Jump to content

greggorypeccary

Premium Member
  • Posts

    232
  • Joined

  • Last visited

Everything posted by greggorypeccary

  1. I did both those things. Thanks again I appreciate the help. If you check the comments section omy mod you'll see a special mention of your help.
  2. Willow without a seconds hesitation. Followed closely by Wendy Gilbert. They are very different but both very well done.
  3. Thank you. So any mod that adds people shoud be an ESM? I did not know.
  4. I recently uploaded my mod " Novac Public Library" and am excited. However while I was putting images on my page I noticed an African American with a white body . So, I went in game to check and sure enough there it is. Actually all people That I made have white bodies. Now I didn't notice this until now, but I find it hard to beleive that it was always like this. I mean, I would have noticed it when I was making them ... right? So I tried to fix them in the geck. No luck. I tried making new npcs. No luck. I went into the ini file and added the facegen line, even though I have the opposite problem ( white bodies not white heads ) than the one its supposed to fix. No luck. I looked everywhere I could think of, all I can find deals with white heads , mine is backwards. Is it something I did wrong? Has it happend to others? Is it the result of a texture mod? Can anyone help?
  5. If anyone has been following this. I found that magazines are not books they are food. changing his sellables to food allowed him to sell magazines.
  6. There was no sarcasam intended. And I don't even see why you would think there was. When I wrote that I thought it would work. The reason I am back though is that it didn't work. Do I have to delete the container and make a new one? (edit) I have since deleted the vendor container and created a new one , filled it with magazines linked to my vendor . In the game its books. Huh?
  7. Thanks. I was waiting 3 days. In the saloon.
  8. Its funny how trying to fix something that you did wrong in the begining of your ( or mine at least ) mod , is alot like trying to fix the foundation of a house of cards. Anyway I have everything done . My mod "Novac Public Library " , which was a labor of love. One that I am excited to share with everyone is done! All I need to do is make a page to put it on. Oh yeah and fix just one more thing. just one little thing. A small itsy bitsy teeny weeny tiny thing. I accedently put books into a vendor's crate in the vendorcrate cell for my npc to sell. The problem is they were supposed to be magazines. There is a specific reason that they have to be magazines. No matter what I do in the geck, in game it is still books and no magazines. Can anyone help? Thank you G.
  9. Hello, I am known on the Nexus as greggorypeccary. I have a new mod comming out very soon. You may have seen a few images recently, its called " Novac Public Library". It is a voiced quest mod. It is a complete quest that has a begining and an end , there are rewards and lasting game assets. It is very lore friendly. The library itself is very dynamic and grows and changes with the story. It is really a beta test. It is the first part of a longer story. When the complete mod is released it will be included within it. rest assured though you won't feel cheated in any way for downloading and installing this. Now onto the point . The main character " Shakespear" collects books. He has a library. I Think I may have a good idea. I was thinking of putting a terminal in the library. On the terminal would be short stories that could be read in the library. Ulimately I would like those stories to be written by you. The nexus community. The fan fiction writers. I know that there are some fantastic authors out there. You would get full credit for your work. The stories would have to be relatively brief for obvious reasons. They would have to be good. ( I tried to say that as nicely as I could but somehow it sounded condecendiing, so I went for blunt) . I wouldn't presume to censor anybody's work, but some subjects would not be acceptable (you know what they are) The time frame I am looking at is two months "give or take". Anyone interested please pm me Thanks G.
  10. Thank you. I appreciate you taking the time to answer my question. And I have to say again that I really liked your Bounties mod. They were some of the mods that inspired me to give it a shot.
  11. I got everything working, but I am always interested in learning . so if you are willing to share I'm willing to listen.
  12. The funny thing is that I have written about ten scripts for this mod but it only mattered on these particular result scripts. But yes I did get the 000 name idea directly from a tutorial
  13. Thank you viennacalling andTrickvVein and jazzisparis. I tried changing the zeros to A's and that worked. I knew it was something simple. G. (edit) Really I mean it Thanks! Everything is working!
  14. i have all my cells and doors created. The doors are set up as teleports. I placed an xmarker at each door. I made the xmarker the parent to each of their assigned doors. Now I should be able to enable or disable the doors by enabling or disabling the xmarker parent. The problem comes when I go into quest stage result scripts to enable/disable the xmarkers. I gave the xmarkers ref editor id 000npl1a , 000npl1b, 000npl1c. If I type 000npl1a.enable or 000npl1a.disable into the result scipt the script won't save. None of them will work. I have also tried enabling/disabling the doors themselves without using the xmarkers. I am sure that whatever I am doing wrong is minor. I probably just omitted something. Can anyone tell me what I am doing wrong? It seems so simple that nothing should be a problem, but here I am tearing my hair out. This is the very last thing I need to do to complete my mod. Thanks in advance G.
  15. Help from anyone with the knowledge and time would be greatly appreciated. I searched Tutorials and the Bethesda Wiki and the forums as best I could but couldn't find anything about this. I'm trying to make a door open into different cells depending upon what stage the quest is at. I thought that it must be a sript on the door itself but I looked at the afterschool special mod ( which is a mod that does what I want to do, I think.) but I don't see any scripts on the doors. As a matter of fact I can't see how it is done at all. so as I said I will be gratefull for any help.
  16. First let me say that your Bounties mods are some of my favorites and I am happy to see that you are adding to them. I see you mention "evolving" dungeons . I assume that you mean that the dungeon will change depending on what quest stage you are in. I am working on a mod right now that i would really like to do that in. How do you do that? If you could point me in the right direction I would appreciate it. (I think I figured it out. You don't add to the cell , you make the door send you to a new cell with the changes in place. Right? )
  17. I am not familiar with some of your mods but I do know that cinematech should not be in the middle of the official dls. So I would say that it is not right. Do you use the boss that comes with fomm or the stand alone version? I find that the standalone is more reliable and dosent crash everytime I try to update it.
  18. Thanks. I knew it had something to do with multibounds but I just couldn't narrow it down to the right answer. I was looking at the ini. So I was heading in the right direction but you saved me a lot of head scratching and trial and error, not to mention time.I have to wonder why this occurs? Or why there is no mention in the tutorials? You have helped me in the past and I can only say that I am glad that there are people like you , who will take the time to help. On another subject I am using your Wendy Gilbert mod right now. I found her in Primm this time . She is a great companion that I reccomend to everyone.
  19. I have made my house and navmeshed and cluttered all of it. When I make the room boxes and save ,everything seems fine ,but if I close the geck and reopen it The only things visible in the render window are the room boxes. It dosent matter what I have checked in the show\hide menu. I am assuming that it is just my lack of experience and that it is as simple as not knowing the right key to press. This small problem has me stopped in my tracks . I would be grateful for any help. thanks G.
  20. Thanks guys I'll check it out. I was thinking that since all dlc's are out And the game will most likely not be updated anymore ,that maybe I'll put it on both sites at the same time.
  21. I have been working on a mod for Fallout 3 and am wondering how difficult it would be to move it to New Vegas. It uses nothing but original Fo3 resources and does not need any dlc's . Is it possible ? is it too difficult ? will it cause bugs and glitches?
  22. my game crashed while I was playing. We are having a thunderstorm and the power also went out. When it came on I found steam had updated to a new non nvse friendly verson . I found that if you start using the steam launcher you get a message telling you to update nvse then the game starts .So you can play.
  23. The authors name needed to be all caps. {BASHED PATCH].
  24. I just started using wrye flash . When i installed it a blank bashed patch appeared among my mods in the mods tab. I used it and made a bashed patch. It worked fine. After adding more mods I wanted to make a new bashed patch. I deleted it from FOMM. {maybe I shouldn't have done that}. I now had no bashed patch in my list on wrye bash. I copied the blank bashed patch from the extras provided in the installation of wrye flash. I pasted it into the data folder of fonv. It showed up in the wrye flash load list with no author. I changed the blank author to "Bashed Patch". Now when I right click the bashed patch the rebuild patch option is greyed out and cannot be accessed. Please help . Thank you.
×
×
  • Create New...