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Linked doors not working in game
Saxxon91 replied to Saxxon91's topic in Starfield's Creation Kit and Modders
They are. And in other mods I'm working on the doors work fine even in areas that aren't navmeshed yet. -
Linked doors not working in game
Saxxon91 replied to Saxxon91's topic in Starfield's Creation Kit and Modders
Yes, they're linked through the teleport tab. I've tried unchecking it and doing it all again and even deleting the doors entirely and starting over but I still can't get them to work. -
I've been working on a mod that adds a new location but I've hit a brick wall while trying to connect my interiors to my worldspace. In the creation kit they're linked; I can go between them by double clicking the markers but when I try to test them in game they don't work. I've been trying to figure this out for months now. In the exterior they just play the opening animation but do nothing and if I try them from the interior I just get stuck in an infinite loading screen. The strange part is, when I tested in after navmeshing just the interior the doors would work but only one way (From outside to inside) but since navmeshing the Exterior they've stopped working again. I tested out a door on the other mod I'm working on and it works perfectly fine even though neither the worldspace or interior in that mod are navmeshed. I set them up in the exact same way, as far as I'm aware, so I have no idea why they're working for one mod but not the other. I'm honestly starting to wonder if something about the mod is completely broken somehow
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I've been working on a mod for a few weeks now but I encountered a problem the other day after adding a door from my worldspace to an interior. The doors are linked in the creation kit and I can go between them by double clicking the marker but when I test it out ingame they simply don't work. The outside door just plays the opening animation but nothing happens and the inside door just takes me to an infinite loading screen. I've tested it as both an esp and an esm and it's the same regardless. Anyone have any idea how I can get them to work? I've been trying to figure it out myself but I really don't see what I could be missing.
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The Option to Park in Space and Move About the Ship
Saxxon91 replied to megadavesupreme's topic in Starfield's Mod Ideas
You can get out of the pilot seat and walk around the ship at any time, hold E while flying. -
I've been stuck trying to get this to work for a few days now and have tried a few different methods. What I'm trying to do is have a quest stage where the player sits at a table and listens to a conversation between 5 characters. The closest I've gotten is that the first character says his first line when the player sits down, but then it just stops, the next guy to speak won't say his line. I based it on this tutorial here: http://geck.bethsoft.com/index.php?title=Three_Way_Conversation_Tutorial Here are the scripts I have so far. Quest Script: scn SXHMQ02QuestSCRIPT Short StartTalking Short iPlayerSitting Short DoOnce Begin Gamemode If DoOnce != 1 set StartTalking to 0 set iPlayerSitting to 0 set DoOnce to 1 endif end Players Chair: scn SXHRRPlayerChairSCRIPT begin OnActivate if IsActionRef Player == 1 && SXHMQ02.iPlayerSitting == 0 && Getstage SXHMQ02 == 20 set SXHMQ02.iPlayerSitting to 1 Activate set SXHMQ02.StartTalking to 1 else Activate endif Activate end Speaker 1 (Tommy) SCN SXHTommyRRSCRIPT Begin Gamemode If SXHMQ02.StartTalking == 1 && Getstage SXHMQ02 == 20 SXHTommyRRREF.sayTo SXHBartonRedRoomREF SXHMQ02GroupConv01 endif end Begin SayToDone SXHMQ02GroupConv01 SXHBartonRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv02 End Begin SayToDone SXHMQ02GroupConv03 SXHBartonRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv04 End Begin SayToDone SXHMQ02GroupConv06 SXHOscarRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv07 End Begin SayToDone SXHMQ02GroupConv08 SXHNikkiRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv09 End Begin SayToDone SXHMQ02GroupConv10 SXHTommyRRREF.SayTo SXHArchieRedRoomREF SXHMQ02GroupConv11 End Begin SayToDone SXHMQ02GroupConv11 SXHArchieRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv12 End Begin SayToDone SXHMQ02GroupConv14 SXHTommyRRREF.SayTo SXHBartonRedRoomREF SXHMQ02GroupConv15 End Begin SayToDone SXHMQ02GroupConv15 SXHBartonRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv16 End Begin SayToDone SXHMQ02GroupConv17 SXHNikkiRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv18 End Begin SayToDone SXHMQ02GroupConv20 SXHOscarRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv21 End Begin SayToDone SXHMQ02GroupConv24 SXHTommyRRREF.SayTo PlayerREF SXHMQ02GroupConv25 End Speaker 2 (Barton) SCN SXHBartonRRSCRIPT Begin SayToDone SXHMQ02GroupConv02 SXHTommyRRREF.SayTo SXHBartonRedRoomREF SXHMQ02GroupConv03 End Begin SayToDone SXHMQ02GroupConv04 SXHBartonRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv05 End Begin SayToDone SXHMQ02GroupConv05 SXHTommyRRREF.SayTo SXHBartonRedRoomREF SXHMQ02GroupConv06 End Begin SayToDone SXHMQ02GroupConv16 SXHTommyRRREF.SayTo SXHNikkiRedRoomREF SXHMQ02GroupConv17 End Speaker 3 (Oscar) SCN SXHOscarRRSCRIPT Begin SayToDone SXHMQ02GroupConv07 SXHTommyRRREF.SayTo SXHOscarRedRoomREF SXHMQ02GroupConv08 End Begin SayToDone SXHMQ02GroupConv19 SXHTommyRRREF.SayTo SXHOscarRedRoomREF SXHMQ02GroupConv20 End Begin SayToDone SXHMQ02GroupConv21 SXHArchieRedRoomREF.SayTo SXHOscarRedRoomREF SXHMQ02GroupConv22 End Begin SayToDone SXHMQ02GroupConv23 SXHTommyRRREF.SayTo PlayerREF SXHMQ02GroupConv24 End Speaker 4 (Nikki) SCN SXHNikkiRRSCRIPT Begin SayToDone SXHMQ02GroupConv09 SXHTommyRRREF.SayTo SXHNikkiRedRoomREF SXHMQ02GroupConv10 End Begin SayToDone SXHMQ02GroupConv18 SXHOscarRedRoomREF.SayTo SXHTommyRRREF SXHMQ02GroupConv19 End Speaker 5 (Archie) SCN SXHArchieRRSCRIPT Begin SayToDone SXHMQ02GroupConv12 SXHArchieRedRoomREF.Say SXHMQ02GroupConv13 End Begin SayToDone SXHMQ02GroupConv13 SXHTommyRRREF.SayTo PlayerREF SXHMQ02GroupConv14 End Begin SayToDone SXHMQ02GroupConv22 SXHOscarRedRoomREF.SayTo SXHArchieRedRoomREF SXHMQ02GroupConv23 End I've also tried to do it by linking the lines together in the conversation tab of the quest but that doesn't work either. What happened then is that Tommy and Barton exchanged their lines as they should but then when the third character (Oscar) is supposed to join in the conversation ends and they both say goodbye to each other. Any suggestions would really be appreciated because at this point I have no idea what else I can try.
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Trouble with object script/messages
Saxxon91 replied to Saxxon91's topic in Fallout New Vegas's Mod Troubleshooting
Okay so I've changed that and now some of it works. Do nothing works, having 80+ medicine works and cutting off the arm kills the patient but doesn't remove his arm. Having between 80 and 60 medicine, and having less than 60 medicine still don't work at all. -
Problem with removing masters from esp
Saxxon91 replied to Saxxon91's topic in Fallout New Vegas's Mod Troubleshooting
Never mind, sorted it out -
So I accidentally left my DLCs checked while working on a mod and have them set as masters. I've tried removing them in fnvedit but for some reason after doing so I'm left with duplicates of vanilla cells (Including an entire worldspace) that I added things too. The original cells have none of the additions I've made and instead the duplicates have all the changes as well as everything from the original. Is there any way I can remove the DLCs as masters without duplicating these cells or will I have to copy over all the things I added to the original ones?
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So basically the story is I have a quest where the player must examine an npc who's in a coma and use their medical knowledge (If they have any) to help them, the problem is, no matter what I do it doesn't seem to work. I've attached an object script to the npc so instead of talking to him a message pops up saying he's in a coma (except sometimes it doesn't) On one quest stage there's a different message that gives three options but only some of them seem to work, and only some of the time, so I really don't know what's going on. Here's the script attached to the guy at the moment, I've tried a bunch of other ones too though and none have worked. scn aaaWHSQSickMinerScript Short Button Begin OnActivate If Getstage aaaWHSQ02 != 10 Showmessage aaaWHSQ02MinerMessage0 ElseIf Getstage aaaWHSQ02 == 10 Showmessage aaaWHSQ02MinerMessage1 Endif End Begin Gamemode If Getstage aaaWHSQ02 == 10 set Button to GetButtonPressed if Button == -1 Return elseif Button == 0 Setstage aaaWHSQ02 20 Return elseif Button == 1 If player.GetActorValue Medicine >= 80 showmessage aaaWHSQ02MinerMessage2 set aaaWHSQ02.bAlanLives to 1 Setstage aaaWHSQ02 15 ElseIf player.GetActorValue Medicine >= 60 && player.GetActorValue Medicine << 80 showmessage aaaWHSQ02MinerMessage3 set aaaWHSQ02.bAlanDies to 1 Setstage aaaWHSQ02 15 ElseIf player.GetActorValue Medicine << 60 showmessage aaaWHSQ02MinerMessage4 WHSQSickMinerREF.Kill Setstage aaaWHSQ02 90 elseif Button == 2 showmessage aaaWHSQ02MinerMessage5 WHSQSickMinerREF.Kill DismemberLimb.4 Setstage aaaWHSQ02 90 EndIf endif end What I want is for the normal message; when not on stage 10 of the quest, to not have any options and prevent the player from speaking to him. On stage 10 of the quest the message gives the three options: 1. Do nothing to the NPC, quest stage advances to 20 2. Operate on the NPC, if the players medicine skill is over 80 they survive and make a full recovery. If the players medicine skill is between 60 and 80 they survive but will die later on and if the players skill is lower than 60 they will die during the operation and the quest fails. 3. Cut off the patient's arm and kill him. (then fail the quest) I really can't figure out where I'm going wrong with this, I've done something pretty similar in a quest before and I never had any trouble with that so if anyone can help figure this out I would really appreciate this.
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Okay so I haven't done any modding for a while but today I opened up the geck and found a very strange problem. I went in to check the script on a line of dialogue only to find the list of dialogue topics that's normally down the left of the window is completely blank, I then went to look at another to see if it was just that quest that wouldn't show them and it actually looks like that's the case for every single one of them. So basically I cant do anything with dialogue any more. Does anyone have any clue what would cause this and how I can fix it?
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Well obviously I can't speak for someguy. But as a quest modder myself I'm finding the idea of a voiced protagonist pretty exciting, provided we have plenty lines of dialogue to pick and choose from and maybe some voice actors that sound similar to the main character. It's obviously going to make things a bit more difficult, but if done right I think it's going to lead to some great story based mods.
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(WIP) Desmond Harper Companion - Big update
Saxxon91 replied to Saxxon91's topic in Fallout New Vegas's Discussion
Not well unfortunately. I've been very busy with real life for a while now so I haven't had the time to work on it for ages. For now the whole projects being put on hold until I actually get some free time, sadly that may be a while. -
Nav Meshing World Space Help
Saxxon91 replied to RangerBoo's topic in Fallout New Vegas's Discussion
You can't simply connect them between cells, what you have to do is put the points right on the edge then when you hit finalize all the lines on the borders should turn green. -
Another female outfit request
Saxxon91 replied to Stronglav's topic in Fallout New Vegas's Mod Ideas
It's from here: http://www.nexusmods.com/skyrim/mods/50814/? Permissions say you can't use it in other games though.