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LucidDreaming

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Everything posted by LucidDreaming

  1. So, in the Fallout Universe, Australia's carriers take the place of the Enclave's oil rig? Anyway, shouldn't you try a smaller mod before you embark on such a large project? Just so you get some experience and such,.
  2. This mod also adds in some locations, though it makes some other minor changes (increased weapon skill and str reqs, and harder to find loot). The good thing is, it is compatible with NVInteriors. http://newvegas.nexusmods.com/mods/38719
  3. Dialogue, yes. Voice and lip-syncing, no. The other quest things, sure. Do you have an idea of what you want them about? What settlements have grown, what groups of people there are, what special challenges are faced in Detroit, any of that kind of thing?
  4. I would love to help, but I'm not sure how helpful I may be. I'm not very creative with level designing, but I could do some work on a quest or two.
  5. Unfortunately, the geck wiki site is down for me right now, so some of these questions probably could have been answered using that. 1. Does a disabled NPC cause the same performance drain as an active one? If not, around how much less? 2. Let's say I have a disabled mole rat, who is activated by a timer. Could I activate him, then have him activated again X number of seconds after he is killed? Or would it be better to do a 'placeatme' kind of thing where I want them to spawn? 3. I forgot how to place triggers. Could someone give me a quick reminder? 4. Instead of always using an active file when adding to a mod, I would rather make a plugin file, and then combine the two. How do I do this? 5. In the arena mod I'm trying to make, what would you recommend as a good stealth:shooting:survival ratio? Like, stealth would be the tactical kind of fighting, with traps and silencers, shooting would be, well, facing the enemy head on, and survival would be crafting and loading up between rounds. Thanks for the help/input.
  6. Someone just asked recently, so here's that post: http://forums.nexusmods.com/index.php?/topic/739466-first-run-with-nv-need-the-must-have-mods/ I played on xbox, and just got it for the PC, so I haven't tried out many mods. However, the perk every level mod and the more perks mod are a great combo. Then, get a nice bugfix/overhaul mod. Also, the NVInteriors mod is worth getting, for all of the additional things to do.
  7. Thanks. I ended up just copying the entire map (it is a small world space), but the training manual will be really helpful later on.
  8. I'll go get FNVEdit and the two mod managers then. Also, I found the old post on duplicating world spaces, but could someone explain to me what it says?
  9. The water in the Ultra-Lux's bath is rad-free. The cell is called ULBath, and the water is called VULBathhouseWater. I hope this helps a little.
  10. Duplicating a world space causes the geck to freeze. I saw a thread from half a year ago that mentioned other ways using FNVPlugin or FNVEdit to duplicate the world. First of all, could anyone give a quick explanation of how to do so? Also, I notice that FNVEdit hasn't been updated in a while; nor has FOMM. Are they still worth getting?
  11. Really, you should be playing CoD. But, if you get anything, I would reccomend CaliberX and Shrapnel - The Definitive Weapon Collection. Nothing like having plenty of weapon variety (and they are so much better than the vanilla weapons). Just be careful with that many mods- it can slow your game down, and they can conflict.
  12. Okay...I don't care too much that the messages are not being shown (they were meant to be debug messages, although I guess they failed) Um, this is my first mod, and I'm really trying to do whatever works. I tried doing it as a perk, like cannibal, but I couldn't figure out how to reference the target. Yeah, when I get it working, I'm planning on doing something like the hasbeeneaten for cannibal, and making it so that you can't mine people who have been disintegrated of completely blown apart I know it's weird, but as I've said before, I based most of it off of existing traps (there is a legacy script for the unwilling suicide bomber from FO3, whether he is alive or dead). Even after rearming a trap, some still use getdistance player, or it is not apparent how enemies would blow up. Look up the script TrapMailboxSCRIPT, for where I got most of my code. Of course, it's not working, so what should I do? If I knew how mines worked, I'd do something like that. This bit is from the TrapCorpseSCRIPT. if (button > -1) set interactAttempt to 0 if (button == 0) ;player wants to rearm as a proximity trap ShowMessage TrapRearmProximityMsg set trapTriggered to 2 ;trap is rearmed so start buffer timer set trapDisarmed to 0 set bufferTimer to 10 if (trapDisarmed == 0) if (trapTriggered == 0) if (getdistance Player <= 400) mySelf.playSound OBJMegatonBombTamperArm set trapTriggered to 1 set timer to 1 endif endif if (trapTriggered == 1) if (timer >0) set timer to (timer - GetSecondsPassed) elseif (timer<0) mySelf.playSound WPNRifleLaserReloadInOut set trapTriggered to 4 set timer to 4 endif endif if (trapTriggered == 2) ;trap has been rearmed as proximity so start buffer timer if (bufferTimer > 0) set bufferTimer to (bufferTimer - GetSecondsPassed) elseif (bufferTimer < 0) set trapTriggered to 0 ;buffer time is up, trap is now rearmed endif endif if (trapTriggered == 4) if (timer > 0) set timer to (timer - GetSecondsPassed) elseif (timer < 0) mySelf.placeatme GrenadeFragExplosion 1 ; kill me bloodily kill mySelf 1 kill mySelf 3 kill mySelf 5 kill mySelf 7 kill mySelf 10 set trapDisarmed to 2 ;trap has exploded endif endif endif End
  13. when people make mods, they tend to put a tag at the start of any additional scripts, weapons, etc. that they are adding (like in More Perks, they begin with dreeperk). Since it sounds like a script, I would open the G.E.C.K. and look under scripts for something like that. When you've narrowed it down, you should be able to pick out the problematic script and delete it/modify it
  14. I think I found the actual problem. The script for the object used to add the non-playable item to the target isn't working... short button Begin OnHit Ref CattleProdTarget Set CattleProdTarget to GetOwnerLastTarget If (CattleProdTarget != PlayerRef) If CattleProdTarget.GetDead == 1 ShowMessage CorpseRearmMsg set button to getbuttonpressed If [button == 0] CattleProdTarget.additem CorpseBombGlasses40mm 1 CattleProdTarget.additem WeapKnife 1 player.removeitem Ammo40mmGrenade 2 else ShowMessage MessageFail1 endif Else ShowMessage MessageFail2 ;do nothing endif Else ShowMessage MessageFail3 ;do nothing EndIf End I assumed it was fine, since none of the error messages popped up, and the CorpseRearmMsg appeared (button '0' is the rearm button, the one I always pressed). However, I noticed that there was no deduction of 40mm ammo...what's happening?
  15. are you sure? I noticed that the LegateKnokdownScript doesn't use a reference for it...I think that I would need one if this were an object script, but it's an effect script attached to a piece of non-playable armour. And the getdistance I used from an existing trap...they should work...I'll try it later, though, and try the showmessage idea. Honestly, though, I tried avoiding refs, because I'd have to use getself, which I dont really understand
  16. I'm having trouble getting my script for a player-made trap to work. It makes it so when an item is added to a dead enemy's inventory (through hitting him. which is in another script), it makes him a mine. Any ideas? (There are no scripting issues, it just doesn't work in game) short trapTriggered short trapDisarmed short interactAttempt float bufferTimer float timer Begin onAdd set interactAttempt to 1 set bufferTimer to 5 set trapDisarmed to 0 set trapTriggered to 0 End Begin gamemode if (trapDisarmed == 0) if (trapTriggered == 0) if (bufferTimer > 0) set bufferTimer to (bufferTimer - GetSecondsPassed) elseif (bufferTimer < 0) set trapTriggered to 1 endif endif endif if (trapTriggered == 1) if (getdistance player <= 400) set trapTriggered to 2 set timer to 1 endif endif if (trapTriggered == 2) if (timer > 0) set timer to (timer - GetSecondsPassed) elseif (timer < 0) placeatme 40mmGrenadeExplosion 1 set trapTriggered to 5 endif endif end
  17. Is there a way to for a script to check whether or not a corpse is whole (like, no dismembered limbs or such)? Or, is there a way to specify a specific body part (like, make the head of a body disappear, but only the head)? If you need any more info to help, please ask. Thanks in advance :)
  18. Like this? ref rContainer set rContainer to GetContainer if rContainer.isActor rContainer.additem Glasses 1 end It's not working... Edit:I could try making it so that if you kill someone, then it adds something to their inventory. It would be much easier (they have codes similar to that already), but it would only work on something you have killed....
  19. How do you open meshes that are already in-game? Like, I want to use vanilla meshes in a new activator, but how would I open the mesh? Do I have to extract them from meshes.bsa?
  20. @gribble: That sounds like it would work, maybe. I'm hoping to have the activated corpse affect its surroundings. Would any script on the item still be active if the owner is dead? @GrindedStone: That part I have down. I used something like cannibal for an interface. What ID would I use to reference the corpse? Is there a reference ID for , like, currently or last activated object? Like there is for last targeted, you know?
  21. Is it possible to add a script to a corpse? And if so, does it have to be a specified corpse (like the ones laying in the Villa's clinic in Dead Money), or can it be a recently killed one?
  22. Omg thank you so much! It all works now (kind of, I still need to test the script's overall effects). But I can't believe I forgot the get...
  23. I'm trying to make a script that will allow you to pay to make a trap, basically. What's wrong here? if player.itemcount caps001 >= 550 ;player wants to arm as a proximity trap ;message "You made a proximity trap!" ShowMessage ProximityTrapArmMessage set trapTriggered to 2 ;trap is armed so start buffer timer set trapDisarmed to 0 set bufferTimer to 10 player.removeitem caps001 550 elseif player.itemcount caps001 < 550 ShowMessage TrapMessagePoor endif This is the section that's messing up. The rest is okay. Also, how come new scripts (ones I make) don't show up in the list in the challenges editor? Thanks in advance :)
  24. Check and see what they use at the beginning of Dead Money, when you are taken from the Abandoned BoS bunker. The perspective there sounds like what you have in mind.
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