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Trueform

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Everything posted by Trueform

  1. Ah, everything's been done before, but not everything's been done by me :P
  2. Ah it's a tad confusing to me, really. I can run FO3 on my laptop, but not on my PC cuz it needs an upgrade. On the other hand, I can use 3DS Max on my PC but my laptop has issued with it. Catch 22 until I can get the money for an upgrade.
  3. Sorry, partly my fault, when you're making a vendor, under the NPC section after you double click them to get to their information, you have to specify what type of items they sell under the AI tab. I thought the blood packs were classed as medical supplies, but they are actually classed as food items, so the reason they weren't showing was the food box wasn't ticked. I got some spare time and finished the mod just now, look for my user name 'Trueform', or search the catagories section. It'll be called 'Extra Blood Packs' under the catagory 'Gameplay effects & changes' :)
  4. Geck can be intimidating to look at, I was very itimidated by it too, the trick is to just dive in there, but there are some tutorials which are very helpful :) it shouldn't matter if you start a new game or not, did you try both methods? It might work if you put the bloodpacks in his inventory. If not, give me a day or two to finish what I'm doing and I'll add them for you :)
  5. Hi all, I know I'm asking a lot, but I have some ideas for new monsters for Fallout 3; I'm a relative beginner in 3DS Max myself, but I can't practice with it much at the moment due to resource limitations (in english, my pc sucks). Anyway, I would like to add some new monsters to my mod. 1. A crocodile or alligator for Point Lookout - I always wondered why there weren't any lurking in those swamps. 2. A snake mutant. 3. Female Swampfolk! How do these people breed?! (actually, I don't want to know, but you get my point). If anyone has any spare time and they would like to help with this, it would be greatly appreciated :) Thanks for your time.
  6. it can be done, and reasonably easily, you just have to be familiar with the geck (though I guess everything is reasonably easy once you know how to do it :P) Anyway, sorry if this sounds patronizing, I don't know how familiar you are with the geck. Go to the NPC menu at the side of the screen, find an NPC doctor (doc church for example and double click on him. Go to the inventory tab at the top of the window, left click on the items list there, select new. An item (abraxo cleaner I think) should appear. Click on it once, under the item list look for a window that says 'object', click the small arrow next to it and scroll down to blood pack to add it to his inventory. Next to the object box is a 'count' window. Change that number to add more blood packs. If that doesn't work, you'll need to add it to the merchant's container. Go to the character's reference in the game world (for example, go to Megaton Clinic in interiors on the left hand side of the main screen) and double click the little Doc Church. On the box that opens, the second tabs is 'merchant container'. Click on that, go to 'view selected reference' and that should take you to a screen where all the merchant containers for that area are hidden. Double click on the container with Doc Church's name, go to 'edit base' at the top, left click and 'add new'. Repeat the step above for adding a new item and it should appear in his barter inventory. Now you just have to do that for all the doctors you want to have the blood packs. It sounds complicated, but follow this guide step by step, I went through it myself to make sure I was giving the right info, and you should get used to it in no time. Hope this helps.
  7. There is one that exists on the downloads section, but I can't remember what it's called; you're looking for something that removes 'magic effects' or 'spell effects' because that's what they're referred to as in the GECK modifying softwear (it might be under gameplay effects and changes, though that's just a guess).
  8. yep or you could do that :P I have made him for you anyway, look under my username (Trueform) or look under the Gameplay Changes in the catagories section for Buyification-O-Tron 3000 to find him.
  9. Ah yes that sounds like it would do the trick! yeah, I just need the system to register a dropped item rather than see it dropping. Excellent, you've been massively helpful :D thank you very much :D
  10. This is something I was thinking about adding to my 'a banjo on my knee' mod, although I'd probably set in in Point Lookout. I'm adding further updates to my mod in the future to extend Point Lookout's experience, so if you're interested, please keep a watchful eye on the mod :)
  11. I don't know about the second part, but if you want to be able to pickpocket keys, add moira's key to her NPC inventory and you should be able to steal it.
  12. Did you try removing the armour he has on from his inventory and then adding your new armour to him? That should work.
  13. It would be a very very tough companion to do for several reasons. 1. All other arguments aside, although the models are in there, he doesn't really have any animations to allow him to walk, attack and generally interact, so you would need to add these animations to him. 2. His size would be a problem. He could in theory be shrunk, but he couldn't be a very good companion as-is, he'd be limited ot outdoor locations. 3. It's possible that you could make him into a smaller, reagular ghoul companion, but if you wanted him to still be tree-i-fied, you'd need to get someone to do a 3D model of him.
  14. I can have a go. Where would you like him to be placed?
  15. Not sure about the FWEs compatibility, but I was planning an Uncle Leo follower at some point in the near future; I do have a few projects I'm working on right now, but I can add some stuff here and there to an Uncle Leo mod if you don't mind waiting? If you do fancy having a go at it yourself, you're always welcome to contact me if you need any help (if you wanted a starting point, my mod 'a banjo on my knee' adds a companion and has some scripting notes that could be useful in there) :)
  16. Hi, I'm trying a mod that involves dropping an item from your inventory, which will actually drop an NPC reference where the object lands. However, as far as I can work out, an item needs to have a mesh for the OnDrop command to work. Can anyone think of a way around this problem? I have to have the item drop from my inventory for the mod to be effective. Any help would be greatly appreciated and kudas given for helpful answers :) Thanks very much in anticipation guys.
  17. I'm only a beginner scripter, so I may not be much help, but I can try and answer some of your questions to the best of my (admittedly limited at this stage) knowledge. With regards to the first question, I'm not sure if user-created items have base IDs like the vanilla ones do, but if you can find out if they do and what they are, when you start a new game just use console commands to add them to your game. Other than that, I guess you could open up the mods in the geck and change their positions, putting them in the vault manually and changing their starting position that way. For the second question, from the official geck website: "To load multiple .esms in the GECK, you need to change this setting in the GECKCustom.ini file: bAllowMultipleMasterLoads=1 This file is NOT found in the fallout3 folder in the BethesdaSoftworks folder. It is found in the user folders under My Documents/My Games/Fallout 3" That should allow you to open the master files both at the same time and add them to your new house. Works in theory. I hope I helped a little :)
  18. Sorry, it would seem the help I needed for this was actually due to GECK freezing up on me and not working. It went back to normal once I restarted. To any moderators listening, please delete this topic :) thank you
  19. Thanks very much, that works :) damn that was an oversight. Or vista sucks :P mostly the latter. It's not very FO friendly :wallbash:
  20. Hi, I am using vista (unfortunately) and when I open the water types from the main menu, I can adjust them and change things in the menu fine, but I can't confirm any of my changes! The window that opens when you create a new water type or edit an existing one is too big to fit on the screen and the 'ok' button to confirm changes is off the screen. I have tried all kinds of things, from changing my screen resolution to right clicking and 'apply changes' selections, but nothing's working and I need to change them for one of my mods! Does anyone know if this is a technical issue with the vista, the geck in general, or if there's any way to get around this problem? Any help given would be very much appreciated :) thank you very much in advance.
  21. Well, from what I'm aware, you can make static objects unstatic using blender, I think thats how you pick up skeletons, not sure if it's the same thing with the alien corpse... I shall download the mod and have a look in the scripts though, thank you :) I'm probably trying something a few levels above my head at the moment, but I guess it doesn't hurt to try :)
  22. Thank you for the suggestion :) That's what I've been looking into, so it's good someone else has thought of it too, because it means I'm roughly on the right track :) I have set up the perk with the activator on it (so you get the option to pick up the corpse when they're dead) I just can't make anything happen after that... I could possibly make a situation where the body is deleted after the corpse is 'picked up' and create a token for the inventory, but dropping the corpse again is the troublesome aspect. I'm not sure how the game stores the information to record how damaged a body is (I ideally would like to make it so that the body keeps its level of destruction) so I can't make the spawn of any enemy :wallbash: I believe it's something to do with linkedRefs - at least, that's the impression I got from studying the Generic Kill scripts.
  23. Excellent, I didn't have the first idea where to start! thanks guys. I'm trying to do a mod that was suggested on this forum actually, about being able to bury the dead (with the option of 'decorating' your house with them for the evil players out there, of course), so I have the basic game mechanics idea, just need a way to implement it. I'll have a look at the suggested sources. Thanks again :)
  24. Hi, I am trying to include the ability to pick up corpses in one of my mods, adding them to your inventory and being able to place them down just like a clutter object. Does anyone know of any existing mod that allows you to do this, or any way of making it? I assume it means more than just a script, such as something to do with changes in blender, perhaps? Any help will be appreciated to pointing me in the right direction. Thanks very much in advance :)
  25. Thanks for the link :) I have managed to do what I was wanted. Thank you for your time.
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