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JkKILER

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About JkKILER

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    Fallout 3 PC
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    Bioshock Infinite

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  1. You might enjoy my mod Defend the Brahmin
  2. Do you have the "initially disabled" tab checked in the reference window of the map marker when you double click on it? That would be my only other thought as why it wont show up since anything that is initially disabled requires an enable script in order for it to appear in the worldspace.
  3. It doesnt really matter, just throw the script in either box. All the "begin" and "end" box does is controls when the script runs, either at the beginning of the conversation, hence "begin" or at the end of the conversation "end".
  4. If you like puzzles and notes i would highly recommend Puce Moose's mods as they are highly interactive and interesting. Another great addon for actual quests is Mothership Zeta Crew (MZC) which is one of the top mods on the nexus and one of my own personal favorite mods. It makes you feel like a walking badass in the Capital Wasteland. The only stipulation for this is that you need to have completed the mothership zeta dlc first. There are other great quests out there as well if you look under the "Quests and Adventures" tab in the File catergories menu. Puce Moose's Mods: http://www.nexusmods.com/fallout3/users/137055/?tb=mods&pUp=1 MZC: http://www.nexusmods.com/fallout3/mods/8747/?
  5. Well whenever I want to put music in a space in my mods i typically do the following. First off, make sure the song you have in mind is in the .wav format. (there are many converters online - search mp3 to .wav converter in google.) Fallout can only play music in a .wav format. Then under the sound tab in geck, find a song already in the game such as Anything Goes (Labeled as," MUSLicensedColePorterAnythingGoes") This already has the appropriate settings for a song in the game so your music wont sound like a weapon firing or ect. Then just rename it and create folder structure and select the song you want to play (in .wav format) Once you have created it in the sound tab, drag and drop it into your cell space where you want it to play. It will be a green shape of sorts, then make it a presistent reference and give it a simple reference ID such as "Song" Then simply attach it to an activator in a room. I typically use the below script when i do this. Begin Onactivate if getdisabled(Song) == 0 (song).disable elseif getdisabled(song) == 1 (song).enable endif endif end Note that if you want the music to only play when you press the activator first, set the green in room thing to initially disabled.
  6. There are some beginner's tutorials on youtube involving nifskope and its various aspects. Just search something along the lines of "Fallout 3 Nifskope tutorial" EDIT: Found this one that shows you the basics of using nifskope in a FO3 oriented way, note that your weapons will be white and have no color which is okay. https://www.youtube.com/watch?v=FsiO98COIBo
  7. Unfortunately, there is no way to (easily) port new animations into Fallout 3 for weapon reloads. Fallout 3 has a set number of weapon reloads (A,B,C,D, ect.) hard coded into the game. To even add a new vegas animation would require some knowledge of coding and even if you could figure that out, you would completely replace one of the existing animations in the game. I have heard of sneaky ways of doing animations for weapons using idle animations, but I dont know how that would be done. When I replicated the Ranger Sequoia into Fallout 3 for my own personal use, to get the cylinder to work as it should, I used nifskope. I chopped out a 44. magnum reload cylinder with all the animations still attached and pasted it in place of the original ranger sequoia cylinder. The same can be done with FO3 weapons such as rifles or pistols.
  8. Hello everyone! I have recently finished up a quest mod that involves some pre-war technology, and a couple of lunatics. That is all I am currently able to give, I am looking for one or maybe 2 people to test this for me, as I can see if everything is correct before a public release. If you are interested comment and I'll PM You with details if your services are required! Thanks! JkKILER
  9. That's fine about not being able to apply it. I'm sure with pkleiss we can figure this out. Do you at least know how to open up the dialouge in the geck? Or would I need to completeley copy all dialouge outside of the geck and paste it into a document? The mod is pretty much done now, and while diolouge isnt completely necessary, It enhances any mod.
  10. I've recently finished a mod of mine that has 3 male NPC's with dialouge. I would like someone with a decent mic. and some experience with the geck as I have never tried anything with voice acting, and lip files and ect. So if anyone is interested please let me know, and I will send you the file! Thanks everyone!
  11. Okay thanks, I was able to figure it out!
  12. Hey everyone! Just wondering if anyone could help me out with this idea of mine. Without giving anything away, I am almost done with a nice quest. However, for the last part, i need to be able to shoot a shotgun in the air from a trigger. and I mean straight into the air, not at the ground Anyone have ideas?
  13. I actually tried something to this extent for the Ranger Sequoia earlier on. It turns out that you are unable to import any new animations for weapon reloading without overriding one of the ones already in the game. And the ones you see in the geck ( Reload A, Reload B, ect.) are hard coded into the game and I am not sure how to even overwrite them as coding is a mystery to me. But I was able to mess around with the 44magnum reload cylinder to fit the ranger sequoia's cylinder, replaced it, and used the magnum reload animation. ( I think it was Reload D) The end result actually looked pretty good. You could try to adapt something from Fallout 3 to fit the weapon you want.
  14. Hey all, Another scripting question here. How does the getdeadcount function get reset? For example, a script I made earlier today goes: Scn Blahblahblah Begin OnDeath If GetdeadCount CrFeralGhoul == 5 setstage BlahQuest 10 endif end I know how to reset the quest, but I want players to be able to restart the whole quest, and when they do, the stage doesnt advance because the getdeadcount wont reset and I cant find a way to make it do so. Anyone have a trick to do this?
  15. Hey all, I am looking to make a teleporter for a mod I am making. So when you play with FWE you get that nifty control panel under armors right? Well, I just want to make a simple one where when you equip it, A menu shows up with the two options: Teleport, and Do Nothing. I tried just attaching the following script to the item, But it just crashes the game. Any other ideas as to how the FWE creators did that menu thing? Script: Scn DTBTeleporterScript short button begin onequip player showmessage DTBTeleporterMessageMain endif end Begin GameMode If button == 0 player.moveto FloorTeleport Player.Unequipitem 0teleporter <the "armor" elseif button == 1 endif end EDIT:: To anyone who cares I figured out what was going on with it. If anyone finds this and wonders how the FWE people made their menus, contact me.
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