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HereticNoir

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Everything posted by HereticNoir

  1. This is a little thing, but small as it is I don't have the coding chops for it and it would make help, I think, a lot of people. Make it so that, after a 1-2 second mouse-over , a preview (pre-Listen?) of what your character is going to say plays for you. When I play games like Mass Effect, or most of the Tell-tale games, I am sometimes surprised and disappointed in the conversation selections I make. And Fallout 4 seems to be taking a similar approach to conversation, now. This is fine, I don't actually have a problem with this, but it would be nice to know in advance what I am going to say. Just changing the text description of each option to show what I'll be saying will probably clutter the screen up horribly, and even then it would not convey tone of voice. Having it so that a 1-2 second mouse-over causes a preview of what I will say to play solves all of these problems. But I have not the coding chops to be able to make the GECK do such a thing, as I said. And this seemed like the best place to put this idea. Sorry if it's off-topic.
  2. Thanks again, SkevitJ. One of the things I hate the most about the note system in Fallout 3/New Vegas is that notes just show up in chronological order. Period. No way to change it or to organize notes. For that reason, I'm going to have to schematic notes be for large groups of items. For example: The Ammunition note would unlock the recipes for 9mm, 22LR, BB's, 12 Guage, etc., with the HL Ammo note unlocking all the Hand Loader Ammunition Recipes. That way, the collected notes don't end up taking up a massive amount of space in someones list. And I'd looked at the terminal entry in the wiki, but I either don't know enough of the terminology or am just plain missing something 'cause I couldn't find what I was looking for in there. -EDIT- Also, this is just a minor thing, but it worried me. Every time I click on anything in the GECK it gives me an annoying "bong" of an error sound. It still does everything I tell it to, but that worries me. That coupled with the fact that when I make a note, it will spell-check it with a dictionary that has not a single word in it. So that even words like "a" come back as mispelled. Did I install the GECK incorrectly?
  3. After a brief fever, I'm back! ...And confused again. I'm trying to build a script for the terminal in the Abandoned BoS Bunker. It should check to see if the player has an item, and then check his skill level. If everything checks out, it should allow the player to exchange said misc item for a note, which will in turn allow the vending machine to create a new set of items in exchange for chips. I've got the item needed, the recipes, the notes, all of that. I just need to know how to get the terminal to: A: Do a Skill Check B: Check for possession of an item C: Take said Item and D: Add a note. As usual, thanks in advance for any help you can offer!
  4. Ooohhh. I...uh, I think maybe I'll just copy the spare part item for now until I've got something I'd feel comfortable rolling out the door. Don't get me wrong, I knew I'd have to put together a .nif for some other parts of the mod, but that was not a concept I had in mind for the initial release. But at least now I know why I couldn't find anything about tweaking .nif's with the GECK. Thank you, as always, for all your help, SkevitJ.
  5. Hello, again. I've come up against a new hurdle that I need a bit of help with. And I promise I am trying to search these answers out in a manner that doesn't bug actual people, but I don't seem to yet know how to phrase questions to get useful answers. So copying objects, recipes, etc. has been working wonders for me but I've finally hit something I can't copy my way out of. I want to make an in-world object that would work mostly like spare parts, but with the .nif of a holo-emitter. (nvdlc01holoemitteroff.nif, to be precise). I copy SpareParts and change to model to nvdlc01holoemitteroff.nif, and save. But the object in game, while functioning fine in containers and in my inventory, will just hang in mid-air if dropped. actually, if I jump on it just right, I can stand on it. So, how do I tell the GECK that I want my objects to react like spare parts while still changing the .nif? does that have to be keyed in manually and, if so, where do I start? As usual, thanks in advance to anyone willing to help me on this.
  6. Yarrh. I've already been improving exponentially. Although I expect this to level off at some point.
  7. That...that solves almost every single problem I've been having! ...And it works, too! Thank you so much, Majin!
  8. A new issue arises. I'm trying to use some of the resources from Dead Money and...Well, I'll give you an example. I want to make a vending machine recipe. The exact type doesn't matter right now. I'm just trying to get the GECK to recognize a Sierra Madre Chip as an ingredient. I've been able to make a few other recipes that involved me pulling things out of the Dead Money .bsa and making new objects out of them. But I can't find the Sierra Madre Chip. Is there a way to copy ingredients like you can copy requirement conditions?
  9. Thanks again, Skevitj. You've been very helpful. I have managed to do my first THING in the GECK. I (Drumroll, please) Have moved a knife 2 feet to the left! But wait, there's more! I have also added an active hot plate to the Abandoned BOS Bunker. I know these sound like pedestrian accomplishments, but they took me almost 5 hours to accomplish so I wanted to brag. Now to make a few simple recipes for things to make with Cloud Residue and call it a night.
  10. Many thanks, Skevitj! I'm doing a clean install of New Vegas, Dead Money, the GECK, etc. And then I will fiddle around with things. Maybe try one more time to watch some of the tutorial videos and try and follow along with my copy of the GECK, see if I gain a better understanding of things this time. That terminal idea sounds good. I could add some scripts to the terminal in Elijah's bunker. Maybe figure out how to add a script that won't let people start turning the blank holotapes into notes until after they've completed Dead Money. There's something like that in the script for that terminal already regarding . So it shouldn't be too hard for me to mimic. I'm thinking I might also expand this mod out a bit. maybe add some new recipe's for cloud residue. And then I had the idea that is probably me biting off more than I can chew... I had a goofy idea (That would take me learning even more about the GECK) for letting the player use the holograms as guards/soldiers. They wouldn't be companions in the strictest sense. But they could follow you and shoot at enemies. I even had an idea for taking one of the holo-emitters from dead money and mounting it on a combat helmet (So I'll need to learn how to render 3D objects). I figure if you're getting a ghost army out of the deal, you can afford to look like you're wearing an electrical dork helmet. For reasons of game balance, these holograms wouldn't be invincible like the ones in the Sierra Madre, so (in game) the scavenged emitters would have a weaker output. Enough so that the holograms can be destabilized with enough direct damage (Essentially take the security holograms, give them hit points, make them summon-able, weaken the strength of their attack). You could also craft Holo-emitters that could be dropped on the ground that would then summon a hologram that would guard the place where it's dropped. I hear "Pathing" thrown around a lot as a term. Is that something I have to code into my NPC's or is that coded into a cell? Nevermind. I just found it on the GECK wiki. The Holo's that follow me would be pathing. the one's that guard an area would be patrolling. Which looks like it would be impossible to set up, so I'm thinking the guard holo's will just stand still. Unless I can get them to wander around slightly. TLDR version of the above: The Heretic likes to ramble and will sometimes use forum threads to make notes. Sorry 'bout that...
  11. Father Elijah may have been a bad, BAD man (I may be biased because my neck is still sore from the BOMB he had strapped to my neck), but at least he knew what were the real treasures of the Sierra Madre. Gold? Pah. Might as well be a paperweight when you're dying of thirst in the Mojave. No. The true treasures of the Sierra Madre were threefold. 1. The Cloud. Nasty stuff, to be sure. But very potent when placed in the hands of a skilled survivalist. It can make you stronger, and it can kill you. It all depends on how you treat it. 2. Holograms. An army of ghosts. Invincible, untiring, relentless. And you can hold their hearts in the palm of your hand. And, my personal favorite... 3. The Vending Machines. These are... I don't have words. They are basically the replicators from Star Trek. They can take base matter (In the form of Sierra Madre Chips or home-made slugs, if you get the right perks) and turn it into ANYTHING. Food, clothing, weapons, medicine. Anything. Elijah knew this. He found out how to program new designs into the things, and used them to build weapons. Now, I'll leave aside any criticism of the man's judgment to ask one, very simple, question. ...Why not me? As far as I can tell, building new "recipe" programs for the Vending Machines should be fairly simple. But then, that's the point. I don't know anything about the GECK or how to design new crafting recipes. What I want to do is to make recipes for the Vending Machines to craft all sorts of new items. Different ammo types, Water, etc. Basically, with a high enough Science skill, you'd go to a crafting table and turn a piece of scrap electronics (And maybe a few Sierra Madre Chips) into a Holotape that let's a Vending Machine create a new object. Different objects would require differing levels of the science skill as well as other skill determined by the type of item (Most miscellaneous things would require repair, Ammo would require Guns, Food and drink would require survival, you get the idea). Now, if someone wants to take on this project, that's fine. But what would really help me is telling me where to go in the GECK to get this done. Or even to get started on it. I've watched some of the how-to videos on Bethsoft's web site, but I'm still not clear on how to create in-game objects or recipes. Or where I would go to make recipe's for the Vending Machines. Are they a new type of crafting table? I have absolutely no programming background and my ignorance is really starting to bug me. I think this would be a fairly simple project to start with and I would appreciate any help the modding community here could give me. Thanks in advance and, if this isn't your cup of tea, I at least hope it's been an interesting read.
  12. I'd like to second this request. I doubt it'd be possible to make something toggle-able in-game, but if there was some way to make a mod that organized notes in alphabetical order, That would really help me with game immersion and just general sanity. Especially with the excellent (But note intensive) mods that Puce Moose made for us. And especially with all of the crafting schematics I find. As it is now, it's easier for me to just try and fail to build something and get the "No, dummy, you need this"announcement from the game. Thanks in advance to any modders willing to help at all with this mod, or even any modders who are willing to explain why it won't happen. I am definitely not a coder, but any help that could be offered at this point would be greatly appreciated. Even just telling me where I'd need to start for something like this.
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