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ObLars

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Everything posted by ObLars

  1. Im stuck at this one. Someone mind looking over the ESP? <3
  2. I have actually copied every single topic from Rex, with the exeption of the Lucky 38 Suit wait Topic. Still, im clueless, haha. :sweat: Responses = Awesome <3
  3. It has got all the packages etc. It works flawlessly without the wheel. The wait, and follow command - But when using the wheel, nothing works exept the Talk and Inventory option. :pinch: Thanks for the Reply :sweat:
  4. That worked out great. Thanks :-) Also, another issue, lol. Whenever i now try and use the companion wheel to make my follower Wait&Follow. It does nothing. Which "points" have i forgotten? Im quite new at this Dialogue and Companion stuff. Thanks for lending a hand, it's a delight in these morning hours. :thumbsup: EDIT: This is also the only thing i'v got in the Wait end result script; set WolfhornFollowers.Status to 2 WolfhornDogREF.evp
  5. Holy hell. I'll try this ASAP. The only base faction is the "PlayerFaction". Thanks for the response! <3
  6. You would pretty much need to edit the Textures of the Laser Rifle in either Photoshop, or GIMP. I belive :unsure:
  7. How come my Companion goes Red on my, on the compass when i add this too the End result script of "hire"? I mean. It's just wicked. Set WolfhornFollowers.Status to 1 SetIgnoreFriendlyHits 1 IgnoreCrime 1 WolfhornDogREF.SetPlayerTeammate 1 WolfhornDogREF.evp
  8. Hey. Recently i'v learned a little more about the GECK, and would like to put it to a test. I need some ideas to set to life. Im at the moment polishing off my first Quest mod, which ofc. Involves a player owned house in Wolfhorn ranch (Which features buying Brahmin etc). I feel that i need some more ideas on what i could do which would be cool. Be it a new Casino, a New company, a new Gang. A player owned house? Just name it and i'll consider it..
  9. So hiyah! Im working on my Ranch, well. Im almost done with what i'v thought of. And i would like some new, fresh ideas on what it could be fun to have as a feature on a Ranch mod. Please comment your ideas :D
  10. Well, tbh. I'v done a lot of messed up stuff, haha. Well, i fixed it anyway. Added the Tokens etc to the Result script of a Quest stage, giving Chet the required Tokens for the next Stage. Thanks everyone! :)
  11. How so? I started the Quest via a Object script, so i just kind of continued it from the Quest script itself.
  12. As far as colliding, it won't happend unless you're at the actual Ranch. What im trying, and soon about to be done with. Is the option for the player to do a questline, which enables him to buy Brahmins to milk (Maybe slaughter for the meat) And Cattle dogs, to protect the livestock against the surroundings. :)
  13. Hey there. Im trying to add 5 counts of an item to Chet with a script. But somehow it adds a massive 15 of the item. What could cause this? Part of the script that messes it up; Begin GameMode If getstage WolfhornRanch == 40 GSChetRef.additem BrahminToken 5 GSChetRef.additem DogToken 1
  14. I'll agree to that, because mine is randomly crashing while I'm trying to create a face for a npc loading only the main .esm Gets kinda hard to save often when the thing crashes every 2 clicks Yeah.. Although, damnit! Even more loveable when you've finished something. :sweat:
  15. Oh, i hear you. But it could've been a great tool. Now, it's just a Tool. :mellow:
  16. Nvm. Somehow the stupid thing set itself to "Snap to Grid"
  17. Ello, again. Recently my GECK started acting up, it's now impossible to move items etc how i want them to move. I was moving a lamp, and all of a sudden i can't move it any less than what looks like a 1 meter square on the Gameworld. What could cause this? :s
  18. Hello. Im wondering if the various plants throughout the mojave re-grows after a certain time has past? This is the Jalapeno script; scn JalapenoScript int State begin onActivate if State == 0 && GetActionRef == player player.additem JalapenoPepper 2 set State to 1 playGroup Forward 1 setdestroyed 1 endif end begin onLoad if State == 0 playGroup Backward 1 elseif State == 1 playGroup Forward 1 endif end begin onReset if State == 1 playgroup Backward 1 set State to 0 setdestroyed 0 endif end Does this script "Refresh" the plant after a certain time?
  19. Nvm. It's been solved <3 Thank you tunaisafish.
  20. Hello people. I'v got a problem with my script. How come when i buy 5 BrahminTokens, i only get one brahmin to spawn? 1 Brahmin Token enables 1 Brahmin. Scn WolfhornRanchStorySCRIPT Begin GameMode If getstage WolfhornRanch == 40 If Player.getitemcount BrahminToken > 0 WolfhornBrahmin1REF.enable Setstage WolfhornRanch 60 EndIf ElseIf getstage WolfhornRanch == 60 Setstage WolfhornRanch 100 ShowMessage WolfhornQuestBrahminsBought ElseIf getstage WolfhornRanch == 100 If Player.getitemcount BrahminToken == 2 WolfhornBrahmin2REF.enable If Player.getitemcount BrahminToken == 3 WolfhornBrahmin3REF.enable If Player.getitemcount BrahminToken == 4 WolfhornBrahmin4REF.enable If Player.getitemcount BrahminToken == 5 WolfhornBrahmin5REF.enable endif endif endif EndIf EndIf End
  21. Hey guys. Need some help with this.. This is a part of my Quest script and it seems something is wrong. I want it to be able to do something like this; If i buy 1 "Brahmin" - Brahmin1REF is enabled, completing the quest objective. But i also want to be able to return to buy more Brahmin after the quest. How would i do that? Im trying to do some random stuff with no luck at all. Ask me if you dont understand what im talking about, haha :P Scn RanchStorySCRIPT Begin GameMode If getstage Ranch == 40 If Player.getitemcount Brahmin == 1 Brahmin1REF.enable Setstage Ranch 60 If getstage Ranch == 60 Setstage Ranch 100 ShowMessage QuestBrahminsBought If Player.getitemcount Brahmin == 2 Brahmin2REF.enable If Player.getitemcount Brahmin == 3 Brahmin3REF.enable endif endif endif endif endif end
  22. Hey. Just been looking at some of the smoking mods out there and i realized there is none of them which makes the Player actually smoke.. Like the Companions etc. Is this Possible at ALL? Thanks :)
  23. Hello! I'm currently polishing off my Questline, and since i don't got the "know-how" to make a pipboy icon or a mesh im looking for help here. :thumbsup: I need a Milkbottle with a Cap on. Not the headwear, as in "Caps". I also need a Pipboy Icon for the Item menu which is a edited Water bottle or something, with "Milk" on it instead of "Water" Is this possible to ask you guys for? I mean. I can't offer anything else than Thanks and Kudos. I will also be releasing the mod when i'm happy with it myself. The mod is built around the well-known Ranch "Wolfhorn Ranch". I know, many many people have made mods with the Ranch, but im trying to make it EPIC. :laugh: I really need this boys - Thanks!
  24. So, im trying to polish of a quest i'v just made. I got a quest objective that says "Find the 3 missing Generator parts" That's good and all. The compass markers direct you towards them. But the markers keep showing eventhough i'v picked one of them. I have got to find all the 3 parts untill the next quest stage kicks in, for the 3 markers to dissapear. What have i done wrong? :P
  25. The objective is to pick up an amount of Spare parts around the "lot". There are 3 parts with "Referances". It's working like a charm, it's just the annoying fact that the compass won't stop showing the location of where the part i'v just picked was laying before i picked it up before i'v completed picking up all the Spare parts, completing the Object. So which condition are we talking about? Thanks for the reply, man :laugh:
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