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Track10

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  1. I Want to stop Objective 1 to stop showing when I set Objective 2 to complete and Objective 5 to show. I guess it's kinda hard to explain, but thats exactly whats happening. I do the code mentioned in my first post and Objective 1 decides it wan to show up, for some reason, which is what I want to stop happening, cause that's not supposed to happen. But I'll try some creative scripting, and see if I can fool Objective 1 to stay hidden :)
  2. Yeah, but for some reason my Objective 1 would show up on stage 5 but not on stage 2 which I thought was weird and what I think is even more weird is that Objective 3 doesn't behave like that. so the Result Script from the Dialogue should go like set aaDinnQuest.DinnPCHelp to 1 if (GetStage aaDinnQuest == 2) SetObjectiveCompleted aaDinnQuest 2 1 SetObjectiveDisplayed aaDinnQuest 1 0 endif SetStage aaDinnQuest 5 or am I wrong once again? :)
  3. nVamp got a whole lot of those mods in your load list incorporated into them so I would clean up your mods and only have what is necessary after that.
  4. Hey guys. I'm having some trouble with my quest objectives. Example. Very Simplified. Objective & Stage 1 : Found a note, Track down this Bob mentioned in the note. ( associated script, if MetBob =0 SetStage 1 ) Objective & Stage 2 : Found a Note. I probably wanna show Bob this. ( associated script, if MetBob =1 SetStage 2) Objective & Stage 3 : Showed Bob the note, but decided not to help. I can talk to him later if I want to help (associated script. if PChelp = 0 SetStage 3) Objective & Stage 5 (4 doesn't exist) : Bob wants to track down the people. (associated script. if PCHelp = 1 SetStage 5) Now lets assume MetBob = 1 so Quest Stage is 2 (This works btw, Quest stage/objective 1 is hidden) and I go talk to bob and I decide to help him, it should trigger Stage 5. Now my problem is, Objective 1 also shows up on my interface instead of being ignored, when doing SetStage 5. I think it's very weird, and I can't hunt down what specific thing is triggering this kind of behaviour. Anyone got any ideas? Thanks in advance. Result script from Dialogue goes like this set aaDinnQuest.DinnPCHelp to 1 if (GetStage aaDinnQuest == 2) SetObjectiveCompleted aaDinnQuest 2 1 endif SetStage aaDinnQuest 5 Could this be a issue?
  5. Yeah I figured it out. Thanks to both of you, and kudos as well. It was just me being plain stupid. I didn't check the use info window good enough to figure out that the script was attached to a Misc Item that had the same model as a holodisk. xD Spent 5 hours or more trying to figure that out. haha. Now the quest triggers probably. A new problem has surfaced though. Trying to get Dinn to approach the player with forced dialogue, but it doesn't seem to go that well.. It works sometimes and other times it don't (most of the times it doesn't though) :/ Wish me luck :D Thanks again
  6. HasBeenHired is so the Game knows he's been hired before, so he opens up specific dialogue & control how his quest starts and develops. JakeDinnHired is if he is currently hired so I can open up the tactics options and so on. Yeah when I loot the note the script doesn't activate, and you can't associate a script to a note like you can to an object, which is why I have this problem. I had hoped the Player.AddNote got that fixed, cause that how they went about with the "Great Khan Hospitality Note" but I guess not.
  7. Hey guys. I'm having a little issue with a quest I am working on. I want the quest to start when you pick up a specific note I've created, but I can't for the life of me figure out how to set the script up for this. I can't add a script to it since its a note, which is all I've been able to find on Item Activation Quest. Now I could make it into an Object and add the script it need to that, but that will probably break where the note shows up, so that sounds like solving a problem only to make a new one. I've tried to see what happens with other quests where notes are involved but I can't seem to find anything useful. I tried using the script from "They Went That-a-way" when it checks for Jessup's note, but that didn't work. I originally set out to find out how the Note, in Manny's terminal, advanced the quest. The note is called VNovacGreatKhansNote and I found a script called "VMQ01NoteObjectSCRIPT". Modifying this script to go like scn aaDinnQuestActivatorScript BEGIN OnAdd player Player.AddNote 01DinnSquadReport1 if (JakeDinnREF.HasBeenHired == 0) SetObjectiveDisplayed aaDinnQuest 1 1 elseif (JakeDinnREF.HasBeenHired == 1) && (JakeDinnREF.JakeDinnFired == 1) SetObjectiveDisplayed aaDinnQuest 2 1 elseif (JakeDinnREF.JakeDinnHired == 1) SetObjectiveDisplayed aaDinnQuest 5 1 endif set aaDinnQuest.DinnNotePick to 1 END Doesn't change anything. Is there a command to see if the quest is even loaded when I launch my game? Maybe that could be the problem? Any help would be greatly appreciated. Thanks in advance :)
  8. Yeah this was just a "How do I?" really. and I just chose to make a gun because they're interact able. The flickering, I guess is because I just selected all vertices and did a unwrap, instead of selecting only the "outer" (visible) faces, and that's the correct way to do it, right? :) The stuff you mentioned, Quetzlsacatanango, worked and I can now pick it up. Baduk, I did do a Ctrl+A "Scale & Rotation to ObData" after making my collision mesh. I also did a scale & Rotation with the Vanilla Service rifle. Imported it, with scale 1.0 and scale correction 100 and exported with scale correction 100. Is that the fault of the scale issues I'm having in Nifskope? Should the scale correction be changed? I'm not quite sure what Weapon OL is. (Maybe Weapon Overlay?) and I'm not quite sure how to set it up. I did set up some stuff under "Logic" like mentioned in the "Creating a sword for Fallout" Tutorial. Is this what needs to be changed? I did also change the havok material in the export menu, to weapon. Animations isn't really my main focus right now, but will be in my next project. I'm gonna try to import the service rifle and convert it to a HK416, or will it be easier just creating it from scratch? The Rifle I'm working on now is not created with any particular rifle in mind. It's just a "handmade", so to speak, by me sitting down and drawing some lines and using some knowledge I have from my time in the army. Thanks for the awesome help guys! It's really appreciated :)
  9. Hey guys. I've recently decided to get into the deal of making 3d objects in blender, and eventually importing them to NV. This is all part of a learning schedule, I've made. Now I've created my first project, a gun, not something amazing, but it was great practice trying to get it look cool. It's way to pointy. Not really detailed, and yet I have almost 7 times as many vertices as the Vanilla Service rifle. I now want to export it and try it in game. I've exported as a NIF from blender, and made a Edit on the Editor ID of the service rifle (saved as new Editor ID as well), in Geck with the info on the gun. Dropped it in Doc Mitchells house. Enabled the Mod and started up the game. Now here comes my problem. I can see the gun, but I can't interact with it. It floats, for lord knows whatever reason. The texture seems to flicker off and on, but that might be because of my not so detailed UV Map. I've tried to open 2 nifskope, and then copy over the NiTriStripsData/bhkCollisionObject from my Gun to the Service rifle, but for some reason, my gun ends up scaled huge, not alligned to ZXY grid and being upside down, so that wasn't really helpful. I've even tried following the "Creating a Sword for Fallout" tutorial (just the export/import buisness) but to no avail. Can anyone be able to point me in the right direction? Thanks in advance.
  10. Hey guys. I'm new to this so please be as constructive and clear as possible, Thanks :) I'm working on a mod called "Weapon Specialization Perks" (WSP for short) which add in perks so you can specialize in different weapon types like Shotguns, Rifles, Pistols and so on. I'm pretty much finished with the mod for Vanilla but how do I make this mod compatible with other mods that adds in weapons, like FOOK & Classic Fallout Weapons - New Vegas? It's made with quest scripts to see what rank people qualify for and by using Form List added to each perk, so it knows which weapons to affect. Now I've tried to create a new esp under the "Vanilla" one, called WSP - Preorder, and dragged whatever new weapons into the old FormList, then loading that esp after the WSP.esp but that doesn't seem to work. The pre-order weapons doesn't get affected. Should I create a new FormList for each mod, that I want to make it compatible with and add that FormList to the Perk, in a different esp file? Or should I just make a copy of the original esp and then put in the weapons? Maybe I should create a master file? (though I have no idea how to do that) I'm really flat out confused and I don't want to break anything, so I was hoping you guys could help. Thanks in Advance :)
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