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Posts
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Everything posted by Devedev
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Right. So all I need to do is replace some NPC containers, really.
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Thanks. This means all my work on Metro 2077 won't go to waste!
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Sorry if this has been answered before, but I was wondering how transferrable F3 mods are to New Vegas? I mean, aside from the obvious such as worldspace location.
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Changing Landscape Terrain
Devedev replied to McclaudEagle's topic in Fallout 3's Mod Troubleshooting
It could be that you're too far away from the intended area? Mine does that often, especially when I just flail my mouse hand randomly. -
Changing Landscape Terrain
Devedev replied to McclaudEagle's topic in Fallout 3's Mod Troubleshooting
No worries. Gotta learn somehow, after all. Good luck with your mod! -
To be totally honest I just copied the one from vault 101's entrance, control pod and all.
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I can't be of much help here, but I must say I love this idea. Very BioShock inspired, no? Regardless, wouldn't it be easier to use the personal protection tube things (I don't remember what they're called, like the box in the slaver joint) because they're already animated for letting the player in? Could simply add a 0.7 sized wall terminal for the injection process after that.
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Modding overall in the GECK is simple, once you learn the controls. Just do the aforementioned tutorial, and you'll know everything that a basic mod needs to get done (placement, lighting, linking doors, etc.) however, when the idea strikes you for, say, a handcart that transfers you to one of four places, that requires some advanced skills in regards to scripting and possibly custom animation.
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To my knowledge, not yet. Customizable housing, yes, as was mentioned before with Gred's Mansion, but I don't think anyone has gone through all the scripting necessary to make complete houses from the ground up.
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Changing Landscape Terrain
Devedev replied to McclaudEagle's topic in Fallout 3's Mod Troubleshooting
Right click for painting terrain (grass, concrete, etc) left click for altering height. -
Honestly, when testing a mod I'm making, I just link a door that I stick next to my megaton(or tenpenny, as the case warrants) house to the entrance. Tons easier then tilde-ing everywhere.
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Only since I've installed Wanderer's edition, i think. Well, it's either that or some incompatibility with FOIP? I use EVE and MMM, and I got the most recent FOIP for both, but it just crashes after the initial slide popping up.
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Do I have to use Fo3edit to change the stats on a clothing item, for instance a radiation suit's rad resistance? Or is there another way?
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I thought that, but that doesn't quite explain that the water itself works, there's just no graphic for it. Perhaps I'll try leaving the water levels and sticking a placeable water on there...
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No, I tweaked the water and LOD water heights. Was I supposed to put a water item in there?
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I'm in the process of creating a new worldspace for my mod, however, even though it appears in the GECK, my water graphic is nowhere to be seen in-game (to clarify, the water bounding/clipping or whatever exists, but no graphic.) and it isn't my settings, I threw everything (and I mean everything) to max, so it can't be that. Any help would be spectacular.
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I know vanilla races appear fine, as my secondary file is an Orc tank with no issues. I'll post my load order asap, as I'm on my iPhone right now.
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It says I got the X Races Compilation (Author Xenius) and thanks for the quest fix ideas.
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Also, I can't put the weapon away or change it out, either.
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I got a custom race pack; don't remember the name, and it appeared everything went well until I had to fight. Spells are normal, but blades, blunts, hand-to-hand, bows, they're all stuck in block or ready mode. Like, I can attack as normal, but I goes right back to block whether I press it or not. Also, the first quest (escape with the blades and all that never initiates? Help!
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Well there's a sweet spot at around -17, 13 if I remember right. Virtually nothing around. Or the area just to the west of the Republic Of Dave, there's a great blank area there less for the rock formations. My mod, in fact, uses the West of Dave cell for an entrance. It's a place not a lot of people care about, since the only thing really there is a bobblehead, but they all know where it is.
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Can someone please help with add items script?
Devedev replied to dontpanic's topic in Fallout 3's Mod Troubleshooting
Something like: Scn AddItemsSCRIPT BeginOn PlayerEnter Player.additem (your item name) (quantity) End And you've got too make a trigger box just outside the vault 101 cave door and apply that script to it. This may not be 100% right, as I'm a newb modder myself. -
Aha, thanks guys. You're the best forum out there for newb modders undertaking huge projects, I swear.
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Basically, I need a quick injection of info regarding what script to use to make a player jump to a marker I've set up in another cell. I used a message with 2 options, either to go or not go, and I need the go option to send the player to the Xmarker Heading I've placed for this purpose. Begin onActivate ShowMessage blahblahblah Getbuttonpressed == 0 ?????? END is a sample of what I'm trying to accomplish. I can't get and don't have the Vault 13 resources, so don't link me there please. I need help!
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It seems bad that I've already begun construction of the cart/intro guy and the metro thereafter. I always save quests for last, because they're confusing. Still don't know how to make the quest marker appear on the map (the one pointing to the quest objective location)