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Dandys

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Everything posted by Dandys

  1. Hi, I'm having a problem with my mod New Vegas Replayability by Dandys (http://newvegasnexus.com/downloads/file.php?id=37252) (Version 0.200 is the broken one, not 0.210, 0.210 I made an .esp so people can use it but still I want to make the mod an .esm some day!) I want to convert it into an .esm, but every time I try to do so the game crashes when I start a new game. All I was doing was going into FOMM, "open in TESSnip" "Spells" "Make ESM" Is there something I'm doing wrong? If not is there someone who can look into it for me (maybe even test it out/look in GECK) and see what is wrong with it? Any help would be tremendous thanks. Also a smaller issue - the hair on NPCs looks kind of messed up, is there something I should do to fix this? The hair clips into some NPCs heads (not new NPCs, old ones who are not edited visually and did not used to have this problem).
  2. You could have an object effect on the armor that has conditions for something like getglobalvalue and you set global values when the armor is upgraded in-game? Just an idea of a way to do it easily without NVSE or anything
  3. I don't think this can be done. The quantity selection is essentially useless. The reason is because the leveled creatures/npcs cannot be placed directly in game, the way that spawns are done in New Vegas and Fallout 3 is that a NPC or creature's stats and everything else is based off of the winner of a random leveled list, but those lists cannot be placed in the game. So think of the spawns as a blank dummy that gets filled with attributes randomly rather than a place where things to fight just appear.
  4. I'd recommend the Level Cap Removal Mod because it makes adding a lot of new content through overhauls and what not a little more enjoyable to know that you can keep leveling up. As of this coming Tuesday however, note that the mod would set you back to 49 all the time instead of 50. Also, not by me, I'd recommend looking for a good mod to increase the number of npc/creature spawns in the wasteland.
  5. Okay interesting results so far. I kind of figured the Dunwich Buiding would be popular, and as for the Presidential Metro I bet I can make it happen. After already making it possible to use the Mothership Zeta dungeon meshes included in New Vegas it would be a waste not to use them so I think it's almost definite that those will be used in some form of space ship not necessarily inhabited by aliens (although all of the alien creatures are ready to launch in the mod) but who knows maybe as some kind of orbiting nuclear attack station (see B.O.M.B.-001 to get a sense of what that would be like) or even a kind of Enclave-inhabited space station to be totally non-canon. At any rate please keep voting everyone.
  6. Hi, I'm Dandys For the full version of my mod New Vegas Replayability by Dandys (coming out after all of the DLC is released so not for a couple of weeks) I'm planning to make some very special changes. One thing I'm looking into doing is adding some dungeons, inspired by the best Fallout 3 dungeons, into the game. I know that there are some mods out there that allow people who own Fallout 3 to play it through New Vegas or something. That is NOT what I mean. What I plan on doing is, if I'm not mistaken, perfectly fine to make because my mod is and will always remain just an .esp file. The thing that I plan to do to make these locations similar is just make the dungeons look similar, but do all of the populating, navmesh generation, etc. myself. So far as I know, doing that is allowed, the only aspects that will be really similar to the Fallout 3 counterparts would be things like the same layout of rooms (using New Vegas assets of course, which in most cases are the same anyway). Since this is such a labor-intensive endeavor, I can only do a few dungeons this way. I decided that it would be best to only do the very best Fallout 3 dungeons, and then I realized that the best way to choose those dungeons would be to have a poll. The options are, Dunwich Building Raven Rock Calvert Mansion (not sure if this one is possible only if the assets used for the rooms are still there) Mothership Zeta (part of it anyway, maybe you can teleport there or be abducted) Enclave Base Crawler Presidential Metro Vault 87 (with a different name and different lore, of course, but just a super-mutant vault dungeon) Taft Tunnel So please vote so I can see what you are interested in. Also, if you have any other suggestions just tell me. Remember that I am just planning to make dungeons populated by hostile NPCs/creatures and not any kind of quest or dialogue. Also, if this is the wrong place to post this or if what I am thinking about doing is not allowed just tell me and I'm sorry.
  7. Karma goes from -1000 to 1000 in the default game (the maximum and minimum can change in mods). Reputation has two different sections - fame and infamy. Each goes from 0 to the reputation's max number (set in the GECK and varies by reputation, so that some reputations are easier to get up than others) The different reputation names, like "Wild Child" or whatever, are determined by which threshold you have passed in the fame and infamy. The thresholds are determined by game settings. For example, if you are 15% of the way on the fame scale with a faction (15 fame out of 100 or 3 fame out of 20, for example) and 0% of the way on the infamy scale, and the game setting for the first threshold remains 0.15 (15%), you will earn the title "accepted" It's kind of confusing but I hope this helps. I know a lot about the reputation system from my mod New Vegas Replayability by Dandys Thanks
  8. Hi everyone it's me again asking a new question I was wondering if anyone knows how to change the points at which armor stops giving full protection (currently at 50% condition) and weapons stop doing full damage (currently at 75% condition) to other values, like say 75% for both or something. It might be hard coded into the game but if it's not then I haven't found the game setting that controls it while maybe others have. Also, another thing I was looking into fixing that was similar was the fact that when armor breaks it isn't unequipped and still gives some DT. If anyone knows how to change the amount of DT an armor gives at 0% condition to 0 or even some way to unequip armor when it breaks (sounds harder) that would be great as well. Thanks, Dandys EDIT: sorry the title looks ridiculous I guess it was too long to fit
  9. Hi, I have a piece of ED-E dialogue that I want to make conditions for. If I were writing it in a script, it would look like this (well not really because some are dialogue-only conditions like getquestvariable but I hope you'll get the point) ----- If (GetQuestVariable VNPCFollowers EDEHired == 1 && GetisVoiceType RobotEDE == 1 && ((EDE1REF.IsWaiting == 0 & EDE1REF.GetDisabled == 0) || (EDE2REF.IsWaiting == 0 && EDE2REF.GetDisabled == 0) || (EDE3REF.IsWaiting == 0 && EDE3REF.GetDisabled == 0))) ----- Or just in general, does anyone know how complex conditions work in dialogue with using multiple AND / OR? - Thanks everyone for helping!
  10. Hi, I just recently found out about the function "IsDLCInstalled" and I was wondering how to use it the only time it is used in the GECK is for the script about pre-order DLCs by saying things like ' if IsDLCInstalled "Tribal Pack" == 1' or something like that is it possible that we can make the function to check for the real DLCs like Honest Hearts, Old World Blues, etc. or even mods? Also, I tried using "GetDLCCount" and that one wouldn't even complete when i set a script to make a variable getdlccount then show a message the message never showed.
  11. Hi I'm having a problem right now in the start of old world blues I walk into the think tank and hit the trigger that moves me to the center and makes Doctor Klein initiate dialogue (done by giving him a script package) the only mod I have activated is my New Vegas Replayability when this happens I get a crash to the desktop I tried changing the dialogue script package to just "startconversation" and it still crashed I tried getting rid of the scripted trigger and just going up to Doctor Klein and initiating dialogue myself and it still crashed, even when I tried talking to the other face robots the topic he's trying to say is GREETING, the first things he ever says to you in old world blues disabling my mod fixes this so I know there is a problem somewhere' Does it have something to do with the fact that these face robots are creatures and not NPCs? What could possibly be in my mod that causes this crash? Is there a solution? Thanks --edit-- I tried it on a save fresh out of Doc Mitchell and it didn't crash still a problem for my other save though, I still need help Dandys
  12. Hi, I'm finding multiple instances since the GECK 1.3 update of all kinds of fields in the weapon data (spread, AP cost, sight FOV, min spread, critical chance, critical damage, ammo use, and others) all going back to zero. There is no apparent reason for this and it has only happened with GECK 1.3 Does anyone know what is wrong or has anybody experienced this too?
  13. Does anyone know how to remove the limit when you are crafting things at a campfire/workbench/etc of 100 to ideally make it as much as you can possibly make? I think it would save time when crafting and be a lot easier because the limit is kind of strange especially for things like ammo where it is common to have more than 100 Thanks
  14. The patch came out, and for some reason whenever I try to load the GECK by going to file-data and hitting ok, nothing loads and FalloutNV.esm goes to unchecked? What happened it was working fine a few minutes ago YES Same GECK problem
  15. The you are banned message only appears if you call the "showslotmachinemenuparams" or "showroulettemenuparams" or "showblackjackmenuparams" commands with a banned casino data You need to check your script for the slot machine and go to the part where it has that and add something like if getcasinowinningslevel (your casino data) >= 4 ;(banned) showmessage (Id of your custom message) else showslotmachinemenuparams (data) x y z ; or roulette or blackjack endif or something like that sound easy enough?
  16. Hey I was wondering if anyone knows how exactly the game settings "frepairmax" "frepairmin" and "frepairscavengemult" and any other game settings lead to the percent of repair you can get from an item? It would be great if somebody knows the formula What I basically want to do is make it to that repair is based on the health of the item you're using to repair. So if you use something 25% health with something 15% health and you click "repair" on the 25% health thing it'll say "+15%". The catch is I only want this to happen at 100 repair. At lower repairs I want a lower percent than 15. The catch is I never want the repair amount to go over the actual health of the item being used to repair (in that case never above 15%) Can anyone help? Dandys
  17. Sorry but can you tell me how to move the thread I don't know how or just create a new one?
  18. I've looked into this more and so far the best option is looking like some kind of a save file edit. Trying different things with a regular mod, I found that making one mod reset the game would be effectively impossible - it would require reviving all NPCs in the game, setting all variables on everything to 0, resetting all quests and dialogue, etc. If anyone is good at modifying saves, is there a way to delete all of the progress (like make it think you haven't even started the tutorial) but keep all the level/perk/challenge progress and keep the inventory? If so we could make this maybe an application for people to download. Just some thoughts thanks
  19. Thanks and yeah I haven't done Mass Effect really but the game I was thinking this would be like was one of the Ratchet and Clank games where you carry over all your weapons/money/etc. to a replay but you just restart the story, and in that it even shows you how many times you have replayed the game which is cool I don't have NVSE or FOMM either and I honestly wouldn't really consider getting either of them unless someone told me that they knew how to make this mod a possibility using one of those things Realizing the limits of the GECK though I'm thinking it's more and more likely that the only way to make this mod would be to use one of those programs
  20. Hi, I'm Dandys It might seem obvious but I'm kind of fond of replayability. I've created a mod that I still work on called the New Vegas Replayability by Dandys and I think it does a pretty good job. The thing is, there is one aspect of replayability that I would like to explore but which right now is very hard to think of accomplishing. Replayability in Fallout: New Vegas is interesting. Some people say that it's simple - just start a new game. You get to make different choices and pick different perks, which adds countless possibilities to the amount of time you can spend enjoying new content. It even makes it OK that the game has a definite ending, after all, you can just do it all over again. I have a problem with that. One of my favorite parts of the game is the aspect of looting and scavenging, building up collections and exploring the world of loot available to the player in all of the hundreds of locations in the game. If you just start a new game, all of that progress in terms of items is lost, not to mention any levels, perks, completed challenges, or completed quests. For some people that's okay, and it's surely the simplest solution, but that doesn't make it the best. My idea is to have an option to carry over progress from an endgame save (where it usually kicks you out of the game) in terms of items, perks, level, and completed challenges to a brand new game. This would mean playing through the story again, exploring different choices, etc. without all of that extra time spent exploring seeming like a waste, because after all, if you're just going to re-start fresh, what is the motivation for picking up that extra pre-war money or doing that minor side quest that could actually be really fun? I am calling out to all experienced modders to give this a try and help me create the ultimate replayability mod I see two ways this can be accomplished - both with their own strengths and weaknesses -- 1 - Reset the main quest or all quests, dialogue, etc. in the same save file without going to new game, just teleporting the player to doc mitchell and getting the chargen to run again Pros: Easiest way to have items/level/perk carry over Could probably use resetdialogueflags or whatever the command is Cons: Would have to script for replaying every quest, resetting all quest variables and variables set in speech, which would undoubtedly be extremely difficult No easy way to make containers re-lootable, they would probably end up having the same exact items in them as before 2 - Somehow save the player's progress and restore it in a new game Pros: No need to worry about quests and things getting reset - it's a guaranteed fresh start Cons: I have no idea how to store one save's progress and apply it to another, maybe editing the save file itself to delete everything besides the inventory, level and perk but have it think it's a new game??? -- Please, if anyone has any idea about how this can be accomplished reply here and tell me how I'm sure this mod would be a huge success Thanks Dandys
  21. you know that's the point, right? it's supposed to split into multiple projectiles but originally be just one that's what MIRV means anyway you might be looking for just the MIRV and not a whole overhaul but I know that the Dandys Replayability mod comes with special MIRV ammunitions that can be loaded into any fatman instead of a separate weapon, and they can be made with 8 mini nukes at a work bench the gun that you're suggesting with lots of different launchers in one sounds cool too though kind of like a RYNO
  22. for example, Begin ScriptEffectStart if getisreference player != 1 damageav Fatigue 50 Else pushawayactor player 1 EndIf End
  23. Begin ScriptEffectStart if getisreference player != 1 damageav Fatigue 50 Else ; what you want it to do to the player EndIf End
  24. Right now in the pipboy you get two decimal places. For example, something might say it weighs 5.00. When you aim at something on the ground, you get one decimal place. For example, something on the ground might say 5.0. I was looking for a way to make it so that all four decimal places are displayed. So it would say 5.0000. The reason is because some items don't end at two decimal places. A bullet might weigh 0.0004 but all you see is 0.00 which is almost useless (it could be anything from 0.0001 to 0.0049 and you wouldn't know) So does anyone know how to do this?
  25. okay so far I haven't found out much I know this would probably take an experienced modder to solve so I'll wait
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