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ozziefire

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Everything posted by ozziefire

  1. You need to make sure that you've saved the quest script and then you can access said variables using <QuestID>.<VariableName> in any other script. Cool thanks, that's where I went wrong I missed the QuestID prexix, all is good now, I didn't see that mentioned in Geck, but now see it in the scripts I was modeling from :)
  2. I've seen other peoples scripts use variables defined in Quest Scripts in other scripts, so I've created my Quest & Quest Script it all runs fine, then I created the Mod Settings Book ok, then wrote an Object script for a Menu to go in the Mod Settings Book but it doesn't seem to save because it doesn't recognise the variables I've defined in the Quest Script, I've rechecked the variable names and they are all good too, is there a trick to this or something dumb most people miss so I don't have to use Global Variables? I've searched 5 pages of hits with no luck finding anything on this, although I know it's something common & silly.
  3. I've been having problems with Maidenhead too lately, rarely works. I also have a problem where on the new files page I don't have the open in new window option when I right click the file names, so I left click a new file open it, then use the browser goback button to look at the other files and then I find there are now no new files anymore, so I have to open a dozen new files windows before opening any new files then open any new files I want to look at from files from each one. I have noticed the same problem with edited new files too, but if I right click the little modded attributes/file/image flag instead of the file name I get the open in new window option ok. I'm using XP & IE8.0006.
  4. I have a problem where on the new files page I don't have the open in new window option when I right click the file names, so I left click a new file open it, then use the browser goback button to look at the other files and then I find there are now no new files anymore, so I have to open a dozen new files windows before opening any new files then open any new files I want to look at from files from each one. I have noticed the same problem with edited new files too, but if I right click the little modded attributes/file/image flag instead of the file name I get the open in new window option ok. I'm using XP & IE8.0006.
  5. It's been done in a couple of mods, one on nexus was called "Powered Power Armor" or something similar.
  6. I remember when I first found Fallout NV modding and went wild installing mods without know what NVSE, Lings, GECK etc were, had no idea about conflicts or file masters required, only skimmed the descriptions, if the picture looked good I downloaded it and installed it and a dozen other mods at once before trying to run the game. I gradually learnt about this stuff and started modding usin my Commodore VIC20 honed programming skills :). I have NVSE for other peoples mods I play, I haven't needed it for my own yet though have come close a few times. I guess we have to consider not everyone using mods is as computer skilled as the people writting mods. So the less complex they are the better at times. Then again I only installed NVSE because a mod looked so good that I needed it to run it, I didn't even know what NVSE was till later, I just needed it and the mod maker had a link in the description so installed it.
  7. Your avatar is Kim Possible Yuri. I don't think I need to take your opinion on this into account. Haha my thoughts exactly every time I see them. Whether its on the front page of the Nexus or on the courier in some random video tutorial/showcase, its just like...ugh. I get annoyed because I'm the type of guy that is very big on immersion. Being the hottest chick in the wasteland with neon blue glow map silky armor breaks that immersion. (Besides, walking through the wasteland like that, you might as well wear a big-sorry mods- "RAPE ME" sign) But the designs for these armors are usually high quality, very impressive works. So I can't even complain half the time. That's my .02 I admit most are well designed, but they don't fit into the wasteland. I wouldn't mind if they had more Lore Friendly stuff, like some 40's-50's sexy dresses, then I wouldn't mind, I'd probably download that. However, when I see something that looks like something out of an 80's Porno, it's makes me cringe. Damn hiz animez avatarz iz ruining my forumz immerzion cause it izn't lorz friendlez with my verzion ov teh internetz ;) Just stop watching me play Fallout if you don't like my sexy characters, play your own version :P
  8. Ehm' date=' captainjackass, I think you got something wrong there. It is [b']not[/b] lore-friendly. It does not fit with the Fallout universe. Aliens is one thing, Power Rangers a whole other story... It's still good for a fun mod, though. Mm...I'd actually have to disagree with that... The Rangers were never exclusive to Earth to begin with, if I recall correctly. I know there were Rangers from another world entirely at one point. So given that Fallout is an alternate reality to our own, it could make sense that the Power Rangers would exist and come about at this time. Like my earlier comment, it doesn't really fit in with the rest of the game, but I suppose it could be made lore friendly if done right. The Courier gets recruited as a new ranger to help rebuild the world and fight the forces of evil! It may not be laor friendly with the Fallout universe but all you have to do is write yourself a 1 paragraph alternative history for your Fallout game and ka-bang it's lore friendly for you to use as much as you like, personally all I have to do is imagine Bubble Gum Crisis or whatever to be lore friendly and start playing, it's not like anyone online has to see it, if Fallout was a MMO or Multiplayer you'd have a problem :)
  9. I'm using IE8, my systems a few years old but seems pretty stable, I've noticed a lot of little obvious bugs others have reported that I'm confident will be ironed out, it's hard to get used to change at times I guess as we get older, I guess it just a feeling of being suddenly becoming a beta tester :) OS Name Microsoft Windows XP Home Edition Version 5.1.2600 Service Pack 3 Build 2600 OS Manufacturer Microsoft Corporation System Name QUADCOREDESKTOP System Manufacturer Gigabyte Technology Co., Ltd. System Model EP45T-DS3R System Type X86-based PC Processor x86 Family 6 Model 15 Stepping 11 GenuineIntel ~2400 Mhz BIOS Version/Date Award Software International, Inc. F2, 18/06/2008 SMBIOS Version 2.4 Windows Directory D:\WINDOWS System Directory D:\WINDOWS\system32 Boot Device \Device\HarddiskVolume1 Locale United States Hardware Abstraction Layer Version = "5.1.2600.5512 (xpsp.080413-2111)" Time Zone E. Australia Standard Time Total Physical Memory 4,096.00 MB Available Physical Memory 2.49 GB Total Virtual Memory 2.00 GB Available Virtual Memory 1.96 GB Page File Space 5.09 GB Page File D:\pagefile.sys Graphics Card GeForce 9800
  10. I like to think there's some good stuff from tthis but the width is a big problem for me being partially blind. I've lost over a third of my screens usefulness, over 33% efficency loss from an upgrade. It seems wordpress style is becoming the new standard, might as well put duct tape down the sides of my widescreen monitor or turn it 90 degrees. I wonder how well it would go down if they startewd doing this to TV, books & magazines. Every forum I've been on where this has been introduced has had the same complaints from users about screen width. But it seems to never be considered by people upgrading due to the SEO benifits.. I also have issues with downloading, it's a 50/50 chance of the box apperaring at all, then whether it disappears permanently when I ok the download file security thing. I also can't right click and open updated mods from the latest files page in a new tab anymore, I have to open a latest files page for each mod I want to open then open the mods. Doubling the number of clicks required to do most things. It's just backward evolution and seems to be so common nowdays.......................... But I will keep plodding through hoping the feedback will bring changes and most of the fixable issues are resolved eventually, many just being new bugs to be ironed out. Over all I like the look of things otherwise, but pretty pictures for reduced efficiency/functionality doesn't float my boat :)
  11. Yeah it always seems a bit strange to me, I've tried increasing the number of projectiles but it doesn't seem to work on buckshot, though somehow it does seem to work for coinshot, I suspect the projectile speed needs adjustment.
  12. I'm sure a lot of modders already address this one with their own mods, I've noticed nearly all the Vanilla buildings have the stupid blocked stairways forcing players to do everything in a certain order, I find this annoying as I enjoy the ability to get things wrong and have to back track realistically. There should be more backdoors, elevators that take you straight to the boss etc. I'm not sure how much of a pain it would be to unblock the stairways throught the game, but then again it just might be food for thought inspiring something new.
  13. Look in some of the superhero costume set mods, they are there in one of them.
  14. I could be wrong but I thought there was a Deadpool in one of the Superhero costume packs
  15. this doesn't work for me... the GECK is still the same :) It didn't work for me either till I reread the instuctions and reinstalled it again, you have to start GECK POWERUP and it should start the GECK . It's worth getting it going will save a lot of sanity, check you have the latest version too :)
  16. I'm assuming you don't have GECK POWERUP 1.4 installed it is in the FNV Nexus, when installed it will tell you which line is prevening your scripts from saving and what the problem is :) Be sure to read the install instructions and create a new shortcut to start GECK with it instad of the normal GECK shortcut.
  17. I've added more money in the form of NCR money to a lot of merchants in my Paper Money mod but it's only an extra thousand or so worth of NCR notes. But I've also added money to a lot of NPC's, it seemed funny so many people had weapons bu no caps.
  18. I wouldn't delete them, just repoint them from the weapons they used to the weapons you want so it might say "WithAmmoBrushRifleLoot" but actually give you a Varmit Rifle & 5.56 rounds. Might save a lot of NPC's suddenly lacking weaponry :) Personally I just take their guns repair them to reduce the number of them to carry then sell them.
  19. Yep I've been adding lists instead of weapons in other mods and it works fine I had actually left the 1 1 100 on the end of the lists, so I guess it just ignores it :) Someone else on the forums here taught me this trick, so pass it on :)
  20. most definitely not. from what i've seen it's -2300 iirc, just right-click cell name -> edit and look it up :-) p.s.: i assume isswimming checks for the navmesh which doesn't affect the player, that might be why it returns 0 I wanted to know this too but gave up trying as there's no way to work out if the player is swimming in placeable water, whic is both of the largest dams in NV and many smaller water sources, the only real water is down at cottonwood I believe.
  21. Apparently if another mod overwrites your Levelled item lists they are wiped, last loaded mod wins, the only way to be sure is to add items to the lists by script, then the script just adds your stuff to whatever list is present when it runs. To prove this is the issue put your mod last in he load order or look at your levelled list in FNVEdit. To do by script isn't as scary as it seems, you need to add a Quest for the script to run in with "Start Game Enabled" ticked, I'll try add an example to this for you. scn 0AddDuctamiteToListSCRIPT BEGIN GameMode ;******************************************Ductamite****************************************** AddFormToFormList Everything WeapNVDuctamite AddFormToFormList NVAllWeapons WeapNVDuctamite AddFormToFormList WeaponListRangedALL WeapNVDuctamite AddFormToFormList PerkCowboyWeapons WeapNVDuctamite AddFormToFormList WeaponGrenadeMineLIST WeapNVDuctamite AddItemToLeveledList LootNVDynamite75 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier2Explosives25 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier2ExplosivesLegionRecruit35 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier2ExplosivesMercenary35 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier2ExplosivesMixedEven WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier2ExplosivesVeteran35 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier3Explosives WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier3Explosives25 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier3Explosives50 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier3Explosives75 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier3ExplosivesMixed WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier4ExplosivesMixed WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier4ExplosivesMixed25 WeapNVDuctamite 1 1 100 AddItemToLeveledList LL2Tier4ExplosivesMixed50 WeapNVDuctamite 1 1 100 AddItemToLeveledList LootNVExplosives100 WeapNVDuctamite 1 1 100 AddItemToLeveledList VendorWeaponsExplosivesCommon WeapNVDuctamite 1 1 100 AddItemToLeveledList VendorWeaponsExplosivesCommon75 WeapNVDuctamite 1 1 100 AddItemToLeveledList VendorWeaponsExplosivesRare WeapNVDuctamite 1 1 100 AddItemToLeveledList VendorWeaponsExplosivesTier2 WeapNVDuctamite 1 1 100 AddItemToLeveledList VendorWeaponsExplosivesTier3 WeapNVDuctamite 1 1 100 stopQuest 0AddDuctamiteToLists END The first line is the name of the script. Create the quest first then create the script, change it from an "object" script to a "quest" script in the little pulldown box, then save the script, if it closes on the little "x" box all is good, then go to the quest and on the first page use the little script pulldown box to add the new script. If you have trouble saving the script I suggest you add GECK PowerUp 1.4 (it's here on Nexus, make sure you read the instructions and create a new shortcut to start GECK using GECK PowerUP) as this will add error messages so you can find your typo. Unfortunately the vanilla GECK has no error messages, it just refuses to save if there is anything wrong. You would replace "WeaponNVDuctamite" with your item. The first name is the FormList or Levelled Item List you are adding it to. 1 is the level of the Player to get the Item, the next 1 is the number of items added, and the 100 means they are at 100% health. Form Lists don't have all the numbers on the end. You may not need this many lists to add of course. The "StopQuest" at the end has the naame of the Quest in it you add the script to, makes the script only run the once.
  22. In Geck you can open up the clothing files and change the body slot they are worn on. The names of the slots don't mean anything except the uppertorso one which is where the body shape is worn, the others all are just nametags, a beelyring will appear in the same place egardless of which slot you wear it on. Possibly the head slots may not be suitable either. Check the other clothes you are planning on wearing and make sure your new belly ring isn't going to remove your pants or boots :)
  23. There is an "PlayerIsIndoors" flag you can use with an "If then" condition in the object effects that should do the job "PlayerIsIndoors" = 1 when they player is in a building or tunnel/sewer etc
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