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panzersharkcat

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  1. I was scrapping and rebuilding Taffington Boathouse into Fort Taffington when I started running into invisible objects inside the house portion. I started noticing that only after putting up green house walls and roofs from Snap'n Build on the top floor but I'm not 100% certain it's that mod causing it. The thing that makes me suspect it's Snap'n Build is a thread posted a long time ago but it was supposed to be fixed. Â Load Order Edit: And the problem went away after doing a load order sort again after downloading the last few mods in that list. So never mind.
  2. Hmm. I changed it to TSCWAScottDornan, fired him, rehired him. Still sets off mines.
  3. I do have the GetIsID set to him, though. I don't know why it isn't working. http://i.imgur.com/5NPOMlt.png http://i.imgur.com/PuA6zTQ.png
  4. Back again with stuff for Master Sergeant Dornan. I found an old post that said to add perks to companions, you were supposed to have a script like "player.addperk PSCDornanPerks 1;", which is supposed to add it to a list for followers. Following that is to apply perk effects so the owner is that companion. I've done that and it's not working. (One of the effects is basically Light Step. Still setting off mines.) Any idea why? I currently have it so it's added at initial hire and rehiring, and removed at firing. The script at rehiring is as follows:
  5. It works. For some reason, he seems to trigger my mines even though I used a script to give him Light Step and, you know, he's a teammate. He also aggroes if I accidentally shoot him. His hiring script has SetPlayerTeammate 1 and SetIgnoreFriendlyHits 1. EDIT: Never mind, Figured it out. Needed to add the player to his faction.
  6. Alright. Thanks. Will test it out. See how it works. Running into an issue where certain dialog option won't pop up. There's supposed to be a greeting for if you shoot up on chems or drink in uniform and then talk to him. Never triggers. It's set to check if target has anything from a form list equipped and if player has any of the chem effects. Never shows up. Thinking of just scrapping it.
  7. I tried that. It puts him in his underwear temporarily. Not really what I want to do.
  8. Is there a script command that tells an NPC to equip their best armor if previously told to equip something else?
  9. Oh, the commenting out was something I did while editing in here. Forgot to erase it. Thanks. I was basing this partly on the Hidden Valley paladin scripts.
  10. It keeps telling me HasBeenHired is an invalid variable, even though it works in recruiting him and getting him to follow. Same with ScottDornanREF. That's the reference used where I placed him. Any ideas what I'm doing wrong? (He's a TSC sergeant from TSC Vegas. Intending to amend the follower script I made so he wears off duty clothing when he's in the TSC Embassy Staff Room or told to relax.)
  11. I'm in the process of porting over the weapons from Mothership Crew Weapons Addon to New Vegas and trying to implement iron sights for them.* They're mostly done. They just need adjust. Can't figure out how to do it in Nifskope. Take the Boreas pistol at the bottom of this album: http://imgur.com/a/TO5CX I tried to copy the sight node from the plasma defender and paste it into that mesh in NifSkope but it comes up as saying it's a trigger instead. Not sure what I'm doing wrong or how to even adjust. Any help would be appreciated. If anybody was to do them for me, that'd be really great. Credit will be given. Screen shots for what needs adjusting are in the album. I can provide you the .esp files and meshes needed, along with anything that needs to be downloaded. Thank you. *I already got permission from the owners of the assets.
  12. Like the title said, null textures to weapon mod meshes keep reverting after I close the GECK and reopening it. Trying to give weapon mods to the Marine assault rifle from TSC Vegas using meshes from Mothership Crew Weapons Addon. There was a mesh with just a silencer and a mesh with a scope, silencer, and foregrip. Tried to apply null textures to the latter mesh to give it a plain scoped version, using the full mesh, minus the foregrip, as the full modded mesh. Pictures to show what I mean: http://imgur.com/a/kXxAx Any idea what's going on? I mean, I'm fixing things by deleting them in NifSkope but just curious why it's happening.
  13. Alright, it finally worked! Thank you for being patient with me. I wish I could give you more than one kudos.
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