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kampeao

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Everything posted by kampeao

  1. unless you somehow modify them? :P Can we do that? Wouldn't be the the same thing ^^ I guess, i don't know...
  2. http://newvegas.nexusmods.com/mods/48372 Leave a comment there if it works :)
  3. you can always make it not use any ammo, so it will fire forever, no need no reload, etc :P
  4. That happens to me too. when i went a bit far insinde the cell, i got teleported back to the door. I fixed that by putting an item/static a bit far and now I can move all I want inside that area. Does anoyne know how to fix this/expand cell boundaries?
  5. So...If anyone wants to help contribute to my mod... I want tips to make more "loading tips"...as many as you can. And images in .dds file(cool images you would want to see when the screen loads...already in a good size would be great) You can take the images from wherever you want, as long as they're related to fallout new vegas (edited images, artwork, printscreens,whatever) Send me a message or something with what you want to contribute, if you want to. (If you want to publicize your artwork or something, this would be good for you) Thanks... Ps. I already made around 50 new tips and images
  6. What I'm thinking... You could make something like begin gamemode activatorRef.SetPos Z 10520 activatorRef.SetPos X 566.34 end If you're trying what I'm thinking, I don't really know how to do it...If you could attach a script to the ammo when it hits something, I think that would do the trick... http://geck.bethsoft.com/index.php/SetPos
  7. find any perk in the GECK, edit it and just change it's ID. Click "ok", it will ask you to create a new perk, just say yes. Ta-daah.
  8. Edit: sorry about this post...I can't delete it =/ Maybe someone wouldn't mind merging those 2 mods...
  9. make your character talk? I don't think that's possible... that'd require a lot of knowledge... I think :P for the companion wheel, try making a copy of something existent and just edit it...
  10. first of all...that thing in your website about "making sites is hard"... LOL...i't all free :P i have a webs site too :P but good luck about the ideas...you could make a lab where you could "create monsters"...you'll have some cells with locked up monsters behind bars... I think that'd be really easy to do... it's just a little tricky setting the mood... I haven't seen anything scary in the game...
  11. thanks... enemyref.startcombat player did the trick.
  12. And also, if you really want to learn, I downloaded the mod and examined it for you. All you have to do is create a quest and a script: create a quest and tick the "start game enabled" checkbox... in the script put that script you're going to create: scn NoFastTravelScript begin GameMode EnableFastTravel 0 end begin MenuMode EnableFastTravel 0 end You're welcome... :)
  13. http://newvegas.nexusmods.com/mods/35171 Good enough do you really want to learn how to do it? About the perks...just go to geck and find a perk (just type in "perk" and pick one). Edit it's ID and click "Ok". It will ask you to create a new perk, say "yes" and you got yourself a new perk. Then you just have to make it however you want.
  14. I have a cubic activator and once the player enters it I want the enemy npc to attack the player. How do I do this? I want a npc to attack the player and only him...there are people around but I only want him to attack the player... Is there any function for this or something? Any ideas? thanks :)
  15. That's a bit of work there...xD But yes, it's perfectly possible :) You just need to create a quest and set a few stages... I don't know anything about dialogs...someone else will help you... About the player's specific gender...you could use a script like this ScriptName ChooseRewardScript Begin onAdd player ; you could add a note or some item to the player when he finishes the quest and attach this script to the item If Player.GetIsSex Male player. additem MaleArmor 1 else player.additem FemaleArmor 1 endif ;maybe after adding the armor to the player, you could delete the note or item End Good luck
  16. If you don't want to make a different looking armor it's easy: just pick an armor and edit the ID and save. It will ask you something, just click yes and ta-daah, you got a new armor. Then just edit whatever values you want. If you want to make a different looking armor you gotta create or edit a mesh...and you need some program to do that...I don't know how to do that.
  17. If there's a bug in your game you could tell us and maybe someone would make a mod to fix it. Anyway, making an in-game note pad, in other words, a text input that you could save, in my opinion would take a lot of coding and knowledge.
  18. Well Pelgar, I play in normal fullscreen mode and I can Alt Tab all I want...never had problems with that. hsparkes, I haven't found one but I usually fix my problems... I found myself in the situation of wanting to check some notes in-game, so I created a "custom command" via a txt(bat) file and just used the command in game so it would show a message already written. If you don't understand...here's an example: in geck create a message called "MyCustomMessage"and write your stuff. (save, of course xD) go to the game folder and create a text file named "buahaha". Open it and write "ShowMessage MyCustomMessage". Now in-game just open the console and type "bat buahaha". Does it do the trick for you?
  19. http://geck.bethsoft.com/index.php/AnimGroups take your pick :)
  20. I don't know, I only use that to see if there's something wrong or a conflict on my mod, and to fix new pieces of clothing/armors that I edit... It never messed up anything for me... anyway, just posted to say that you're signature is pretty funny :P
  21. Quetzlsacatanango, that's a pretty good idea, I'll try that the next time I need something like that. I don't know how, but I messed around with the script, changed the order of the commands (instead of disabling item 1 first, do it in second, etc) and changed from if...elseif to if...else I really don't know what the problem was, but it's fixed. Here's the script anyway. Thanks for the help everyone :) scn Pmyscript2 ; secret passage at Home(z2) short open begin onActivate if open == 0 pmywallupstairs2ref.disable pmywallupstairs1ref.enable PDoorRef1.setopenstate 1 PBook3ref.disable PBook2ref.enable set open to 1 else pmywallupstairs2ref.enable pmywallupstairs1ref.disable PDoorRef1.setopenstate 0 PBook3ref.enable PBook2ref.disable set open to 0 endif end
  22. I don't think that's the problem might I'll try... any idea on how to wait a few frames between commands? Edit: nevermind, I quit... I even made an activator attached to a script with the onActivate block to make the item 2 disable, and it doesn't do anything... I quit, thanks anyway.
  23. The problem isn't on the references names... I've changed them and it's the same problem... I have another script that is the same thing: disable item 1 and enable item 2, and the same problem: it only disables item 1, item 2 remain unnafected. Both item are persistent references...does anyone have a solution? I really can't understand why it doesn't work. Thanks for answering again :)
  24. yes, they are both persistent and item 1 is named wall1ref and the second is named wall2ref =/ thanks for the help anyway :)
  25. So, I have a script that makes item 1 enable (inittialy disabled of course) and another one disable. The problem is that it enables the first item, but doesn't disable the second one. Does anyone know why? It's not the only script where this happens. Thanks.
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