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kato85

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Everything posted by kato85

  1. Okay, so this has been bugging me for a little while. I created a short quest in which I might expand, but before I do so I need to figure out how to solve the problem I currently have to prevent it from escalating. So here's the deal. In the new quest, I obviously created new dialogue, but I 'reused' the GREETING topic, set it as top-level and have the conditions specifying the only character that needs to speak it. All goes fine and dandy until the PC gets through the dialogue (either accepting or rejecting the quest). After the intial dialogue is completed, when the PC speaks to the NPC again, there are blank or "hidden" topics in the options. What's worse is this affects every other NPC in the game. Not sure what I did wrong, but it is somewhat annoying. There are always two blank topics, sometimes together, sometimes not. I tried to explain the best I can the problem I'm having. I hope someone can help. Thanks.
  2. Does anyone else have an issue the the NV GECK not having a dictionary? As I'm working on my quest and dialogue, every time I click away from a text field the auto spell-check comes up and asks to check every single word in the text field. I've been having to click Cancel on the spell check and then OK to save the text every single time I create a new dialogue entry, and not just with the responses, but with Topic Text as well. It gets to be very annoying and frustrating. Any fix ideas?
  3. Ok I got that little tidbit figured out. Is there an in-depth tutorial on creating quests and integrating custom dialogue?
  4. Every time I try to create a new script for New Vegas in the GECK it refuses to save it. I'll hit save, then go to close the script window and a warning dialogue will pop up with this message: "Do you want to save script Current=" If I click yes I go back to the script window, I try to hit save again, try to close the window and the same dialogue window comes up, so the script never saves. Anyone else having this problem, and does anyone have a fix?
  5. And nevermind, I figured it out.
  6. I'm working on creating a new quest and have so far created the exterior building in the Wasteland, the interior to that building and the interior to the rest of the level. What I want to do next is enable the player to fast travel to the exterior location directly instead of just going to the nearest location and traveling from there. I've looked through the GECK and haven't found an obvious means, and I've also searched these forums here as well as other sources on the web and have found nothing. I know some people have done it and I'm hoping someone is willing to share their knowledge. Thanks!
  7. When editing a weapon in the GECK there is a section with two fields in it, one to set how many actions points you use per shot/hit while in VATS, and the field right below it is to set the Damage To Weapon Multiplier. If the checkbox is unchecked and the value unaltered then the default multiplier will be used. Every weapon I've customized I've checked that box and set the value to 0. With that setting, regardless of how much damage the weapon does, it doesn't take damage. The only time I've seen the weapons take damage with that setting is when I've been too close to an exploding vehicle or explosion in general, and then the damage is minimal. Taking into consideration I've made a Sniper Rifle that does 2000 base damage with a 1000 Critical, I know it works that way.
  8. I'm really new to all of this. A lot of that went over my head actually. I have the GECK (obviously) and have been tinkering around with that for a while, and I'd also downloaded NifSkope but I haven't really been successful in manipulating much of anything. If there are detailed tutorials on using NifSkope that would definitely help I think. Otherwise I made a simpler, alternative change that works but isn't as good as I would have liked.
  9. In addition to this if someone can help me with adding the ability to fast-travel to a location that would be appreciated. Thanks
  10. I want to take the Katana from the Mothership Zeta DLC and add a flame effect to it like the Shishkebab. I know that the Shishkebab's flame effect is part of the mesh file somehow. I'm wondering how I can add that same effect to the Katana or if I might be able to recruit someone else to do it for me? Thanks.
  11. I'm working on a mod for Fallout 3 and I'm trying to create an unofficial side quest. What I want the script to do is to reveal the location of Fort Bannister once a specific note has been picked up and read by the player. What I tried doing was taking the script for the Oasis Exile and modifying variables to match the name of my note and the Fort Bannister map marker. I'm figuring I somehow messed something up terribly or I simply didn't reference the map marker correctly. I did some digging around within GECK to find the reference within Karen Schenzy's dialogue in which she reveals Fort Bannister when you ask if there are any places of interest nearby. Any help would be greatly appreciated. Thanks!
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