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adman85

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Everything posted by adman85

  1. Hmm, I see. That should work, remove the key from their actual inventory, then make a leveled item that contains only the key (and a 100% drop rate) and add it as a "death item" (they will drop it when they die). There is a function for that on NPCs i'm sure of it.
  2. Oh, I thought you already had the weapon working. I'm not sure how you would get a weapon to only use it's effect on a critical hit. the check for player condition is set up like this; Function; GetIsID Comparison; Equal to 1 Referenceable Object; Player [NPC_:00000007] Run on; Subject If you want to add a check for player condition, go to the turbo effect (in GECK or FNVEdit) and add a condition to ALL of the effects in the turbo's effect list. (an easy way is to find an effect that already only effects the player (I think some poisons are set up like this), and copy that condition to your turbo effects). Sorry if this is confusing, I hope it is not though :D
  3. Well, creatures can be set to "cannot open doors" in their flags section, I assume humans could be set up like this too. But i'm not 100% on this. Or maybe you can make their movement speed 0, to make them immobile.
  4. Hello nexus! Yes it may not be the most widely known mod (if you haven't seen it have a look; http://www.newvegasnexus.com/downloads/file.php?id=40878 ) but it is a great replacement for the vanilla travel system in my opinion. I am currently waiting on a reply from Geistertanz, but as it states on his page, if I don't get a reply in the next while, I assume it will be okay for me to put this file up, with full credit to Geistertanz of course. (as it should be) Here are the changes I have completely made so far; First off I disabled all of the original motorcycles, and instead made a craft able motorcycle at the workbench (called the Automated Navigation Pipcycle.. For now I guess :P ) which is an ingestible (not literally) that the player can use to "create" the Pipcycle. Upon "creating" the Pipcycle the player is given a locator beacon which requires a small amount of energy to use. The player can then use the locator beacon to "summon" the bike to their feet, and is given the same basic travel options as before once the Pipcycle is activated. (the locator beacon is temporarily removed, but replaced once the player is done with the bike. Another new aspect will be Motorcycle Fuel, which is craft able at the workbench, and has 4 different recipes (one for science, one for survival, one for explosives and one for repair, each requires 40 in its skill). It takes varying amounts of motorcycle fuel to travel to different locations depending on the location. For example it will take 9 portions of fuel to get to Jacobstown, whereas it will only take 3 portions of fuel to get to Freeside. Some things that I kind of want to include would be varying fuel cost depending on current location, but that has been difficult to work with. Also a "summoning" animation for the bike, which I have no idea how to do. But I was also thinking of things like adding new travel areas or possibly creating a new activator (a car or bus) to get to new locations, and maybe a chance to "break" the locator beacon or bike, forcing the player to find a workbench to repair it. It would be awesome to hear criticisms or ideas and the like. I already know that it isn't perfectly lore friendly, but the theme fits in well I think. The intended idea is add more of a DIY feel to the mod, and to keep it useful. (I found most of the time, I would always be 500 miles from the bike when I needed it most)
  5. EDIT; Question answered, thread can be closed :D
  6. Hey thanks man, I'll give that a shot. Cheers for the link too, sent you a kudos bud :D
  7. I have an ingestible that makes an activator appear, what I need to do now is delete the newly created activator through script. Is there a delete all function, or destroy self command (for the object, not the player). I know how to disable things that were placed in the GECK, but I don't know how to make my script reference newly created things.
  8. Give the (turbo) effect a condition to check whether the user is the player. This will make turbo only affect you.
  9. Ok so I have mod, Ghostdancers Motorcycle Travel System; http://www.newvegasnexus.com/downloads/file.php?id=40878 And i've been making some edit to it (for personal use at the moment, but I have asked if I can re release his mod or get my edits up in his files section). One of the things I want to do, (but am a little unsure of exactly how to do) is have a way for the player to "teleport" the bike to himself whenever he needs it. By using the "player.placeatme" command I can get a copy of the bike to appear, in full working condition, BUT the old copy remains when this is done. This is fine for personal use, but if I do get permission to make some changes I'd like it to be cleaner than this. There are two different ways I think this can be done without the manual use of the console in game; 1. By a teleport item in the players inventory, which is scripted to "placeatme" the bike, while deleting any old references (any other bikes). This way is simple, (but I still can't write that basic a script :wallbash: ) but effective, and I would love to have some kind of cost involved if I did use it (remove item(s) from players inventory) 2. By having a "disassemble" system where the bike gets broken down into parts, which the player can "build" at any time (like the assemble function in the portable tent mod). This could be achieved by adding a node to the bike message to "break down" the bike (delete this reference and add "parts" item to players inventory) and adding a script to the "parts" misc item that forced the bike to "placeatme" when used from the inventory. Can anyone help me with a pointer to a good base script to work off? Or possibly even a basic script for either? I'd give credit when/if i'm allowed to release it, plus a kudos. :D Thanks for reading and any help.
  10. Hey I was looking for ways to move HUD things in FNVEdit or the geck. I have all of Gophers stuff, but I need to move the "item recieved" message box at the least, how would I go about doing that, or is there another hud mod that I'm missing? Thanks for any advice or help.
  11. I'm using the variables from this mod; http://www.newvegasnexus.com/downloads/file.php?id=34946 its got dlc addons as well I think; http://www.newvegasnexus.com/downloads/file.php?id=44834
  12. I've had similar if not the same issues before, it caused plot continuation problems in nipton once as well. But I've seen powder gangers and the like stuck on rocks or slides, running on the spot. I don't think it's as noticeable with gun wielding NPCs as they just shoot, but I have seen them trying to strafe etc on the spot. Saving then loading, or loading back a bit further sometimes fixes it for me, but as for what causes it, for me my first guess would be the AI mods I have on (XFO and another I cant think of at the moment..). Or possible a navmeshing issue? Do you have any mods at all?
  13. That would be Project Reality's DOF setting (depth of field)? If so I agree.
  14. Well now, you could try reactivating each mod one by one in FOMM to see which (if any one in particular) is the direct cause. FOMM will allow you to deactivate them too so you shouldn't have to reinstall if it does happen again. With such a small mod list, I don't think that's the problem (i start getting problems around the 100 mod mark, and I'm currently playing with around 80 mods). It may just be one mod causing leaks for you, it would suck to have to miss out on all these awesome mods because of one. To be honest, I have removed all weather mods currently. As awesome as they are, and no matter how much I thought that I couldn't go back to vanilla weather, without them, I have had a decent increase in performance and a whole lot less CTD. EDIT; I just noticed EVE in your original list too, this is another that I begrudgingly removed (it's so awesome I know) because I had graphic related crashes, I'm sure that's not the problem for you but slow leak + boosted textures in combat (one of the crashiest times) will eventually cause a CTD.
  15. I think PCB will start working on any save you load, I may be mistaken, but I'm pretty sure. It probably wont help directly with FPS, but it should stop the time related crashes at least.
  16. Seems valid. The legion really did need more work, and this company is known for its rush jobs.. (Or was that Obsidian?) Nonetheless I did like the undercover serial killer theory. A little Dexter in the fallout world :P
  17. I've had this happen weirdly a few times, once when I was standing too close to the fence (the guards actually just started shooting at me after someone yelled "back to work") Other times it seems I get the same issue as yourself. Jean Baptiste refuses to fire and the PC gets "stuck" in the cutscene. Re loading before I had walked in and trying it again fixed it for me (eventually) just try standing in different spots in the first box made by the guards. I had a feeling that EVE may cause this problem, but it has happened without EVE too, so, I'm at a loss for a real solution. I thinks its a vanilla bug.
  18. Try the mod Purge Cell Buffers. It cleans out unused references every 10 minutes or so to help stop leaks from slowly causing a CTD. Well in theory it should be exactly what you are looking for.
  19. I have world of pain too, but really I don't think any of the mods I'm using even touch those areas. After messing about with my mod list I seem to have gotten back access to the big hall building in nipton, I haven't tried the general store yet, but I'll test that and hidden valley to see if those broken doors remain. When I tried this earlier, I was actually able to walk through the trading post door as if I had typed tcl into the console (into an empty textureless building frame), but the rest of the building was like normal (I couldn't walk through it). I'll post back tomorrow though as I am going to sleep soon.
  20. It's really weird, two doors in nipton have this issue, at the trading post and at the big building (mayors house or community hall?). At the trading post I can walk right through the door. Using the "activate" console commands does nothing. Has anyone had this issue? I'd prefer to actually fix it, but working console commands will do too I guess. Thanks for any help in advance.
  21. I was looking for ways to center the 3rd person aim so that the bullets actually stay in the crosshair when fired. I know it is mod caused, removing mods at this stage isn't really an option. Is there a way to control this? Like an aiming realignment mod, or does anyone know what kind of globals or commands I would have to mess with? I figure, since the aim got put off in the first place (and the fact that the bullet hit points are usually different for different guns) that there must be a way to put it back. It would be great if there were a way to link it to MCM, so the player could realign aim for each gun manually.
  22. get FOMM and NVSE (Fallout Mod Manager and New Vegas Script Extender) A lot of mods require NVSE to even work.
  23. Stop teasing people with talk of this! :P I would love to see it happen. (it kinda almost did there, whatever happened to the "New California" mod) As for boringness.. It's a sandbox game, so people find their own fun, if you aren't having fun, then you'll change it up (with mods) or find a new game. As for "realism" I think the damage for most weapons was around the same in fallouts 1,2 and tactics, but a lot of raiders etc had only 25 - 100 health in total, so close ranged bursts would kill things a lot more quickly (plus DT was done differently), how you wanted this solved would once again come down to personal preference in gaming, and most likely, mod help. The time consuming part sounds like the filling (quests, buildings, loot placement), and the navmeshing.
  24. Hmm, right clicking on anything in the list in the left does nothing? That is strange. I'm not sure what the most recent version is, but I have the FNVEdit.exe in my fallout directory (with the fallout.exe). I don't know exactly how to "fix" it if it's not working, but it is definitely a good investment for in detail editing, or even creating new mods from scratch. With the "copy as new" and "copy as override" functions (as well as the easy editing functionality) FNVEdit has become like a second limb for me. Worst comes to worst, link me a copy of this mod, (as long as it doesn't have too many masters), along with what you want done, and I'll see what I can do. :D
  25. Yeah, I've got drugs are bad Mkay (the mod) to add visual effects and stuff, I used FNVEdit to add and change the effects to certain items. Its a snap to mess with leveled lists too, just find the one you want in the list under Fallout.esm - Leveled Items after loading FNVEdit, once you find the leveled lists you want (I assume "LootChemsDrugs") right click on the leveled list in the list and select copy as override into your mod or a new mod (as long as the mod you are overwriting has the new items, AND does not already have a copy of that particular leveled list.
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