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enroger

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  1. I'm afraid this is indeed the case here... thanks for the reply.
  2. I'm trying to make a sneak overhaul mod. Sneaking is too easy now, sometime even if you crouch right in front of NPCs, they still can't see you.... But I can't find any command to set detection level of NPCs against player, I mean how do I script force the NPCs to detect you?
  3. I've seen a lot of great UI mods out there, but can't find any tutorials on how to make them. Supposedly you need to work with some xml files? thats all I know.... Basically, I want to add a simple string/bar to the display. Can anyone point me to some tutorials? Thanks.
  4. Wow! It works! Thanks man, kudos and credit when I upload the mod :thumbsup:
  5. I'm making a female trench coat from scratch. Model and uvw are finished, I imported a femalupperbody.nif into it and use bone weight copy script to copy the weight over to my new armor. The problem is when I export it to nif, blender complains about some faces unmapped to any bone. Yet I viewed those highlighted vertex in weigh painting mode and they are obviously painted, I also tried assigning all highlighted verts to a single bone with 100% opacity. Yet Blender still think they are unmapped when exporting :wallbash: PLZ help, woman in mojave deserves decent coat...
  6. damn! The music is actually good :thumbsup: ,very fitting in mojave. Looking forward to the mod.
  7. Explosion, ammo and projectile are three separate object as far as geck/fo3edit is concerned. You need to create custom type for all three. Explosion type is set in projectile, not ammo. Go to you custom projectile, mess around and you'll see. Download ghost armor hgec, it has a sate-comm nuke strike script in it that has everything you need. I'm learning from that one too. One thing: editing in geck will always reset the explosion spawn object to none, make sure after geck work you use fo3edit to add it again, Its very annoying...
  8. Its free, and no fose needed. But Its hard to say if the rest of your script need fose though,
  9. Just checked geck don't have an option to spawn object by explosion, but FO3edit has this option. So you'll have to use FO3edit for it and write the script in geck. To create a new projectile in FO3edit, just pick a vanilla projectile, rclick and choose copy as new record, follow the instruction to rename it and dump it in your file or a new file, do the same thing with explosion. Now you have custom projectile and explosion, In projectile property: click FLAG to edit it, put a tick next to explosion. Once you done edit the explosion box in projectile to point to your custom explosion. In explosion property: look at the bottom INAM placed impact object, edit it to point to your marker object. Hope it helps, you can also dl some other mods (satellite nuke strike...etc) and look into their file, thats how I learn about it. Hope it helps.
  10. In geck or fo3edit, set your projectile with explosion checked. Create a new explosion type with no fx, no dmg what so ever. In explosion property you can set it to spawn an object, in this case set it to spawn your marker object.
  11. The marker object script would have a run on load block (check out "on load" on geck page) that run once the object is loaded. The script within the onload block use placeatme/moveto command to move the weapon platform object above it with the right orientation (the weapon platform object would be pointing down, check setang command), use ref.fireweapon command to fire the weapon (super laser...)
  12. I've looked at some of the other mods that do similar things (satellite nuke strike), they do it this way: You need to define a couple of things in geck: a weapon, a projectile, explosion event, marker object, airborne firing platform object. You have a weapon, fire that weapon on the ground will put a marker object on it. You do this by setting the projectile to explode on impact. You make a explosion with no fx, it just spawn a certain object, in this case ,it spawn a marker object. You write a script for the marker object, once its spawned it place a airborne firing platform object high above it with placeatme command. You write a script for the airborne firing platform object to fire on the ground with a fireweapon command.
  13. I may port my DSR-1 & 50 FO3 mod over or if you can do it yourself, here's the link http://fallout3nexus.com/downloads/file.php?id=15375
  14. bullet drop is real easy, just set the gravity of the projectile. I've implemented it in my DSR-1 mod, that makes snipping a lot more fun.
  15. It worked!! God I was soooo going mad about it! Kudos to you! :thumbsup:
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