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DopeChuck

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Everything posted by DopeChuck

  1. I'm not totally sure how to do this exactly, but you could try setting dialogue conditions for the check dialogue. The pass dialogue would be something like if the players ActionValue for whatever skill is greater than or equal to the required check, it passes, otherwise if it's less than the required amount, it goes to a fail dialogue you write, you can put the two together in the same topic since it will only play one.
  2. You're certainly not lacking in MS Paint skills! Unfortunately I'm only getting started with these tools, Blender's been pretty easy to learn for me, but I haven't really used Nifskope yet.
  3. Aright I figured out how to do it. The Vault 13 Canteen script uses an actor effect to heal the player's health and dehydration. In order to change 15 health to 50 health you need to edit it in the actor effect with the Editor ID PreordVault13CanteenHeal Then you can edit the values there! If you're having a hard time locating it, just search "Canteen" and hit *All. Good luck!
  4. You can follow the Armor creation guide found here. Good luck!
  5. Not sure how to fix this personally, if you're still having a problem maybe this thread could help you.
  6. The NV Bounties series is pretty good. You could just look at the quest mod section of the nexus and sort by endorsement or downloads, that's what I used to do before I started modding. You could also google the question and find lists of top 10 quest mods for Fallout: New Vegas. Or if you could even make your own mod if you wanted to!
  7. no, what i really mean is like a script constantly running the the background that activates a specific function whenever the player fails a stat check Not sure about the failing a stat check part. But to make it constantly running you could try using Begin GameMode. Maybe you could try setting a quest variable "YourModPlayerFailedCheck" and set it to 1 whenever they fail a check, then set it back to 0 at the end of the background script. Or something along those lines. Not sure how good it would work though.
  8. Not completely sure about this one. However you could try a script that does an action if the player "whatever" ActorValue is less than the required amount. See example script below. scn YourScriptNameHereScript Begin if player.GetAV statname < RequiredAmount ;do something endif End And run your script whenever the player clicks on the dialogue you want to run the check on. Make sure to replace statname with whatever stat you want to check (I.E. GetAV Speech) You can also replace GetAV with GetActorValue. You can find the documentation for GetActorValue here. Remember, when developing a mod, the GECK wiki will be your best friend.
  9. (Somebody correct me if I'm wrong, I'm new to adding objects to Fallout) I don't believe it's possible, since, like you said, fallout doesn't use a lower body biped model. Like I said however, I could be wrong, I'm inexperienced in creating armors for Fallout (though I'll have to do it at some point) But just to try to better understand, you're trying to separate the armor, sort of like a shirt and pants object?
  10. I like the idea (if it works!) good thinking! As for the issue with doing it for modded weapons. People could try developing add-ons or extras for the main magazine reload mod. The add-ons would be for the most used weapon mods (I.E. One for CFWNV, WNW, etc.) This way you could support *some* of the most often used weapon mods. In combination of that, you could also release a tutorial to implement to mod for individual weapons (preferably in a way people new to scripting and working with the GECK could understand it.)
  11. It's a new mod called "Wasteland Defense Organization" I'm not gonna give too much away just yet. I'll hope to open to beta testing within the next few weeks. I'm working on it as much as possible! You can find the official thread here.
  12. You could try attaching an activate script to a trigger and using the OnTriggerEnter. Or try attaching a script that opens it when the Player is within a certain distance from the object using the GetDistance function. See example script below. scn YourModExampleSCRIPT Begin if Player.GetDistance YourDoorREF <= ;Distance away to activate door YourDoorREF.Activate endif End Please note that I'm fairly new to scripting using TESScript, so it may or may not work as I have not tested it.
  13. I'll split up the explanation into sections. ScriptName RadioNewVegasSCRIPT this names the script, it is required when creating a script. you can also use scn instead of ScriptName. For example, if I wanted to name my script "RadioWastelandSCRIPT" I'd use scn RadioWastelandSCRIPT. short nStory; short bDoTransition; short nLastIntro; short nLastTrack1; short nLastTrack2; short nLastTrack3; short nTracksPlayed; short bKimballMOD ;This variable keeps track of President Kimball's Method of Death ;0 - None/Default ;1 - Vertibird Bomb ;2 - Vertibird Crash ;3 - Vertibird AA GUn ;4 - Watson Exploded ;5 - Assassin (Fallback)These are variables, you can see the documentation for them here I believe the bKimballMOD is used by the station to decide what method of death to report if Kimball dies. (such as, if he died by vertibird bomb, it'd report that and not the AA gun) Anything on the line after the ";" is a comment, it will NOT be run in the script. For example, in my example script "RadioWastelandSCRIPT" here's what a possible "full" script could look like scn RadioWastelandSCRIPT ;or ScriptName RadioWastelandSCRIPT short nStory; short bDoTransition; short nLastIntro; short nLastTrack1; short nLastTrack2; short nLastTrack3; short nTracksPlayed; short bEventHappened ;This variable keeps track of a special event (such as Kimball's death) ;listed below are the numbers to refer to what happened ;0 - None/Default ;1 - Something ;2 - A different Event ;3 - Event 3 ;4 - Event 4 ;And so on for however many is requiredGood luck with the mod! If you have any more questions you can reply to this comment or PM me, and I'll respond asap (I'm currently developing my own mod)
  14. I may be able to help with basic stuff depending on what it is, but you should know that I'm also currently working on my own mod (Wasteland Defense Organization.) What would you need help with?
  15. My mod runs somewhat along those lines, just with a different plot, and a different location. I'm thinking about eventually implementing a sort of "diplomat" system where the player would be required to hire someone and have a building built. Once they have a diplomat, they can decide to side with a faction, giving them special perks, and possibly an outpost near one of their territories.
  16. Well, I'm brand new to TESScript (I believe that's the name for the scripting used in GECK, as it's the same used in Oblivion and Skyrim). So I'm not sure exactly what to do for that. I know in FOSE there's the function GetFirstRef, GetNextRef. Which may or may not work in your case, as I said, I'm new to it, plus I haven't even started with scripting in FOSE (but I may need it for my mod eventually) If you want you can find the documentation for the GetFirstRef function here. Warning: If you use GetFirstRef, creating an infinite loop will result in game crashing. (Sort of like infinite loops in for statements in Python) There's also the GetRefs function in NVSE which returns an array of the refs in the cell it's ran in. See documentation here.
  17. There is the GetDistance function. Syntax: (Distance:float) [Actor, Activator].GetDistance Target:ref Example: player.GetDistance MapMarkerREFPlease note: If the reference is null (empty), or is not in the current cell, the script will crash. Source: The GECK Bethsoft Wiki Hint: Player is 128 units tall. 7 units is about equal to 10 cm. (see here) Hope I helped!
  18. Actually I already have the location almost completely set up for the main base, I'm not gonna say exactly where it is quite yet, but I will be releasing preview pictures soon once I get the first couple of quests sorted out. However I may make Aerotech office (or nearby) a location for one of the outposts players can have. I'm still deciding on areas to place the outposts at, so if anyone has any good ideas let me know! Update 20/3/15: I'm not too sure about taking over Aerotech office as it's being occupied by NCR and is quest-related. You mentioned some things causing problems with the storyline. I wish to create as little conflicts with the storyline (and other mods) as possible. However I may be able to make use of the area around it, or I may not even use it at all.
  19. Wasteland Defense Organization First I want to start off this post by introducing myself and my upcoming mod. Hello, I'm new to Nexus forums, you can call me Chuck. I'm also new to Modding! Below you will find details about my upcoming mod Wasteland Defense Organization. Well, I got nothing left to say, so lets just jump right into the details! Note: This mod is still currently in the "alpha" stages. I'm working on it every day, as much as I can. No release date has been set, and I don't expect to set one for a while. Please remember I'm developing this all by myself, and that this is my first mod. If you are interested in helping out with this project, PM me! Let me know what you can do! Description: [WIP] Ever get tired of the way the NCR and Caesars legion is locked in a war, yet not one person in the post-apocalyptic wasteland seems to form their own group, after all, with the NCR being tied up with Caesar, it kind of does provide the perfect opportunity. Have you ever noticed that, despite people being unhappy with the NCR and Caesars legion, nobody does anything about it? Let's go ahead and fix that. Note: The description WILL change to something better later on, I'm thinking this up as I write it, sorry. Features: [WIP] Immersive questsYour very own baseRun your very own factionUpgrade each base and outpost separatelyCustom made dialogue, quests, and buildingsReferences! Lots and lots of references!Planned Features: More quests!At least one companionVoiced dialogue (oh boy how I wish.)Interior mapsFully navmeshed cells Progress and To-Do: Planning and writing everything out (seriously, I got like 20 pieces of paper with different things planned out.)Currently Working on: Adding interiors and exterior buildings to main base. Also terrain editing (Do not worry, this should not affect your game or other mods, the area I'm working on is beyond what is normally accessible. It's behind a fence that can't be opened.) Feel free, and encouraged, to share any ideas you may have! You never know, I might just include it! UPDATE 08/05/15: Unfortunately I have not been able to work on this in a few weeks due to being caught up with school. Once summer starts up I'll get right back onto working on it as much as I can! However, this mod is NOT dead, I will still work on it as much as I can, I just can't prioritize it over my work, especially with finals coming up. Q&A: Q: When will the mod be released? A: I cannot give a specific date as to when it will be released publicly. I hope to do so within the next couple of months, and open to 10 beta testers within the next couple of weeks, however I can never guarantee so. Q: Where will the base be? A: I'm not gonna give out the location yet, but I'll probably at least hint towards it (if not completely release it) when I open to beta testing. Q: Is this another Enclave mod? A: No. Q: Will you support my pirated copy of Fallout: New Vegas? A: No, I cannot and will not support any pirated copies of any games, nor will I ever do so. Pirating is illegal and is against Nexus mods rules. If you're using a pirated copy, please think about buying the game and supporting the developers. (It's only $20 for the ultimate edition, and only $10 for the game without DLC on the Steam Store) If you don't see your question here, feel free to pm me and I'll answer it to the best of my ability!
  20. Can you use the editor ID rather than the base ID? (For example, if you wanted to use the Caps item, you'd use Caps001 rather than 0000000f)
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