-
Posts
44 -
Joined
-
Last visited
Reputation
0 NeutralNexus Mods Profile
About pluramon

Profile Fields
-
Country
Canada
-
Currently Playing
Mass Effect 3
-
Favourite Game
Ultima VII (Exult)
-
What's wrong with this script?
pluramon replied to 15gudasc's topic in Fallout New Vegas's Mod Troubleshooting
Ok, but what exactly is this "thunder references", and what are you trying to accomplish? -
Setting ownership of containers in GECK
pluramon replied to gmg2dave's topic in Fallout New Vegas's Mod Troubleshooting
Double-click on the container to open the 'Reference' window. Now switch to the 'Ownership' tab and set all the dropboxes (NPC, Faction, Required rank) to 'NONE'. -
What's wrong with this script?
pluramon replied to 15gudasc's topic in Fallout New Vegas's Mod Troubleshooting
What kind of object is this 'THUNDER01'? -
What's wrong with this script?
pluramon replied to 15gudasc's topic in Fallout New Vegas's Mod Troubleshooting
1. By what way are you calling this script (quest/token object)? 2. Did you add 'THUNDER01ref' to a world-space cell? Did you set it to persistent reference? Objects that do not exist in the world-space, or do not have a unique editor ID/parent cannot be enabled/disabled. The script should look something like this: scn thunderscript Begin Gamemode if (GetCurrentTime > 6) && (GetCurrentTime < 22) if THUNDER01ref.GetDisabled == 0 THUNDER01ref.Disable endif elseif THUNDER01ref.GetDisabled THUNDER01ref.Enable endif end -
Need ideas for recipe "overhaul"
pluramon replied to Dandie's topic in Fallout New Vegas's Discussion
I was speaking generally. You could add it to first-aid boxes and chem lists. It wouldn't be unusual, I think, to find empty vials in those. And as for merchants, most offer an assortment of oddities, and to me it makes perfect sense in a post-apocalyptic world - where every worthless piece of junk can be of some use to somebody. Why, then, would it be lore-unfriendly for a merchant to sell empty vials? Are they less useful than ashtrays, bent tin cans, motorcycle handbrakes and damaged garden gnomes? Anyway, those are just my own thoughts. Now, about the models - as I said, they already exist in the game. You could just extract and use them for your item. -
The game doesn't handle plugins very well by itself. You should use either Fallout Mod Manager or Nexus Mod Manager (personally, I would recommend the former).
-
In 'Effect' type scripts, you should only use ScriptEffectStart / ScriptEffectUpdate / ScriptEffectFinish block types. By what way are you calling this script? A token? An equipped item? I would suggest you create a 'dummy' quest to call the script. Something like: script type: Quest Scn myscript Short rv short doonce Begin gamemode if (doonce == 0) && (player.isinterior == 0) set doonce to 1 // you'd have to reset this if you wish the encounter to happen more than once Set rv to getrandompercent If rv > 0 Player.placeatme (npc name) 1 elseif rv <= 0 Player.placeatme (npc name) 1 Endif Endif End
-
WMX won't Download to the Manager
pluramon replied to Volken2050's topic in Fallout New Vegas's Discussion
Try downloading the file manually, then follow the installation instructions specified in the description page. -
Need ideas for recipe "overhaul"
pluramon replied to Dandie's topic in Fallout New Vegas's Discussion
So, if I understand you correct, basically you want to make it so that the said recipe would require the player to have an empty vial in their inventory. You could make a misc item 'Empty Vial'. Use the existing vial models (search for 'antivenom' in 'Fallout - Meshes.esm' and extract them. There should be four). Then make this misc item a required ingredient in the recipe. Create a new Base Effect, which would use a script to add an empty vial to the inventory whenever the player uses poison (the recipe for 'Mass purified water' does something somewhat similar - look into it). Also, add the empty vial item to various clutter leveled lists, so that the player would randomly find them inside containers. Merchants' inventories is also an option. Overall, the idea sounds very useful and something I would use. Leave a reply if you have further questions. -
Mesh editing need help
pluramon replied to Hunter357's topic in Fallout New Vegas's Mod Troubleshooting
I know it's probably the most annoying thing I could possibly say, but don't expect to learn the mysteries of 3d modelling in 3 hours. It took me many, many hours of frustration and head-banging until I finally got things done the way I wanted. But I understand it doesn't have to be this way (I'm just used to doing things the hard way). There are plenty of tutorials available on the net. Start with those. And start simple - mess around a little with some existing model, learn the basics, then search for more in-depth tutorial that cover specific issues. Believe me when I tell you I was no less helpless than you when I first got into it. Anyway, if you tell me which model (nif file) you wish to edit, and be more specific on what you're trying to achieve - I will look into it and see what I can do for you. -
missing script error
pluramon replied to ReDragon1976's topic in Fallout New Vegas's Mod Troubleshooting
ReDragon1976, You should always install mods according to the instructions provided by the mod's author. In this case, you are not supposed to install these mods using FOMM. Rather, you need to extract the contents of the file you downloaded, into your FNV data folder (unless instructed otherwise). As for NVSE - it has nothing to do with this error; The "src" folder is not required for it to run (as clearly stated in the readme), so you can safely delete it. -
Fallout3.esm not being found by FOMM
pluramon replied to FakeShady's topic in Fallout New Vegas's Mod Troubleshooting
Make sure you extracted the files into the right folder. Open your FNV data folder and check if fallout3.esm and a dozen other files starting with 'RFCW' are present. -
Try something like this: if GetObjectiveCompleted <QuestID> <ObjectiveIndex> && player.GetItemCount Pencil01 < 30 SetObjectiveCompleted <QuestID> <ObjectiveIndex> 0 endif
-
Try doing it in this order: First import skeleton.nif with the animation file, then import each of the body parts (upper body, right hand and left hand), but ONLY their geometry (meaning: with neither their skeleton parts nor animation). Then join all body parts together into a single mesh, and make the skeleton its parent. If by "main joint on the weapon" you mean the parent node (BSFadeNode) in the weapon's model, then yes.