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lightguidste

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Everything posted by lightguidste

  1. easyest might be to link the lights u added to the same light bulb that the switch activates so when the switch script triggers the light youre own added lights just follow the leader
  2. might be a way around it by creating a perk as a quest reward that gives a 1 time bonus to skills but other wise dont know if u can add skills.
  3. think u mistoke the 2 quests there in the other post render onto ceasar and for the republic do not link to a note as far as i know there progress scripted i think as ceasar starts afther geting the chip back and republic on a nother triger been a while since i got that message .rep with ncr almost all ways way to high to qualify for reset infamy. think some mods folks made with quests are linked to notes i do think that the bountys in the 2 mods look like note linked .other wise the area trigger on the original geck forums where perfect for tquest trigger just need good fine tuning if u place them in the world map
  4. fallout lore wise behind the ncr outpost lies the heart land of th encr the former state of caifornia wich was the principle area in the original falout games 1 & 2 if u play the lonesome road add on there are references as to the long 15 being the only road left into the moyave desert from california.
  5. agree with the steps on top here my 1st quest started on entering the dungeon i created but i had planned on having a random corpse insome where with a note on or in it to trigger the quest a bit like a pointer quest before the main one.
  6. might be a good idee to try and contact voci as he is trying to save the project new california where reno was a important city in the layout
  7. the nav mesh did not seem to bother mods i made with things poping up / out but then i mostly made wall decorations and turrets spawn / despawn so nav meshing was not such a big deal
  8. the preference option has more to do with enabling the device for scripting and i think there is an easyer way of solving the upgrade option than creating several cells with almost identical layout by making removable / insertable items turn active / disabled thru a triger in a script saves space in the mod.
  9. the problem wil be that the main quest line has a lot of trigers to end game faction choices so wil be hard to create a mod that triggers the end sequences without faction reliability like when u chose to kill house and contact yes men afther u get a punch in the face from ncr and legion.
  10. if its just a piece of scrap paper with text on it for a quest its very simple if u want to create a holo tape with spoken text its a bit harder and i have not done those myself yet did do lot of notes related to a previous dungeon i made for f3 and those worked like a charm even when incorperating them in a quest script.
  11. could be related to the geck blocking area's in a room bound had same problem before myself with room parts inside a roombound not being visible in the geck
  12. wat is the status of the project as u have it at the moment since i did transfer some interior to darius for the lost hills bunker part and the bunker for the fort tandy underground area's curently having moding on a low burner du to work related hours but could switch game time for sto to moding some more. have some sketches already for the interiours for VC top side but was waiting to get some feedback on the project status. btw i think geting some help from other folks on nexus might be very time efficient the boneyard mod and the oil rig look promising as a side note to darius the post is still hidden think u need to transfer ownership to voci also i wonder now that the lonesome road add on has surfaced are there any plans on changing the crossing station point into ncr territory since there might be a chance of conflict with the bomb ncr / both options in the main quest line for lonesome road.
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