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Posts posted by geekminxen
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Um, never mind. ;)
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If you're putting something it it you want to reference later, in a dialog condition for example, just rename the cell to something you like and can find easily.
Thanks! And thanks for the help on my dead robot-- he's sprawled out nicely now. :)
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Hi.
I do it like this: At the location in the game, use the console commands “Player.GetPos X” and “Player.GetPos Y”, write down both values and divide them by 4096. The rounded result is the X/Y cell location of the cell in the GECKs Cell View window location tab.
Happy hunting.
Hey, thanks! I appreciate it. :)
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I'd like to modify a particular wilderness cell, but since there are a zillion of them, I was wondering if there was any way to find out which wilderness cell it is short of looking at all of them in the render window. Is there?
Thanks!
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I know fo3 geck had a problem with certain sound drivers, where it would crash when opening dialog topics. The fix is to plug in a mic.
Dunno if TES CS has that same issue though.
I LOVE YOU. :D
(Um, that worked, in case you didn't get that from my subtle reaction.)
:wink:
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Okay, this worked fine for lip files until I needed it again. :P I'm using the LipTemplate by Kivan, which I've used tons before this. But now when I click on a dialogue entry to change it, it starts to load and then the CS crashes. I've reloaded everything in case it was corrupted somewhere, but that didn't change anything.
Help? :blush:
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Thanks, guys!
We've been trying to get pictures of them, but they are quick and squirmy right now-- we've got some nice blurry shots that you can almost tell are an animal of some kind. :tongue: Soon as we've got some, I'll post. :)
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Ok, here´s an idea: How about a Horse or a Mule to carry your heavy stuff along? If it is impossible to make Horses that can be ridden, then let´s make pack horses or mules. They would be a lot better looking than pack Brahmin and maybe a lot faster too. So anyone interested in taking this project up?
My understanding is that a whole new mesh, texture, and animation set would have to be created to put a horse (or any equid) in game. It's a big bundle of complicated trouble, basically.
That said, I think it would be fantastic if someone with the know how would do it. :)
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Ah, great ideas-- thanks, all! We thought we were going to get a male, and wound up bringing home two females-- still not sure how I got persuaded into that. :) But it also means I can use multiple good names, so thanks. :happy:
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I won a bet that involves getting a new pet rat tomorrow (we have a very strange household) and since it was a NV-related bet, my dearly beloved and I think it should be a NV-related name. If you feel like playing along, would you care to suggest good rat names from New Vegas?
:happy:
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Think of your esp as a list of changes that are made to the esm it depends on.
So yeah, just remove those entries, in the left hand tree, that you don't intend to be changed (they are probably green, indicating they are identical to the entries in falloutnv.esm), but make sure it's from your plugin and not, say, the .esm file. Ask me how I know...
And you are welcome :)
Well, then...thank you yet again. :) Off to clean up my esp (and not the esm)!
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That's geck for you.
Just remove them from your plugin in fnvedit and you're good.
Ah! Just delete them out of the left-hand window of FNVEdit where they're listed in the tree? (Forgive me if this is an overly basic question, but today was the first time I ever used FNVEdit.)
Thanks so much. You've answered several of my questions on the forums now, and I really appreciate your patience and generosity in dealing with us lost little modders. :happy:
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Okay, trying to polish up my first mod, and I was advised to clean it with FNVEdit. FNVEdit reported that I had messed with every persistent reference in an entire outdoor cell, which I know I didn't-- I'd remember taking the time to pick up every single bottle and tin can and rock and and and.... :) I understand the Geck can cause these sorts of oddnesses, but how do I fix them?
Thanks!
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Version 1.0, companion mod without quest, is up:
http://www.newvegasnexus.com/downloads/file.php?id=44776
Thank you!!
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Just an update/fyi...the mod is on the brink of initial release (companion functions/no quest yet). In fact, I just posted a thread asking for play testers. :) If anyone who's been following this thread is interested in testing him, please PM me or reply here. It'll be ready for testing in the next couple of days.
:dance:
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I've got a mod about ready for its initial release and need some kind soul to run it through the wringer for me. :) It's a companion mod that restores Benny to the game if you free him in Caesar's tent so that he can become a follower. It'll be ready for testing in the next couple of days...if you're interested, please PM me or reply here.
Thanks very much!
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that's already been done in Run The Lucky 38
And well beyond my capabilities! But @Felddoon, I was already thinking along some of those lines, particularly looking into the Chairmen's past. :)
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@Felddoon and DeZako,
I was always intrigued by Benny's offer to hire the courier to do "special missions" for him and the Chairmen-- cool as they are, they've obviously had to struggle to get as far as they have and I'm sure there's all sorts of potential for backstory there. But I am not great at coming up with quest stuff, so please, feel free to keep suggesting things! Any and all help is truly appreciated. :) And DeZako, I had the barest outlines of a quest in mind and had already planned on adding a character like you describe-- a Chairman who's a mover and shaker, but doesn't show up until you take Benny on as a companion. This new character would be the liaison for the quest, being unhampered by preexisting dialogue and all. Great minds thinking alike there, I suppose! ;D
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Actually I have an idea for the quest, seeing that you dont despise unasked-for advice ^^ You remember this guy in the tops? The second in command (cant remember his name)? I dont know why, but i was fond of that guy. He seemed a good guy. So how about making the quest so Benny wants to apologise for his past behavior, and that the quest can have two outcomes: 1º making Benny reunite with the Tops crew, earning you an extra companion, the guy i prevously mentioned, and 2º making Benny cut his bonds to the Tops, nd making him hostile to anyone in that family?
Im a fan of multiple-outcomes quests <3
Hey, I love that people are trying to help me make a good mod.
I think you're thinking of S*censored*. Your idea is interesting, imo; I don't know what dialogue I would have to splice together for the conversation they might have, but depending on how lenient the player is, I'm sure there are ways around it. I'm going to keep this in my notes, and when I start on the quest part I'll dissect S*censored*'s dialogue files and see if there's enough material to make him a companion.
I really like the Chairmen-- I think being part of a pack of them roaming the Mojave and kicking everyone else's butt would be cool. :)
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I am not one for giving un-asked-for advice but here is some anyway:
When I was making the Reunited (DLC companions) mod, I found it worked much better to make copies of the vanilla formIDs instead of working with the existing NPC, mostly due to how much it simplifies the AI packages. So essentially you would have a copy of the Benny NPC that you are working with, instead of the original.
The only downside is that mods that do things like edit Benny's appearance would need a patch to apply to your companion mod.
Thank you for your unasked-for advice! I am serious about not knowing what I'm doing and will take any and all help gladly. If it weren't for Llama helping me and basically holding my hand to walk me through everything at this point, I'd be in trouble. :/ The Benny I'm working with is a copy who is enabled after the vanilla Benny escapes the Fort. I'm trying not to interfere with the vanilla NPC too much just in case it would add problems. Glad to hear that's a sound move. :)
btw, add one vote to basic first, quest later.
My vote might not mean much though, since always march directly into The Tops and shoot him.
HA! I thank you for the vote, anyway. And who knows? Maybe some playthrough you'll decide to let him live. ;)
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A little bit of a silly request, I know, but thank you! For both the inclusion, and more importantly, the mod itself!
Hey, silly can be a lot of fun. :) And you're quite welcome, on both counts! Besides, I'll probably need to know how to add items to containers for the quest portion later, so it's good learning stuff.
I just added the suit to a wardrobe in his suite and I'm getting ready to load the game to test it now.
Edit: The suit is in place in game. :)
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Registered just to reply to this topic :)
I've been wanting this since I bought the game ages ago, and I was just wondering [this might be a little much] if there would be a way to get two of Benny's Suits if you get him as a companion... without 'cheating'? [as in, without using glitches or exploits]
I understand this is kind of a silly thing to ask, but considering it would probably be no more than adding another suit hung up in his closet, I don't know that it would be that much more effort to be able to roam the wasteland in matching outfit.
Thanks for registering just to post here!
I'm guessing I can figure out a way to add another suit to one of the wardrobes in his suite. It would make sense that he would have more than one suit, anyway, wouldn't it? :) I'll give it a try for you.
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Thanks, guys! Like I said, the mod still has a few tangles but llama is helping me iron them out...as soon as we've beaten them into submission, I'll post the mod. :)
Thank you!
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Would this entail a quest to actually GET Benny as a companion or just a Companion Quest like I Could Make You Care or One For My Baby? If it's the latter you can easily release the current version of the Benny companion now and the quest at a later date. if it's the former it will be a bit trickier.
It would be the latter-- you would be able to have him as a companion right away; the quest would just be to give the player a little more to do, if they wanted. I was leaning toward releasing the "basic" version as soon as the last kinks are ironed out and a quest update/version later, if anybody using the mod wanted it.
Thank you for the input!

question about PC topic length
in Discussion
Posted
I'm working on a mod and have a spot where the PC needs to ask a question that is longer than the allotted space the geck gives you. Is there a workaround for this?
TIA!