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Seox

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Everything posted by Seox

  1. I have absolutely no scripting experience...would I save this as a script in the GECK, then make, say, the terminal (when an option is selected) run this script after substituting the refids? I have no clue :\
  2. I too am curious as to how this could be done, but for a different purpose. I'm wanting to make a training room, and set it so that activating a terminal would spawn a bunch of enemies, and opening the door and going through to leave despawns them. I'd imagine this would involve scripting, as I see nowhere else the ability to make things like conditional switches or etc. Any ideas?
  3. Hello everyone :3 I am making a CQB training shack, and it's got an armory inside of it. When I walk over near the armory area, I can tell that each section of the kit for the room is vibrating quickly and forcefully in place. It isn't synchronized, and someone said it may be a sandstorm outside, but given that each piece moves individually, that can't be the case. I thought it mayhave been dupes clipping, but I checked and there are no duplicates. Any help? Please and thank you! Also, I have a door in the corner that is locked with a nonexistant key, and a terminal near it that tells you it is a simulator, and then allows you to unlock it. The door unlocks ok, but when i press E to open it, it says "Press E to close", but the door is not opening.
  4. Thank you! Someone had told me something about editing the objects, then fixing the edits or something to make them appear as part of the main mod...any idea if/why that works? EDIT: The weapons show up this way, but first of all, about 90% of them are ONE Of the weapons: I will place a springield XD, an SVD, an M4, an M4 Patriot, an AK-47, and ALL OF THEM will be a SPas-12 in game. Only the XM8 and like one of he handguns are what they should be. The GECK shows them just fine, but in game they all get sex changes. After I save the file and test in game, then reload in GECK, they have all changed in the geck as well :\ Also, for some reason, there is no firing sound for half of these weapons. When I pick up the one in game that was placed with its original mod, it works fine, but when I put them in the shack and make them into my mod, they have no firing sound. Any help?
  5. Hello, everyone :3 First of all, I have searched ALL OVER the forums for this and have found NOTHING. I googled. Nothing. I have done my best to find the answer elsewhere :< Basically, I am just getting into modding, and I was making a CQB training area - just the interior of a shack, with an armory. I put several weapons from other mods on those tables after loading them alongside FalloutNV.esm, and setting a new active file. I see them fine in the GECK, but in game NONE OF THEM ARE THERE. The only weapons that ARE on the tables/in the containers are vanilla weapons. I had the impression it had something to do with ESMs, but I made my CQB mod into an ESM and loaded last AND second, two different times, but no cookies. Any tips? Please and thank you!
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