-
Posts
15 -
Joined
-
Last visited
Everything posted by Silverblaze55
-
Editing a vanilla script?
Silverblaze55 replied to Silverblaze55's topic in Fallout 4's Creation Kit and Modders
Thx, I looked again and found it. I figured it was debug but wasn't sure. This sounds like what I'm looking for; I'll give it a try shortly. -
I haven't messed with scripting since Oblivion, and while I can follow Papyrus' java-like structure, the way the game/CK handles scripts has also changed. I've made changes to some values (int const) and calculations in the WorkshopScript script. I've complied it, and checked it in game, and it seems to be doing what I intended (modifying resource storage caps based on defense value.) I have a backup of the original script, and it doesn't conflict with any of my mods, so it's fine for me. BUT Editing the actual vanilla script file seems like... bad practice? I'd like to have an .esp that I can load or not load. What are my options for implementing these changes without changing the original script? Also, as a side note, what is wsTrace?
-
New Mods w/ GECK 1.4 problem
Silverblaze55 replied to Silverblaze55's topic in Fallout New Vegas's Mod Troubleshooting
Palm:face :wallbash: It was simple. GECK on 1.4 New Vegas still running 1.3. Updated the game, and it works now. -
Mods wont work
Silverblaze55 replied to KarRuptAssassin's topic in Fallout New Vegas's Mod Troubleshooting
I am having a similar problem. Mine don't even uncheck, they just behave as if they were. Find a solution yet? -
New Mods w/ GECK 1.4 problem
Silverblaze55 posted a topic in Fallout New Vegas's Mod Troubleshooting
A while back my GECK stopped working. Not crashing, it just flat out wouldn't load the .ESM or anything else. So, I updated to version 1.4 Cool, it works. I made two new mods. Nothing fancy. One is a new home interior, the other is some small edits to the Lucky 38 suite. They are in the right spot, I can check them in the Data Files when I start the game. Game loads fine. No crashing in the Lucky 38 suite. But the mods aren't loading. I fixed the lighting and added some items to the Lucky 38 - they aren't there. The door to the other interior I created isn't there either. It's as if the mods aren't loaded, even though they're checked. I recall some things about changing load order and such with the FOMM from Fallout3, but I am not familiar with any Mod Managers for New Vegas. All of the plugins created prior to updating the GECK are still working. And I have no idea what's wrong. -
It seems that there is a mesh/texture problem with the Love and Hate weapon when equipped on a female character. I can live with it, but I find it very annoying. Scripting I can do, but when it comes to meshes, textures, and modding.... I do more damage than anything. I'm not even going to poke this one with a stick. It may be a very simple fix. If someone with mesh/texture modding experience could find it and post it, that would be awesome.
-
WHAT THE HELL MAN??!
Silverblaze55 replied to Matt6sic6's topic in Fallout New Vegas's Mod Troubleshooting
This. Is. Amazing. I've been doing sunglasses and a cateye/nightvision thing for Fellout.... and like most I went right to the Update FaceGen Model Availability and jacked everything up. Thanks for posting this info!!! :thumbsup: -
Okay, I've got a simple, functional "Dispose of Corpse" thing going. It has only had one test-run, so it is still a WiP. All it does is... get rid of the body, by moving it to an X marker in an interior cell (and I did COC to the cell, and the body was there, so I know it worked. They're called 'dummy cells,' right?) The option to bury or dispose of the body is only avaliable if you have a unique shovel equipped, and you are not in an interior cell. It was basically a combination of the Lucky8 Ball script and the Cannibal perk. Making an actual grave that the body (doesn't actually but we'll pretend it does) goes into... that's a little above me. I know a few mods from Oblivion that will place static objects where the player is, or where another item is dropped, but they don't always work smoothly. Actually, I'll avoid modding something like that, because of the potential buggy-ness. Along the lines of immersion/realism without getting too complicated... I like the rewardKarma idea. I am trying to think of how to trigger an automatic "wait" for one hour, and if there is anything like that somewhere in the game. Even just a fade out/fade in to give the illusion of time passed, like when Moira is healing your radiation. I mean, digging a grave isn't a quick process. A IsDetected condition probably needs to be thrown in too. Trueform -- would moving the body to another cell, and adding an misc object 'body' to the player's inventory, and then removing the object after activating a grave site accomplish what you are trying to do? Or are you going for a bit more complex than that?
-
Well, since we seem to have a few supporters of this, I'll play around with it when I get a chance and see what I can get going. It won't be anything fancy, maybe something as simple as the "dispose of corpse" thing in Morrowind, but I guess that would do the trick. I am a fan of simple mods anyways. I'll post here if/when I get something functional.
-
DCInteriors Project looking wierd..
Silverblaze55 replied to Daveh's topic in Fallout 3's Mod Troubleshooting
I had this problem with DCInteriors and BusWorld. In FOMM click the "Toggle invalidation" button. You want it to apply archive invalidation. If it says remove, click yes, and then the toggle button again, and click yes when it says "apply archive invalidation." Should fix it. That is, of course, assuming you have the FOMM. -
Horses from Oblivion in Fallout 3
Silverblaze55 replied to speedsyco's topic in Fallout 3's Mod Ideas
I would love to see a full horse sized Buttercup. Actually, when I first saw the giddy-up buttercup slide, I actually thought it WAS a pony-sized horse for kids... y'know, instead of a real pony. So, why not have a full sized mechanical horse? I would love it. Someone make it happen. I haz no skillz in animations. -
There would have to be some sort of activator, perhaps a unique shovel? that sets down a marker at the player's location and places a static object 'open grave' or somesuch there. It would need new meshes for graves, if you actually want to 'bury' bodies. edit: Nix on new meshes, I forgot there are graves in Fallout. A [very] simple alternative would be a unique shovel (or other item) adding an ability while in the player's inventory (like the lucky 8 ball) that gives you the option to bury the body when its activated (like the devour option.) Then the body would just be deactivated or moved to a Dummy cell. edit: This would be just like Morrowind's "dispose of corpse" option. It would need an "is player outside" type check in the script for continuity's sake. All of my modding experience is with Oblivion, but if the GECK is reasonably similar to the CS, this should be workable.
-
I second this. The saddles really do need stirrups. If I had more experiance with Blender (if I could get blender to work) I might try to make them myself... but no such luck. If anyone is interested in trying this, I would suggest using the following picture as a base ref. instead of that english stirrup up there ^^ and changing the colors and adding a pattern to the side to match the saddle. http://images.auctionants.com/57-98300.jpg
-
I've got the Kyoma journal mod up and running, and I use it all the time. Everything works fine. However. EVERY time you open a journal, it adds one to the "Books Read" MiscStat. It would be awesome for someone with scripting experience to take a look at the mod and figure out how to fix this. My first instinct was to add "ModPCMiscStat 17 -1" into one of the scripts under "OnEquip", but that didn't work. I'm not familiar enough with scripting to figure it out.
-
Alright. I got the three files moved over, and I can fix the desktop shortcut to use the obse loader without any trouble, however... I downloaded this thing just so I could use the "IsKeyPressed2" command in a script for my own mod, and the CS still doesn't recognize that as a command. Logic dictates that there's a disconnect between CS and OBSE. So: "Scripts written with these new commands must be written via the TESConstructionSet launched with obse_loader. Open a command prompt window, navigate to your oblivion install folder, and type "obse_loader -editor"." Now, someone please tell me wtf that says... in layman's terms please. Talk to me like I'm a n00b, b/c I can't figure it out or find an answer anywhere. *edit* Of course, now that I've posted this I got it figured out. ^^;; I think.