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user826

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Everything posted by user826

  1. There are a couple of good ones bundled in here: https://www.nexusmods.com/newvegas/mods/56009
  2. If there are any female voice actors out there, I'm in need of someone to voice my latest Customizable Companion. I picture the character as a bright, cheerful and tomboyish greasemonkey with a sarcastic streak. If this sounds like something you'd be interested in, please PM me!
  3. The arm wraps are an intrinsic part of Joshua Graham's NPC-only outfit, so they don't exist as an individual item. You or someone else would have to import the mesh into Blender and delete all the other parts of the armor in order to isolate them. The hand wraps would be easier, since they are separate gloves. All you'd have to do is add them to a form list that is assigned to an outfit, and when you wear that outfit, it would automatically show the gloves on the character.
  4. @Dubious - I haven't checked recently, but I seem to recall that when I was working on this proposed mod, the vendor caps packages are all just leveled item lists, which means that whatever the random number generator rolls should end up in the vendor chest, right? But there would still be a small amount of "phantom caps" that I couldn't account for, and had no idea where they were coming from. EDIT: Although, it may not be as complicated as I'm making it out to be. Instead of a limit of 30,000 caps, I could set the script to cull anything over 25,000 caps, and that should leave plenty of leeway for what the vendor has in their personal inventory as well as any "phantom caps" EDIT 2: Is there a way to run a script on a persistent reference that doesn't have a Reference Editor ID? None of the chests in the buried vendor chests cell have Editor IDs, although they're persistent references. Using the numerical HexID in a script doesn't work.
  5. I wanted to make a mod that fixed this, but I was never able to determine how the total number of vendor caps was calculated. If I added up the number of caps in the vendor chest with the number of caps on the vendor's person, there was still a discrepancy where the total that shows when you open the barter menu was slightly higher (~50-100 caps or so) than the total of the caps in their chest and on their person. Otherwise, it's a pretty simple matter to write a script that checks each of the vendor chests and if it has over 30,000 caps, to remove the excess and only leave 30,000.
  6. Try assigning the knuckle duster addon to one of the Body Mod slots instead. I can't remember the exact name, but they're the last 3 options in the list. I think they're named BodyMod1, BodyMod2 and BodyMod3. If that doesn't work, you may have to create a new mesh and a new armor addon entry. Extract the glove you want to use from the BSA and import it into Blender, then add the knuckle duster mesh on top of it.
  7. A lot of Fallout 3 assets and textures remain in the New Vegas files, but are left unused or otherwise aren't implemented in the game. This "legacy content" is perfectly fine to use because they were included in New Vegas, and therefore are considered part of the game's files. However, the way I understand it, the rights for Fallout 3's content and New Vegas content are owned by different entities, and so porting content between them violates the usage rights. It's perfectly fine to do it for your own personal use (as long as you own both games) but distributing that content online to other people constitutes piracy. One way to get around this restriction is to modify the base game content so that it technically counts as your own work. For instance, with your Outcast power armor, you might add a dirt smear or a logo somewhere on the texture. Now, this technically becomes your own work, and you can freely distribute it. The same goes for Fallout 3 meshes. You can move some vertices around in Blender, or just change the texture paths to use a custom texture you made yourself, and that again becomes technically your own work, and can be distributed.
  8. Glad you got it working! As far as the static collection, an alternative would've been to make a new mesh in NifSkope, but if the Static collection is working for you, then that's great!
  9. You need to create a new activator using the mesh you want for your display (in this case the static wooden shelves). If you're unsure about how to do that, I refer you to my earlier post in this other thread: https://forums.nexusmods.com/index.php?/topic/7913813-scripting-issues/&do=findComment&comment=72689108 Once you've created your new activator, apply your script to that activator. Then, you'll have to add the rack to the world, and then place the items you want to display into the world with the "Persistent Reference" and "Initially Disabled" flags checked. Give each display item a unique Editor ID (i.e. Magazine001REF, Magazine002REF, etc.), and then in your script, use the Enable command to make them display when the player activates the magazine rack.
  10. Hmm, okay thanks for your input. I guess I'll just have to try it and see.
  11. Okay, good. So aside from the terminology mixup, my reasoning is sound? I'm asking because I'm developing a standardized framework for my customizable companion mod, and I was hoping I wouldn't have to change the Editor ID for every new companion I make, because then I'd have to update all the scripts and dialogue, etc. to reflect the new Editor ID. In this case, I can have multiple different plugins, each with an actor named CustomizableCompanionREF, and it won't conflict because the mod index for each plugin would be different, correct?
  12. I'm pretty sure the answer is "no," but I'd like to confirm this. Do Reference IDs need to be unique across different mods? Like, let's say the author of Mod #1 was very uncreative and named their custom companion MyFollowerREF. And let's say the author of Mod #2 was equally uncreative and also named their custom companion MyFollowerREF. If a player loads both of these mods into the same game, will they conflict? From what I understand, they shouldn't, because the load order would give Mod #1's MyFollowerREF a unique prefix like 01######, and Mod #2's MyFollowerREF would be 02######, right?
  13. You need to create a unique activator using the same mesh as the object you want to be investigated. For the sake of example, let's say you want the player to find fingerprints on a bottle. You need to go to Misc. Items in the left pane of the Object Window, find the empty Nuka Cola bottle, double click it to open up its properties and make a note of the Model's file path. In our case, it's Clutter\Junk\SodaBottle01.NIF Next, you need to scroll down to Activator in the left pane of the Object Window, right-click on the list of activators in the right pane and click 'New'. When the new window pops up, give your activator a unique Editor ID (like, MyModClueBottleActivator, or something), and then select Clutter\Junk\SodaBottle01.NIF as the activator's model. (You may have to extract the bottle's NIF mesh from the Fallout - Meshes.bsa before the GECK will allow you to select it) Click OK to create your new activator. Then, you write your object script with the OnActivate block, like I gave you earlier. Save your script, then open up the Activator that you just created. There is a drop-down list named Script, beside which should be written NONE. Click that drop-down menu and find the name of the script you just wrote. Click OK, and now your new activator will have your script attached. In the Cell View window, load the worldspace where you want the clue to be found, then drag and drop your new bottle activator into the world. Save your plugin and use your mod manager of choice to enable it. Now, when you visit that location in the game, you will find your new bottle activator, and when you target it and press the Use key, your script with run and show your message.
  14. "begin OnActivate testref" is interpreted by the game as "Run this block when I am activated by testref", which will never happen since 'testref' is not an actor. You need to add a script to 'testref' with an OnActivate block, so something like this: begin OnActivate Player ShowMessage MESGMyMessage end
  15. Oh, I figured it out! Even though GetOpenState and SetOpenState can't be used to control the animation (i.e. it won't play the Forward or Backward animation groups), apparently when the pod is closed, GetOpenState still returns 3, and when it's open, GetOpenState still returns 1. This means that you can still use the OpenState variable for conditioning. So, your pod script might look something like this: begin OnActivate if (GetOpenState == 3) PlaySound DRSPodProtectronOpen PlayGroup Forward 0 SetOpenState 1 elseif (GetOpenState == 1) PlaySound DRSPodProtectronOpen PlayGroup Backward 0 SetOpenState 0 endif end And your seat script might have a section like this: if (MyLink.GetOpenState == 1) MyLink.PlaySound DRSPodProtectronOpen MyLink.PlayGroup Backward 0 MyLink.SetOpenState 0 endif
  16. Hey, everyone! Would any of you happen to know if it's possible to change a variable using a script on a reference that isn't an actor? I have an activator (ED-E's pod from Lonesome Road) that is a persistent reference and it is running a script that toggles the door open or closed when you activate it. This script also has the variable IsPodOpen, so that I can store its open or closed state. Unfortunately, the pod uses Forward and Backward animation groups instead of Open and Close, so I can't use GetOpenState. I also have a different activator, a chair inside the pod, that is linked to the pod and closes the door when the player sits down. I want the chair's script to be able to set the IsPodOpen variable to 0, so that the pod's script will play the opening animation next time it's activated instead of snapping the doors open and then playing the closing animation, at which point you have to activate the pod again to open it. I hope I've done a good enough job explaining the issue I'm having and would appreciate any ideas!
  17. Yeah, once you know that a phenomena actually has a name, it helps a lot, haha Thanks for your help, Dubious! Hopefully, I won't need to ask for it again for the next little while, haha
  18. Okay, at the risk of speaking too soon, I THINK I may have solved the issue. The trigger box activator I'm using to run the space dome spinning script was located at Z+25600, well outside the Havok range of the cell. I moved it to 0, 0, 0 and the problem seems to have gone away, for now. If it occurs again, I will report back, but hopefully that was the issue.
  19. I'll try changing the script back to spin all the sections all the time, even though that seems to be a waste of processor cycles. I thought I was being clever to make them spin only if the player is there to see it... EDIT: No luck. The first cell I entered was corrupted, although all the other cells I entered after that one were fine. Also, looking at the space dome meshes in NifSkope shows they don't have any collision properties at all, so I don't think they're Havok-ed.
  20. I haven't gotten to the stage yet where I'm furnishing the interiors. I'm still building the cells themselves, and so far have only placed static items. Although the Mothership Zeta space dome pieces are considered moveable statics in the GECK. Could that be the issue? I also have a script running that uses the SetPos command to rotate these space domes while the player is in the cell, in order to simulate the station rotating in orbit. I have 10 interior cells where space is visible out the window, and I previously had the script spin all eight sections of the space dome in all ten of these cells all the time, but recently changed it to only spin the ones in the cell that the player is currently in. You think that could cause the problem?
  21. Ah, crap, the whole crux of my mod is that it's a space station using the Mothership Zeta space dome and sun meshes at 10x scale. Those encircle the entire interior and extend along every axis. It was working fine before, though, so I only started experiencing this recently. Is ~3000 units on any axis the maximum?
  22. That certainly describes the issue that I'm having, but I don't have any of the mods listed in the solutions section, nor am I using any weather mods. The issue is MY mod, but I don't know what's causing it.
  23. I'm working on a mod right now that has lots of custom interior cells, and sometimes, when I enter one of these cells, everything appears to have been "compacted" to a single point. I can't move, I can only look around and everything in the room has been squished around me, overlapping each other. Can anyone tell me what causes this? It seems to be random as far as I can tell, but if I load the ESP in the GECK, click "Save" and exit, then it appears to be fixed when I reload a previous save and enter the cell again. Does it have anything to do with me editing the plugin with FNVEdit afterwards, or with having multiple instances of the GECK open at once, or having the GECK open while I run the mod in the game for testing? I'll try to grab a screenshot next time it happens, but hopefully what I've described will sound familiar to somebody.
  24. Well, true or not, it works, which is the main thing. I need to remember this little trick in future. Thanks again!
  25. @GamerRick: It works! Thank you so much! I had no idea I needed so many 'Return' statements, haha As a bonus, I also managed to figure out how to make it so that every 10 levels, he earns a SPECIAL point instead of skill points. I can finally move forward now, thank you!
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