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nonplusultra

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  1. From 3000 downloads of my mod I've got around 20 responses about problems with the parts that are using useweapon packs. After a few patches I've minimized this issues but for some ppl it still left. I'm even using a timer to remove and readd those packs if the weapon is not fired after a certain time. Must reach location and must complete are checked, target is set, weapon is set, where to stand is set and the char has the weapon equipped... Conditions are not given. Any idea how to get those packs 99,9% to work? Thanks in advance!
  2. Check out my latest upload if you have ever searched a mod with a huge urban area! Link: http://www.nexusmods.com/newvegas/mods/54537/? Fallout 3 is not needed, but all DLCs from Fallout New vegas except Honest Hearts. Give it a try!
  3. kk, haven't found it the first tries but now. How to solve the problem is expained here: http://forums.nexusmods.com/index.php?/topic/276673-hats-hanging-on-shoulders/?hl=helmet+fnvedit
  4. http://s1.directupload.net/images/131202/temp/zimmrpfs.jpg Does someone know what could issue this bug? The problem appeared after I have created modded counterparts for my mod, cuz I wanted to add damage resistance to armors. The armors are in modded lvled item and repair lists, seems to happen with vanilla helmets as well now :/ Thanks in advance!
  5. Hey community, I'm looking for some beta testers for my upcoming mod! Like the topic says this addon of my first mod is completly playing in Necropolis, so we have some nice urban area here. To split up from the standard Fallout gameplay I have included 8 different 'skills', like creating a black hole that is pulling enemies toward it's center and giving them damage over time, spawn a turret or robot, healing yourself and refill the ammo of your current weapon, fire a devastating ray on your enemies etc.. All skills are upgradeable by getting new mod levels. Besides there are 'class skills' for ranged , melee or unarmed play style. You can play the mod with the following modes: vanilla soft mode/necro softmode, vanilla hardcore mode/ necro softmode, vanilla hardcore mode/ necro hardcore mode(if choosing the mod's hardcore mode the vanilla one will be activated as well). If the hardcore mode is enabled, your pathfinder can die, if he dies, you will die, if you use tgm and the game can't kill you it will exit to the main menu, to prevent him from dying there is a control window, there you can tell him where to go and wait (behind cover), to feign death (enemies will stop fighting him) etc., further if you have enabled the hardcore mode you can choose the strongest of all skills. I really hope to finish everything to next week sunday. Just have to finish some bug fixes, Necropolis survival guide, installation guide, a precaution has to be created because this mod includes F3 content etc. What has to be tested? Balance, design, bugs, story, are the skills useful and how did you like 'em? So if you are interested in testing this mod please leave a message here! (Fallout 3 is required) Some screens below: http://s1.directupload.net/images/130902/temp/7i9pqted.jpg http://s1.directupload.net/images/130902/temp/oxsnewop.jpg http://s1.directupload.net/images/130902/temp/j4gl4qb8.jpg http://s14.directupload.net/images/130902/temp/fla3tv3p.jpg http://s14.directupload.net/images/130902/temp/igf2wql8.jpg http://s7.directupload.net/images/130902/temp/x7ufy9ii.jpg http://s7.directupload.net/images/130902/temp/jri28trx.jpg http://s1.directupload.net/images/130902/temp/mwog9icw.jpg http://s14.directupload.net/images/130902/temp/6u73i9zd.jpg http://s7.directupload.net/images/130902/temp/ha8wx7ab.jpg http://s1.directupload.net/images/130902/temp/2q8eqfwc.jpg http://s7.directupload.net/images/130902/temp/mcahchof.jpg http://s1.directupload.net/images/130902/temp/73843qnf.jpg http://s14.directupload.net/images/130902/temp/ka25smrh.jpg http://s14.directupload.net/images/130902/temp/ydmkw2d7.jpg http://s1.directupload.net/images/130902/temp/sgnhmwwf.jpg http://s1.directupload.net/images/130902/temp/m7jl8jnh.jpg http://s7.directupload.net/images/130902/temp/wzea57s7.jpg http://s1.directupload.net/images/130902/temp/p8bff745.jpg http://s1.directupload.net/images/130902/temp/3983ufb5.jpg http://s1.directupload.net/images/130902/temp/yqffk93z.jpg http://s1.directupload.net/images/130902/temp/47jbhxvr.jpg http://s14.directupload.net/images/130902/temp/slbp9ov2.jpg http://s7.directupload.net/images/130902/temp/56uydywl.jpg
  6. use the gamehour condition example for night vision: gamehour > 20 and gamehour < 6
  7. 1. You must create a new radio, to do that search for 'NVVEFR01NCRGood2Radio', open it, it's very important to give the radio a new ID, so the GECK will create a new one and not interact with the vanilla object, further give the radio a new name like 'Teleporter'. 2. Then create a new message, the 'Message Box' has to be checked 3. Search the following effect: 'NVVEFR01NCRRadioEffect', give it a new ID like you did with the radio before 4. Click on the pencil in the bar where the save/load button etc. is and paste the script above, now enter your new created radio and message what you asked before ( I forgot to give the additem command an amount, write a 1 behind the ID in this line), save the script 5. Open your new created radio, on the right side in this tab, you will see one effect (don't know the english name because my geck is in a different lang.), double click the effect and change it to your new one
  8. scn TeleportEffectSCRIPT short activated short button begin scripteffectstart player.additem inventoryteleporter ; put your radio's ID here showmessage teleportmessage ; create a new message set activated to 1 end begin scripteffectupdate set button to getbuttonpressed if activated == 1 if button == 0 player.moveto inventorymarker1 set activated to 0 elseif button == 1 player.moveto inventorymarker2 set activated to 0 elseif button == 2 ; for closing the message boxset activated to 0 endif endif end Look how the NCR radio is built. Override the NCR radio as a new item to the teleporter, create a new effect and use this script.
  9. Told him about a third quest, because up to the size of the mod, you'll need a generic quest anyway. So put the following script in a generic quest or the second quest scn scriptname short stage float cday begin GameMode if stage == 0 if getquestcompleted firstquest set cday to gamedayspassed + 3 ; change the number to the days that shall pass before doing the action set stage to 1 endif endif if stage == 1 if gamedayspassed > cday setstage secondquest 10 set stage to 2 endif endif end
  10. create a third quest for a script, there you have to use a variable and the gamedayspassed global
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