Jump to content

mtporter0105

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by mtporter0105

  1. The idea is interesting.. I too in the mod I am creating have an expendable weapon repair kit, it would be easy too set it up to where on consumption it would add it back into your inventory, thus giving you the appearance that the kit repaired the weapon without using another item.... Or in the script you could do something like: short repairskill on activate workbench set repairskill to get repair skill get equipped weapon base ID remove item base ID AddItemHealthPercent Weapon 1 repairskill This obviously is not the actual code that is used to do it.. but basically how you would get the workbench to repair the item based on your skill level...
  2. Nevermind, figured it out... its the unlock script.. too much to process at one time, needs to be split up in seperate scripts and only run when necessary...
  3. I ended up deleting them out of the one I am working on. But if you dont want to do that. Get the X Y Z coordinates and write them down, then move them out of the space... make your changes / additions, then change the coordinates back to what they were...
  4. I think you can shutoff the light geometry in the GECK (dont have it open to verify) or try pressing the lightbulb in the editor bar on top...
  5. I will give you the best help I can with loading mods. Start here: Bethesda Softworks\Fallout3\Data Inside this folder you (generally) should put the following files from the mod Mod1.esm Mod1.esp If the mod has other folders you would place them here as well. But make sure that the folders you are putting in are these Textures Meshes Sound In some cases when a file is zipped (compressed to make it smaller) it will have several sub folders under the zipped folder like Data\data\data\ mod1.esp textures meshes So if you extracted the zip file to your desktop it would be: Data\Data\Data Mod1.esp textures meshes Fallout will not register this within its own data folder and the mod will not function. it MUST have at a minimum: an .esp file (.esp - elder scrolls plugin) or an .esm file (.esm - elder scrolls master) NOTE: always load a mod .esm file before .esp file if the mod has textures or meshes folder they must also be in the data folder Data\Textures Data\Meshes Just copy those folders to the data directory and select "yes" when it asks you if you want to merge them. Sometimes, the mod will have a .bsa file the .bsa files contain the textures, meshes, sound etc... for the mod... which would be required to have in the data folder as well. Hope this helps and was not too confusing...
  6. Dont know if this will help or not... I run FOMM and have for quite a while. I recommend using the BOSS autosort feature that it comes with and also recommend getting FO3Edit and running that as well and creating a merged patch. Generally CTD is some type of conflict and I have found that running BOSS, and getting its recommendation, then running FO3Edit and fixing what it tells me too: i.e. Warning: CASM.esp must be loaded before MOD3.esp! I make the changes, run these a few times, turn off archive invalidation and turn it back on. Then see what happens, more often than not it works. I have not used the nexus mod manager, although I hear it is a great tool. But if it has those features you should use them.
  7. I am working on two scripts as part of my mod for FO3. The mod is fairly large in what it does overall as it has many game changing features, I have tested most everything and believe I have the problems narrowed down to a couple of scripts. The first does lockpicking/hacking. The script works great, exactly as it should.... but I believe it is causing game crashes. I will upload the actual code later but here is what it does: BEGIN GameMode Get # of locks picked Get # of terminals hacked Get crosshair reference ID IF # of picks locked = 5 IF lockpick skill >= 15 Player give perk - lockpick perk #1 (then repeat 4 more times to give all 5 perks) (now repeat 5 more times for hacking) IF crosshair reference equals door Get reference lock state IF locked Get reference lock level IF lock level = very easy IF player has Lockpick perk#1 Reference.unlock If level = easy If player has lockpick perk #2 Reference.unlock and so on and so on... basically it will run through this for each lock level for doors, then again for containers, then again for terminals. The code works, I tested the functionality, it wont unlock what its not supposed too and will unlock what it is supposed too. But the game is now random crashing... is this script to much coding to use on game start and constantly run through non-stop basically the whole game??? The second script is for the same mod, and is a save game feature... again, need to know if this is too much for the game. This is the actual code. scn LHOTWSaveFeature short PlayerName int SaveMin int SaveMaj float TimerMin float TimerMaj Begin GameMode If TimerMin < 120 set TimerMin to TimerMin + GetSecondsPassed Else If SaveMin < 15 set SaveMin to SaveMin + 1 SaveGame &PCName;SaveMin set TimerMin to 0 Else set SaveMin to 0 EndIf EndIf If TimerMaj < 3600 set TimerMaj to TimerMaj + GetSecondsPassed Else If SaveMaj < 800 set SaveMaj to SaveMaj + 100 SaveGame &PCName;SaveMaj set TimerMaj to 0 Else set SaveMaj to 0 EndIf EndIf End any help would be greatly appreciated... thank you!!
  8. I always thought that the only way to get radiation back down to a healthy level was to wait it out. I'm interested to see what you come up with. Also could it be possible that after the base is set up to have a quest where the legion tries to destroy the place again and it is up to the player to either stop them or aid them (Aiding them doesn't have to happen, I just like the idea of choosing) Well, if memory serves, and please.. correct me if I am wrong. BUT, didn't vault tec create the GECK to also remove radiation from an area, or rather, to use the radiation or transform it or something.... What I was thinking was maybe a vault crawl to get a GECK, similar to FO3 in the Vault with the FEV... accept maybe with a twist, not a standard walk in shoot first ask question later (which for evil characters would still be an option), but maybe a vault where the folks simply dont want to leave... like vault 101... Get the GECK, remove the rads and it makes the land fertile again... however, I do like your idea, for those that decide to go with Caesar. NCR and Legion move in to occupy the newly cleaned up Searchlight... who will you side with? Either way, the victor of such will "rebuild" the town and maybe give you a house or something as payment for your deed. But the only way I can see the removal of the radiation that quickly would be by way of a GECK...
  9. Still in the works, figured out texturing finally, still don't do well creating meshes. This is a pretty big undertaking, bigger than I originally thought, so it will take awhile to complete, but I did say that I would keep all informed as to the status. It did not make sense to release a searchlight mod without some sort of quest. One thing I detest when playing mods is getting stuff for free, or cheating... even removing the radiation is a cheat (yes I know I did it... guilty as charged), so I am going to set this up with some quests to get searchlight fixed, and the end result being what was asked for. I am trying to keep with the Falloutverse story line, it is quite complicated and it will take me some time to complete.
  10. Quick update - I am finishing up my third mod. Had to create a couple for a family member real quick, which works out well as it has tought me alot about modding. Nothing I can post though sorry. One just fixes the door to the NCR police headquarters, because someone decided it would be fun to disable it......... :mad: The second adds to the wasteland defense mod by Elderwind found here: http://www.nexusmods.com/newvegas/mods/38049, which helped me learn scripting for NV... which is really alot simpler than scripting in powershell so picking it up was easy enough. The only thing I cannot do is create meshes and textures. I spent a full day trying and just ended up getting frustrated. So, the rebuild of Searchlight will be like a "wasteland" rebuild. Holes and damages will be patched with "junk", just in such a way that it still looks decent. Also, do to time constraints, the next release will be just a rebuild. NPC's, quests, etc.. will not be in the release.
  11. I was actually thinking about doing that very thing. What things would you like to see in it? Just some troopers, barracks, armoury, mess hall, guards patrolling, a typical military base. Ok, give me some time to complete it. I will keep posting updates on status so your not left hanging. Thanks for the ideas!
  12. I was actually thinking about doing that very thing. What things would you like to see in it?
  13. I searched and searched for this but couldnt find it. So I went ahead and did it, because I too wanted it for RTS. I know this is an old post, however, it shows up top of the search engines so, figured I would add a link to the mod I did here. http://www.nexusmods.com/newvegas/mods/55362 Porter
×
×
  • Create New...