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ProjectEW

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Everything posted by ProjectEW

  1. Well, I guess I pretty much managed to squish the offer into the title. Anyway, I've put a few weeks of work into RTS II, and it's coming along nicely I guess. See my little site here, you can download the latest version of the mod, currently 0.3. So basically, my proposition is this: I'm one guy trying to build a fairly large mod in terms of scripting. Also, whatever the scripting language is called used in the GECK, is probably the worst language I have ever used. So, I'm asking for someone to co-develop my mod with me. What I'm looking for: Someone with experience with all functions of the GECK Someone dedicated to working on this Preferably someone with prior programming experience Also, if you have any other skills related to this, such 3d modeling, NifSkope, texturing, etc., that would be awesome, but not necessary. Also, if you apply, please include some kind of example of your skills. Edit: My link above doesn't appear to be working, so here is the URL to my site: www.rtsii.webs.com
  2. Is it possible to add a topic to the greeting of every NPC in the game? So that, no matter what their greeting is, even if it's supposed to be a Goodbye, it lets you either select that topic or say goodbye. Thanks
  3. A more experienced member should try to answer this, but I don't believe there is a PlaceAtReticle function. What exactly are you trying to do? Something like RTS's object placement system?
  4. Well, first of all, it would be helpful to see the code. For the MoveTo, I assume you want him to just teleport to the player, not walk to him or anything, so you would need a script for that. But, for the conversation, you can use a dialogue AI package.
  5. First, are you running the latest patch? I would suggest to deactivate all your mods. If that fixes it, reactivate your mods one at a time to discover the culprit(s). If that doesn't fix it, back up your saves (located at C:\Users\*USERNAME*\My Documents\My Games\FalloutNV\Saves), then reinstall Fallout.
  6. That probably has no connection to your mod, unless you changed something else, which might create a mod conflict.
  7. On the NPC window, under the Stats Tab, there is a property called Speed Mult %. Default is 100, adjust that to change speed.
  8. Thank you davidlallen! Using the GetFaction function worked! And using a variable shortened it enough to fit in a single line. I feel dumb for not thinking to use a variable for that... Thanks for the suggestion rickerhk, but I forgot to refresh the page, and I didn't see your post.
  9. Okay, well, I tried your suggestion, by putting ActionRef.GetBaseObject == in front of all of them, but that makes it exceed max script line length. Any way to shorten what I'm trying to do? Thanks, by the way.
  10. So...yeah, I'm having some trouble doing exactly what the title says. I currently have a trigger that encompasses the area I don't want them to be, with a script attached to it. This is the script (I use maybe one or two NVSE functions): scn xyzAntiDeathclawTriggerSCRIPT int markerX int MarkerY int MarkerZ ref ActionRef BEGIN OnTriggerEnter Set MarkerX to xyzAntiDeathclawMarker.GetPos X Set MarkerY to xyzAntiDeathclawMarker.GetPos Y Set MarkerZ to xyzAntiDeathclawMarker.GetPos Z Set ActionRef to GetActionRef if ActionRef.GetBaseObject == (QJDeathclawAlphaMale || QJDeathclawAmbusher || QJDeathclawBaby || QJDeathclawDead || QJDeathclawEater || QJDeathclawHawkins || QJDeathclawMother || QJDeathclawWanderer01 || QJDeathclawWanderer02 || QJDeathclawWanderer03 QJDeathclawWanderer04 || QJDeathclawWanderer05) ActionRef.SetPos X MarkerX ActionRef.SetPos Y MarkerY ActionRef.SetPos Z MarkerZ endif END This does absolutely nothing. I am in Quarry Junction, so these should be the right Deathclaws to filter out, right? The area is a little mobile home, where I have one human NPC, and I will have to enter the place as well. Also, xyzAntiDeathclawMarker does exist, in fact, it's in the same cell only about 10 feet away. Can someone here please shed some light as to why this doesn't work? Thanks.
  11. Thanks, and that's fine, just what I was asking for. Just out of curiosity, what else could a door do? Besides rotation, I mean?
  12. Hi, I'm making a mod where you must investigate a strange radio channel, a distress signal. I just want a looping audio file for a radio station to be heard from anywhere. I've tried on my own but failed, using a quest which adds a radio dialogue, but I can't seem to get it to work. Thanks for any help!
  13. Hey Allan, sorry about this, I hope you haven't started mine, if you have, I'm REALLY sorry, but can I possibly change that? If I can't, that's alright, I'll still use the armor. Okay, what I want is a simple door. Just a standard hinge door, but it should be made of metal and very grimy, similar to the model I want you to base this off. What I want is a door for a mobile home, one of the default mobile homes from New Vegas, which doesn't have a door. Therefore, it should blend very well with the mobile home's texture. The model for the mobile home is in: (Install directory of New Vegas)\Data\meshes\mobilehomeasnv.nif. As you can see, it's a nif, and if need be, I'll convert it to a Blender file for you. (You are using Blender aren't you?) It should fit right into the empty space on the side of the mobile home. Thank you very much, I apologize if this is too late.
  14. earlyw is simply the prefix I use before everything in my mod, in order to make it compatible with other mods. It is a global value, which 1 means to lock during the night, and 0 means to leave the user to manually lock the gate at night. I use this code on a terminal to toggle this value: Set earlywNightLock to 1 I use another button in the terminal to run the opposite code: Set earlywNightLock to 0 I've checked to make sure of this, and it equals what it should. I shall try your suggestion on the if mainEntrance.GetLocked == 1 ||... Thanks for your reply!
  15. Hi, I'm making a mod that's kind of a settlement type of thing, and one feature is a security terminal, with which you can turn on and off auto-locking the gate to the settlement at night. What I'm currently doing doesn't work: scn earlywSecurityControlSCRIPT BEGIN GameMode if earlywNightLock if GameHour > 22 || GameHour < 6 if mainEntrance.GetLocked == 0 mainEntrance.lock 50 endif else if mainEntrance.GetLocked || mainEntrance.GetLocked == 2 if earlywInLockdown == 0 mainEntrance.unlock endif endif endif endif END I've used printc to check the time and earlywNightLock to make sure they are correct, and they are. Is there some error or another way? I'm simply trying to lock it at night and unlock it in the morning, much like the shops in Megaton do in Fallout 3, but I don't have Fallout 3 installed currently, so I'm turning to you guys to help out a noob modder. Thanks!
  16. Requesting: US Army Combat Uniform Why: Making a mod where you can recruit soldiers, and you can find a stash of Army outfits that survived the Great War. Reference Pictures: 1 http://www.militaryspot.com/images/acu1.jpg Sorry, I couldn't find any views from the back or side. When: Well, try to keep it under a year... jk, but I'm not in any rush to get this particular aspect of the mod finished. Please and thank you! :biggrin:
  17. OK, first of all, NPC != Smart. Anyway, I've tried that, but sometimes they just wander around for hours after the time has come to sleep. Thanks for your help, though. EDIT: After a bit of research, it seems that it will travel to within the guard radius, but that method doesn't seem to work for sleeping. So, I still need help.
  18. I'm sure this is the same for Fallout 3, but as I'm using the New Vegas GECK, I thought I should post it here. How would you check if an NPC has completed an AI Package that day? As in, is there any way to put that in the condition of another AI Package? Maybe a better way to explain is to tell you what I want to achieve, because maybe there's an easier method of doing this. Here it is: I have a schedule for some soldiers, so that they sleep from 10 P.M. to 9 A.M. and guard the area from 9 A.M. to 10 P.M. But I have a barracks and an outpost, so I need the soldiers to travel to the barracks to sleep at 10 P.M., then, at 9 A.M., travel to the outpost to guard. So I use Travel packages to go to and from the outpost and barracks. But I want to put in the condition of the Travel package to check if the sleep/guard package has already been completed. Any help guys?
  19. Wow, finally! Thanks for the help, once again! :biggrin:
  20. I've tried making my own from scratch, and I wasn't actually using that trigger, I just opened it up, changed the ID, and removed the Quest Object flag. So, if the same thing happens to you, that means it's just a bug with GECK doesn't it? But how do you make triggers?
  21. It's the one from Megaton, when you get there for the first time, and he greets you. It's called MS11LucasGreetTrigger. And what do you mean by corruption? Like start from scratch corruption?
  22. Well, then that's a problem, 'cause there isn't a primitive tab. It goes from 3D Data to Ownership, no Primitive tab to speak of. And this is an activator, because I just duplicated the Lucas Simms trigger. It's supposed to be an activator, right? Because if it doesn't have the Primitive tab, it seems like this is the wrong type of object. *Sigh*
  23. I'll try the primitive check box thing, because I can't see it at all, no border lines or anything, not even when I zoom back, and drag-select the entire cell. So where exactly is this primitive type? I don't see that in the options for the reference or the base object.
  24. Of course that was one of the first things that I tried, and it brings it to where it would be, but there is no mesh, and therefore nothing to select. This is kinda annoying... :dry:
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