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About cain071546

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Country
United States
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Currently Playing
Skyrim
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Favourite Game
Skyrim
cain071546's Achievements
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> This is exactly my fear. This is bad for everyone.
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I have been Playing and Modding for a while. I am more than familiar with the CK. My favorite thing is creating Interiors and cluttering them. I have worked with small groups on GIT contributing to a few small projects. I can 3D model and Texture (I'm not very good) Looking for a small group of Active Modders.
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Changing Theme of Casino Decks
cain071546 replied to SmokeyGum's topic in Fallout New Vegas's Discussion
yes exactly, that is what i was thinking set the themes up like the player houses which have switchable themes i have been doing similar things with some player house mods not so sure about the textures, maybe create new forms and retexture the ulternate forms then set the xmarkes to switch them out with the rest of the theme -
Starting a Trigger with a Switch
cain071546 replied to 9ApocalypseSnails's topic in Fallout New Vegas's Discussion
http://forums.nexusmods.com/index.php?/topic/3326645-super-simple-light-switch-tutorial-expanded/ here is a tutorial i made for light switches, i use the same script for all kinds of stuff. AFAIK you can use it to activate anything you want includeing trigger boxes.- 1 reply
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- geck
- fallout new vegas
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edit: I appologize and i will shut up now
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when did the 1st line of NV mods came out?
cain071546 replied to thunderlord2200's topic in Fallout New Vegas's Discussion
Yes i cant wait! i will be attemting to use existing tools on F4 day one. i am sure there will be mods released day one. -
I have to disagree i dont believe the Creation Kit for skyrim is any more "optimised" then the GECK for new vegas. Skyrims engine is terrible and just as grossly unoptomized as all of Beths games. Skyrims creation kit makes manipulating objects in the render window a little easier, but once you get used to the GECK it is just as easy. I feel that lighting in Fallout 3/NV is superior to skyrim. Yes there are differences between the Oblivion construction set/GECK/NV GECK/Creation kit. But AFAIK there is nothing that can be done in one that cannot be done just as easily in another. I have used them all over the years and currently have Fallout 3,NV,Skyrim and their construction sets all installed. Just my opinions. Feel free to prove me wrong.
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- poker
- texas holdem
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help with a companion mod please
cain071546 replied to reecefratelli's topic in Fallout New Vegas's Discussion
try using Dropbox for files and imgur for pics. BBcode is supported here. -
Changing Theme of Casino Decks
cain071546 replied to SmokeyGum's topic in Fallout New Vegas's Discussion
are you using xmarkers to enable disable objects? is the change in appearance permanenet? -
if you put them in a container i can make them appear on a shelf when you take them from the shelf they will be removed from the container will that work?
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no but it is hard, i have been looking at this and the script would have to have x,y,z positions for all the cards ect... this is not the problem. the problem is getting the script to PLAY poker i have no idea where to begin there. and YES you can have the "fancy UI" like all the other games, you could just reuse the blackjack table with a new texture. for a start take a look at the blackjack script.
- 7 replies
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- poker
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Here is my Super Simple Light Switch Tutorial Expanded. it took me forever to figure this out so maybe this will help people. Here is my original Tutorial. http://forums.nexusmods.com/index.php?/topic/3295971-super-simple-light-switch-tutorial/ no persistant references. no reference ID's. no new forms required. 1 ) Start by placeing a GenElecSwitch01. 2 ) then place a xmarker. 3 ) then place a light, any light will work. 4 ) then place BOTH models (ON and OFF) for the Light Fixture. 5 ) connect the switch to the xmarker via LinkedRef. 6 ) connect the light to the xmarker via enable parent. 7 ) connect the TURNED OFF model of the light fixture to the xmarker via enable parent and set "enable state to opposite of parent" 8 ) connect the TURNED ON model of the light fixture to the xmarker via enable parent. 9 ) select the xmarker and set to initially disabled. 10 ) use this script on the switch. scn AALIGHTSWITCH1SCRIPT ref rLinkedRef Begin OnActivate if rLinkedRef == 0 set rLinkedRef to GetLinkedRef endif if rLinkedRef.GetDisabled rLinkedRef.Enable 0 else rLinkedRef.Disable 0 endif Activate; only required if the switch uses a default activation action End Now you have a light switch that turns a light on and off and switches out the models for the light fixture.
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I have a script for nuka cola machines that makes them actually vend soda. this is a modders Resource and Tutorial. the Nuka Machine sells Ice Cold Nuka Cola. the Sarsaparilla Machine Sells normal soda. soda costs 10 caps and machine has a unlimited ammount of soda. you will need BSAopt to extract the original meshes from your meshes.bsa http://www.nexusmods.com/skyrim/mods/247/? copy them to your data folder. keep the file paths intact. ie: data/meshes/clutter/vendingmachine data/meshes/clutter/ssvendingmachine INSTRUCTIONS: 1) create a new activator. 2) point it to the vending machine mesh. 3) add one of these scripts to the vending machine. 4) save your plugin and then delete the meshes (it will look for them in the original meshes.bsa) as long as you keep the file paths the same it will work. Here is the Nuka script. SCN AAAVENDINGMACHINEScript1 Begin OnActivate if IsActionRef player == 1 Player.additem MS05IceNukaCola 1 Player.removeitem Caps001 10 Endif END And here is the Sarsaparilla script. SCN AAAVENDINGMACHINEScript2 Begin OnActivate if IsActionRef player == 1 Player.additem SSBottleFull 1 Player.removeitem Caps001 10 Endif END Have Fun Modding!
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Here is my Super Simple Light Switch Tutorial it took me forever to figure this out so maybe this will help people no persistant references no reference ID's no new forms required Start by placeing a GenElecSwitch01 then place a xmarker then place a light, any light will work connect the switch to the xmarker via LinkedRef connect the light to the xmarker via enable parent select the xmarker and set to initially disabled use this script on the switch scn AALIGHTSWITCH1SCRIPT ref rLinkedRef Begin OnActivate if rLinkedRef == 0 set rLinkedRef to GetLinkedRef endif if rLinkedRef.GetDisabled rLinkedRef.Enable 0 else rLinkedRef.Disable 0 endif Activate; only required if the switch uses a default activation action End And Voila You Have A Working Light Switch With Correct Animation!
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I need some help with a exterior navmesh
cain071546 replied to cain071546's topic in Skyrim's Skyrim LE
I know how to use tes5edit to remove changes to the original navmesh I just dont know how to fix the navmesh where i have made dirt paths through the yard there is also a flight of stairs maybe you could take a look? its like 3 exterior cells would it take long to fix?