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Saxxon91

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Everything posted by Saxxon91

  1. I honestly have no Idea how to use GameDaysPassed... If it's not too much trouble can I see an example of how it's used, or at least point me to an example of where it's used in the game.
  2. Question's in the title, basically i have two quests done that you get from the same person. I want to have the second one become avalible a few days after finishing the first, I've tried looking into it myself but to be honest I don't really know where to start. If anyone can help me out it would be greatly appreciated. And I made the title to long... Wonderful!
  3. The game uses the wrong texture for the black suit so it always appears as the white one, this should fix it. http://newvegas.nexusmods.com/mods/37052
  4. In that case you're fine, you've done nothing wrong.
  5. Have you tried this: http://newvegas.nexusmods.com/mods/47713 ? I know it's not exactly like what you're looking for but it's similar.
  6. I think you should be okay, i think that a lot of the assets from Mothership Zeta are included in the New Vegas BSA file, as long as you didn't copy the meshes and textures from your Fallout 3 folder (If you have it) then you should be okay.
  7. do you have the someguyseries.esm and gun runners arsenal installed?
  8. You could try this as well http://newvegas.nexusmods.com/mods/35904
  9. So does that mean if I just leave him as non-essential in the geck he'll be essential in normal mode but not in hardcore?
  10. So basically for the companion mod i'm working on i've been trying to add an option to make him either essential or non- essential through dialogue but I cant get it to work. At the moment I have it so he is non essential at first and the first time you speak to him he is set essential by a result script in the greeting. This: setessential DHCDesmondHarper 1 set DHCDesmondREF.Essential to 1 (this is so its not possible for him to die until you finish his quest) That part seems to work fine but then when you tell him to not be essential nothing changes and he still won't die the result script for that is: setessential DHCDesmondHarper 0 set DHCDesmondREF.Essential to 0 does anyone have any idea how I can get this to work? It's getting really anoying...
  11. It has been made, it's right here http://newvegas.nexusmods.com/mods/44122
  12. Theres an armor that sounds kind of like what youre looking for included in here: http://newvegas.nexusmods.com/mods/42450 but it is a recource, so you'd have to add it your self and it's only for male characters.
  13. Okay it works now, thanks for the help I don't think I would have ever realised that was what i did wrong.
  14. For the new one I made it's like this ID: DHCMessagePerkRivals Icon: None Title: (Nothing) Message Box: Ticked Message Text: Your rivalry with Desmond means that as long as you health remains above 75% Desmond's combat skills will be improved. Menu Buttons: (Nothing) Item Conditions: (Nothing) the other is the same but with a different ID and Message text.
  15. Okay so i tried using the console and it wouldnt work then either. I then tried deleting those messages and creating them again but they still didn't work and i still have no idea why...
  16. Yes there is a message with that ID and no it's not misspelled, the spelling was the first thing I checked.
  17. So basicaly for my companion mod I'm adding two possible perks that the player can get that are unlocked through conversation. To hive the player the perks the result script for one of the topics is like this: set DHCQuest.bDHCRival to 1 Player.AddPerk DHCRival but when I try to add: ShowMessage DHCPerkRival I get an error when I go on compile result and it dosent work ingame. The perks themselves work fine but without a message it's not clear to the player that one has been added. Does anyone have any ideas as to why this wont work because I can't figure it out.
  18. I found this quite a useful tutorial http://www.youtube.com/watch?v=NvQCChzifyQ
  19. That's what I thought it might be because I have the radio topic last on the list of greeting and before it there are four generic greetings. I'll give what you said a go but I think I will have to have the player ask him about it because i'm terribe at getting multiple greetings to work. Edit: Thanks for the help I think i've figured it out now.
  20. So i'm working on a companion mod and as a last muinate thing I added a radio that you can use to order him around. I'm trying to make it so that once you pick it up and speak to him then he tells you what it is and how to use it but when i test it out it doesn't work in the game, it just goes onto his normal greeting. At the moment I have it so that it's one of the greeting topics with the conditions: GetIsId Desmond == 1, GetQuestvariable DHCquest bHireable == 1 and GetItemCount DesmondsRadio == 1 (runs on target) I thought this would work but apparently not, so does anyone have any ideas as to what i'm doing wrong?
  21. Map markers are listed in the GECK as static objects. You put it into the game, edit the info for it and then also put an Xmarker heading into the game and link the map marker to it.
  22. Does this happen with NPCs that are already in the vinilla game, or ones added by mods? because i'm pretty sure thats what happens if an npc has no voice type or dialogue and you try and talk to them so if it's npcs from a mod it's probably something the creator left out.
  23. i think it's beyond boulder dome that causes it but theres a fix now.
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