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majinshinsa

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Everything posted by majinshinsa

  1. I have added someone to my page according to his user number and it wont let him edit my mod at all. We are doing a joint venture and he wants to be able to upload his files but he can only do photos. what am i doing wrong?
  2. The GECK Wiki says the box's are limited to 1023 characters and spaces or it will crash the game. the messages already in the game (ie the VATS message) go beyond to around 1600 characters. Is this a limit from Fallout 3 or does it only apply to mods?
  3. what do you need done bud lol shoot me a message and i can see what i can do
  4. thanks for the link, i will look into that. I think making a library with all the books we make would be a good idea. Drake i will make the page and give you rights to edit and upload. when we think we have enough books for our first real release, we could make a library, add the books in one big merged esp.
  5. http://geck.bethsoft.com/index.php/EquipItem Syntax [help] [ActorRefID].EquipItem ObjectID:ref NoUnequipFlag:int{0, 1} HideEquipMessage:int{0, 1} Example Player.EquipItem HuntingRifle 0 1 Notes If NoUnequipFlag = 1, actor (including the player) will be unable to unequip the item. Once the item is unequipped with the UnequipItem function, the item can be equipped and unequipped as normal. If HideEquipMessage = 1, the item equipped message will be hidden from the player. In the case that the player has multiples of the specified item, it would appear that the item of lowest condition is the one equipped. If EquipItem is called on the same actor and in the same frame as AddItem or AddItemHealthPercent, however, the last item added is equipped instead.
  6. you could and then run a script to equip it too (thats how they make you wear the pipboy and clothing in the start of the game) now the issue would be adding to the random spawns (as i assume you are still trying to use scripts to add items without editing the base items)
  7. i didnt notice -_- just saw there was a new post in here
  8. sorry just tested out what i said and it doesnt work. tried with LegionaryRecruitAAMTemplate (base of most legion recruits) You could add this "NPC" to the game and use its new ref id. i think that could work (course i could be going about this the totally wrong way (also adding to leveled lists with additem doesnt work either.)
  9. most generic NPCs have a template that supplies their equipment. so you could run either an additem to the base (since anyone spawned would have the item) or run a equip script (which would run on any that already have spawned i think)
  10. i voted no since i know some people would use this mod but are waiting for the goty version or a major steam sale. of course its your mod so do as you want to make it look as you want
  11. if anyone wants to help out let me know, its actually wicked easy to make once you do one (i even gave the code a few post back)
  12. geck powerup for 1.3 http://www.newvegasnexus.com/downloads/file.php?id=41642 try setting to check for the items by themselves and see if that works. might also try >= 1 and see if that works (not sure why that would make a difference but one never knows with our GECK)
  13. no problem, i know how much of a pain it was for me making my companion :)
  14. try making leveled right/left lists and click on "use all" see if that works. if it doesnt then you only have to do a single additem statement
  15. no its not your cd key, its something added to windows to let the system know that "fallout new vegas" is installed and what to do with it
  16. when it installs it should do that as part of the install. almost every program does that
  17. i did something to the file that made it error. after redoing it and saving correctly in paint.net it works like a champ
  18. i dont have that reg key either. i reinstalled windows but had steam on my other hard drive. since i never reinstalled the games the key was never entered. have you done something like that?
  19. as in, for this super energy weapon, you have to look in the rubble to find the book so you can figure out how to use it? when you read the book, it gives you a perk like power armor so you can use it
  20. im having a problem following this: i used paint.net to edit a texture i extracted from the textures bsa and edited it, saving it as a new DDS (a poster and i have done this for perk icons before) when i use nifskope to change the path i save it and open the GECK. when i make a new item and use my new mesh it then drop it into the game it either shows a black square or a random texture that changes as i shift my view i also tried the new texture method, same effects I think i was saving it in the wrong compression format. got it (kinda) working, its just resized to being too big. now i just tweak!
  21. you could make a script that says: if MandasLeftRef.GetItemCount LeftPatch == 0 MandasLeftRef.AddItem LeftPatch 1 endif
  22. i had to take a break. found out that for some reason my 2nd companion decided to enter the follow package and you would wake up with him standing next to you as he went from where i planted him to you. blah
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