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Script not working, somehow?
RhalexDoesMods replied to RhalexDoesMods's topic in Fallout 3's GECK and Modders
Where can I know more on what variables I can use to print things to the console? This one worked perfectly. Tried it, and it worked! So, I replaced the variable from %a to %g, and now the console prints out the previous value of the Big Guns skill, and now as I unequip the Minigun, it reverts my skill back to what it was! Thank you, guys! -
I've made a tiny script that should increase the player's Big Guns skill when they equip a certain gun, like the Minigun. Scn ErinMinigunScript short previous short restoreg Begin onEquip showmessage eringun1MSG set previous to Player.GetAV BigGuns Player.RestoreAV BigGuns 100 PrintToConsole "%a" previous set restoreg to ( previous - Player.GetAV BigGuns) End Begin onUnequip Player.DamageAV BigGuns restoreg End Checked the code with the Cipscis site, and it's all well and good, until I launch the game. The script doesn't work. The PrintToConsole just spits out a 0 every time, the RestoreValue doesn't do jack s***, and I've already switched out RestoreAV/DamageAV with ModAV, SetAV, and ForceAV and still nothing.
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Custom models not being used
RhalexDoesMods replied to RhalexDoesMods's topic in Fallout 3's GECK and Modders
Fixed the problem: I just selected "None" on the listbox under where to specify the model, now everything works as intended. Thanks! -
Custom models not being used
RhalexDoesMods replied to RhalexDoesMods's topic in Fallout 3's GECK and Modders
If it helps, this is the mod whose models I used: https://www.nexusmods.com/fallout3/mods/730/? -
Custom models not being used
RhalexDoesMods replied to RhalexDoesMods's topic in Fallout 3's GECK and Modders
1. Yes, I'm using an esp for my mod. 2. Yes, I'm pointing at the right files When I first observed the minigun model that's in the game, I noticed that the backpack is included in the model, so I looked up mods that have modified this model already. -
I've been quite busy lately, making my personal mod again due to circumstances that I expected to hit (missing crap, way too much crap, and crap in general), and adding more stuff as I go by. Now, I've decided that with one of the weapons I made, it was going to be a duplicate of the Minigun, but the annoying backpack won't be there, and so, since I have no plans on releasing this mod, I borrow the minigun .nif model from it, and use it for my minigun so that I don't have to feel anger every time I go to third-person. And of course, Fallout 3 decides not to use that model and still uses the vanilla one. Is this karma, or am I doing something wrong? TL;DR (somehow): NIF model borrowed from another mod won't work in my mod with my own weapon.
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After the entire "what the **** is happening to the models" situation I had, I decided to add custom versions of weapons and ammo to the game, and that I did. I'm trying to make Moira sell some "Electron Charge Shells" which is the custom ammo I've made for a custom energy shotgun called "Laser Sawed-Off Shotgun". I have the container in VendorChestsCell set up, and the reference is good, but the items are still not being sold by Moira, even after I waited 3 days for it to 'respawn' What am I doing wrong?
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Modified vanilla items look weird...
RhalexDoesMods replied to RhalexDoesMods's topic in Fallout 3's GECK and Modders
Topic is now solved. Close it please, moderators. -
Huh, is that so. What about a GUI that lets you choose what you'll 'write', and the item that gets placed to your inventory is dependent on your Intelligence? So, if you have 7 on Intelligence, you'll either make a 'Short Story', 'Novel' or 'Letter to (random NPC name or spouse)'.
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I recently started using the G.E.C.K. and so far I think I've got the basics of re-using stuff from the main game for my own purposes, and I've hit my first iceberg. I've created another version of: Dirty Pre-War BusinesswearBiker's GogglesShady HatAnd modified them so they're as strong as regular Power Armor. Now, when I obtain my items in-game with the console, using: xx000ea6 (the suit)xx001550 (the hat)xx001553 (the goggles)After I've equipped them, the suit looks fine, but the goggles and the hat... Yeaaaaaaaa it's f***ed up. The vanilla versions of the items work fine. Is there any way I can fix this? EDIT: Yes, there is. After some more scrounging around the game files, particularly 'Fallout - Meshes.bsa', I found the models used for each item, as well as the EGM files, and duplicated them. So, what used to be: meshes/armor/headgear/1950stylehat/m/suithat.nif (the Shady Hat)meshes/armor/headgear/1950stylehat/m/suithat.egm (the Shady Hat's EGM file)meshes/armor/headgear/wastelandclothing03/m/goggleswastelandclothing03.nif (the Biker's Goggles)meshes/armor/headgear/wastelandclothing03/m/goggleswastelandclothing03.egmis now: meshes/armor/rhalexiu/RhalexiuShadyHat.nifmeshes/armor/rhalexiu/RhalexiuBikersGoggles.nifand vice versa. Then, I went to the Object Window, and linked the location of the .NIF files to the items themselves. Don't worry about the EGM files, they're detected automatically ONCE they have the same file name and you went to 'Character > Update FaceGen model availability'.
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Well, for me, I like using the typewriter to make short stories, usually stories that are 10 paragraphs long, so I'd want to be able to do that, and probably add a feature where you can 'publish' your stories to the Wasteland by selling it to a vendor in the main cities (Megaton, Rivet City etc.)
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So, I just recently got the house at Megaton (hooray for not blowing everyone up), and decided to buy the Vault theme from Moira. It looks amazing, at least for me, and I noticed that I have a typewriter in the bedroom. My mind went '**** YEAH LET'S USE IT' but then got disappointed when you can't use it. So, I thought 'Hey, this could be a mod of itself!'. And here I am, requesting that someone make a mod to make the typewriters functional.