif VNPCFollowers.bEDEHired if EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0 EDE1Ref.MoveTo CeruleanRoboticsElevator3FRobotMarker; elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0 EDE2Ref.MoveTo CeruleanRoboticsElevator3FRobotMarker; elseif EDE3Ref.GetDisabled == 0 && EDE3REF.Waiting == 0 EDE3Ref.MoveTo CeruleanRoboticsElevator3FRobotMarker; endif endif set ShouldSave to 1 elseif Button == 4 player.MoveTo CeruleanFourthMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0 CraigBooneRef.MoveTo CeruleanRoboticsElevator4FFollowerMarker elseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0 ArcadeRef.MoveTo CeruleanRoboticsElevator4FFollowerMarker elseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0 RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator4FFollowerMarker elseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0 RaulRef.MoveTo CeruleanRoboticsElevator4FFollowerMarker elseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0 LilyRef.MoveTo CeruleanRoboticsElevator4FFollowerMarker elseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0 VeronicaRef.MoveTo CeruleanRoboticsElevator4FFollowerMarker endif if VNPCFollowers.RexHired && RexREF.Waiting == 0 RexRef.MoveTo CeruleanRoboticsElevator4FRobotMarker elseif VNPCFollowers.bEDEHired if EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0 EDE1Ref.MoveTo CeruleanRoboticsElevator4FRobotMarker; elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0 EDE2Ref.MoveTo CeruleanRoboticsElevator4FRobotMarker; elseif EDE3Ref.GetDisabled == 0 && EDE3REF.Waiting == 0 EDE3Ref.MoveTo CeruleanRoboticsElevator4FRobotMarker; endif endif set ShouldSave to 1 endif if ShouldSave == 1 AutoSave set ShouldSave to 0 endif end [/code]
  24. Hi there!. I'm working on a mod that gives Cerulean Robotics its own building model. The place has now 4 floors and an elevator to go to each of them. I edited the Gomorrah elevator script to get the elevator work and I did it :laugh:. However, I want to put a prerrequisite to use it, same as in Vault 22. I mean, the elevator is out of order and you need a repair skill of at least 50 to fix it and make it functional again. I tried to emulate the script from Vault 22 but it doesn't works, saying that there's a "Mismatched structure" and that line 35 is wrong. I'm not sure how to fix it, could you guys check it out and tell what's wrong?. I have the following items created: CeruleanRoboticsElevatorBrokenMsg (Message) CeruleanRoboticsElevatorBrokenNoSkillMsg (Message)CeruleanRoboticsElevatorDoor (Door)CeruleanRoboticsElevatorWorkingMsg (Msg) CeruleanRoboticsFreeform (Quest) CeruleanRoboticsVFreeformScript (Script) Due to the errors I can't save CeruleanRoboticsElevatorDoorScript (Script), Here's the syntaxis: scn CeruleanRoboticsElevatorDoorScript int Buttonint ScreenNumber ; 0 = No skill page; 1 = Fixing possible page; 2 = Floor selection page int ShouldSave ; 0 = Shouldn't save; 1 = Should autosave ref DoorOpener begin onActivate set DoorOpener to GetActionREF if DoorOpener.GetIsReference player if VFreeformCeruleanRobotics.ElevatorRepaired == 0if player.getav Repair >= 50ShowMessage CeruleanRoboticsElevatorBrokenMsgset ScreenNumber to 1elseif player.getav Repair < 50ShowMessage CeruleanRoboticsElevatorBrokenNoSkillMsgset ScreenNumber to 0endifelseif VFreeformCeruleanRobotics.ElevatorRepaired == 1ShowMessage CeruleanRoboticsElevatorWorkingMsgset ScreenNumber to 2endif ;-------------------------------------------------------------------------------------------------------------------------- begin GameMode set Button to GetButtonPressed if Button == 0 ; Do nothing elseif Button == 1if ScreenNumber == 1set VFreeformVault22.ElevatorRepaired to 1ShowMessage V22ElevatorWorkingMsgset ScreenNumber to 2player.rewardxp 100elseif ScreenNumber == 2player.MoveTo CeruleanFirstMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0CraigBooneRef.MoveTo CeruleanRoboticsElevator1FFollowerMarkerelseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0ArcadeRef.MoveTo CeruleanRoboticsElevator1FFollowerMarkerelseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator1FFollowerMarkerelseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0RaulRef.MoveTo CeruleanRoboticsElevator1FFollowerMarkerelseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0LilyRef.MoveTo CeruleanRoboticsElevator1FFollowerMarkerelseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0VeronicaRef.MoveTo CeruleanRoboticsElevator1FFollowerMarkerendif if VNPCFollowers.RexHired && RexREF.Waiting == 0RexRef.MoveTo CeruleanRoboticsElevator1FRobotMarkerelseif VNPCFollowers.bEDEHiredif EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0EDE1Ref.MoveTo CeruleanRoboticsElevator1FRobotMarker;elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0EDE2Ref.MoveTo CeruleanRoboticsElevator1FRobotMarker;elseif EDE3Ref.GetDisabled == 0 && EDE3REF.waiting == 0EDE3Ref.MoveTo CeruleanRoboticsElevator1FRobotMarker;endifendifendif set ShouldSave to 1 elseif Button == 2 player.MoveTo CeruleanSecondMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0CraigBooneRef.MoveTo CeruleanRoboticsElevator2FFollowerMarkerelseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0ArcadeRef.MoveTo CeruleanRoboticsElevator2FFollowerMarkerelseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator2FFollowerMarkerelseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0RaulRef.MoveTo CeruleanRoboticsElevator2FFollowerMarkerelseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0LilyRef.MoveTo CeruleanRoboticsElevator2FFollowerMarkerelseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0VeronicaRef.MoveTo CeruleanRoboticsElevator2FFollowerMarkerendif if VNPCFollowers.RexHired && RexREF.Waiting == 0RexRef.MoveTo CeruleanRoboticsElevator2FRobotMarkerelseif VNPCFollowers.bEDEHiredif EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0EDE1Ref.MoveTo CeruleanRoboticsElevator2FRobotMarker;elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0EDE2Ref.MoveTo CeruleanRoboticsElevator2FRobotMarker;elseif EDE3Ref.GetDisabled == 0 && EDE3REF.Waiting == 0EDE3Ref.MoveTo CeruleanRoboticsElevator2FRobotMarker;endifendif set ShouldSave to 1 elseif Button == 3player.MoveTo CeruleanThirdMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0CraigBooneRef.MoveTo CeruleanRoboticsElevator3FFollowerMarkerelseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0ArcadeRef.MoveTo CeruleanRoboticsElevator3FFollowerMarkerelseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator3FFollowerMarkerelseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0RaulRef.MoveTo CeruleanRoboticsElevator3FFollowerMarkerelseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0LilyRef.MoveTo CeruleanRoboticsElevator3FFollowerMarkerelseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0VeronicaRef.MoveTo CeruleanRoboticsElevator3FFollowerMarkerendif if VNPCFollowers.RexHired && RexREF.Waiting == 0RexRef.MoveTo CeruleanRoboticsElevator3FRobotMarkerelseif VNPCFollowers.bEDEHiredif EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0EDE1Ref.MoveTo CeruleanRoboticsElevator3FRobotMarker;elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0EDE2Ref.MoveTo CeruleanRoboticsElevator3FRobotMarker;elseif EDE3Ref.GetDisabled == 0 && EDE3REF.Waiting == 0EDE3Ref.MoveTo CeruleanRoboticsElevator3FRobotMarker;endifendif set ShouldSave to 1 elseif Button == 4player.MoveTo CeruleanFourthMarker if VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0CraigBooneRef.MoveTo CeruleanRoboticsElevator4FFollowerMarkerelseif VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0ArcadeRef.MoveTo CeruleanRoboticsElevator4FFollowerMarkerelseif VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.Waiting == 0RoseofSharonCassidyRef.MoveTo CeruleanRoboticsElevator4FFollowerMarkerelseif VNPCFollowers.RaulHired && RaulREF.Waiting == 0RaulRef.MoveTo CeruleanRoboticsElevator4FFollowerMarkerelseif VNPCFollowers.bLilyHired && LilyREF.Waiting == 0LilyRef.MoveTo CeruleanRoboticsElevator4FFollowerMarkerelseif VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0VeronicaRef.MoveTo CeruleanRoboticsElevator4FFollowerMarkerendif if VNPCFollowers.RexHired && RexREF.Waiting == 0RexRef.MoveTo CeruleanRoboticsElevator4FRobotMarkerelseif VNPCFollowers.bEDEHiredif EDE1Ref.GetDisabled == 0 && EDE1REF.Waiting == 0EDE1Ref.MoveTo CeruleanRoboticsElevator4FRobotMarker;elseif EDE2Ref.GetDisabled == 0 && EDE2REF.Waiting == 0EDE2Ref.MoveTo CeruleanRoboticsElevator4FRobotMarker;elseif EDE3Ref.GetDisabled == 0 && EDE3REF.Waiting == 0EDE3Ref.MoveTo CeruleanRoboticsElevator4FRobotMarker;endifendif set ShouldSave to 1 endif if ShouldSave == 1AutoSaveset ShouldSave to 0endif end Many thanks for your time and help :laugh: Greetings, Prodlimen
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