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rotarydanimal

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Everything posted by rotarydanimal

  1. The problem is that everything is deleted in the GECK, but it all still shows up in the game when I have the plugin checked. I have checked several times to make sure I have selected my plugin in the GECK, and made it the active file. I do have the game installed in the steam directory (not in program files). this is my directory: C:\steam\steamapps\common\fallout new vegas I have also had my UAC disabled for quite a while. My virus protection and internet connection are routed through my home server first. (no need for UAC) I will still research more into UAC though. If you have any other ideas, I am open to any suggestions. EDIT: that same directory is where my GECK is installed along with geckpu-nv-14.exe (GECK powerup)
  2. Am I the only one that thinks the Bethesda Developers could have done a way better job making the G.E.C.K.? For the 3rd time now that worthless program has either corrupted or erased my plugin. After I get a few months of work done. And, yes I have done a lot of research as to why it does this. I got nothing. I am even using the GECK powerup. Anyone know why I keep having this problem? If not, then Bethesda is gonna lose a very big fan of the Fallout Universe!
  3. Archive Invalidation? try this! http://newvegas.nexusmods.com/mods/37004
  4. cant you also remove the pip boy sounds? I am unsure what mod I got it from but my pip boy has a different sound when I open it.
  5. If you would like to or need to change texture paths. you can use this tutorial http://niftools.sourceforge.net/wiki/NifSkope/Change_texture just dont use the purple flower tool, I got lots of problems using it. Just double click the texture location in NIFskope and change it to where you placed the texture files. Dont forget to save before you close!
  6. here is a great tutorial http://www.moddb.com/mods/fallout-3-reborn-a-realism-mod/tutorials/modding-with-the-geck-part-1
  7. I have not used many of the other mods on your list, but one of my favorites is "tuckered out". It adds a lot more to making the game feel real. Having unified HUD and either electro city (with darker nights) or nevada skies definately adds to the effect. As for load order, I have been using LOST (Load Order Sorting Tool), but Nexus Mod Manager has a sorting utility included.
  8. I am new to all this too, but I dont understand the reason to have "player" at the end of your begin block. I would imagine it being like this BEGIN ONTRIGGERENTER if ( GetActionRef == player ) player.PlayIdle 1stPHitStagger endif END I hope this may help (unless I am wrong too), and maybe someone else knows better.
  9. have you tried checking your load order? http://newvegas.nexusmods.com/mods/34969
  10. Cipscis has a great script validator as well http://www.cipscis.com/fallout/utilities/validator.aspx
  11. you need to use a ; to notate a comment not a ' !!!!!!!!! the compiler will ignore anything typed after a semi-colon!!!! this is from the scripting for beginners tutorial at http://geck.bethsoft.com/index.php/Scripting_for_Beginners You should really read it!
  12. disabling would not work if you want the robot to still be visible. the disable command makes the REF not render in the engine. using the kill/resurrect functions is kinda like shutting the robot down and then reactivating it. disable/enable functions would work if you wanted to switch from the robot to a static robot object, but then you have to figure out how to place the static exactly where the robot was. that seems a little complicated to me.
  13. Are you using the "result script" in the terminal or are you adding a script to the terminal? If you are using the "result script" then ActorREF.Kill will work. "ActorRef" being exactly what your robot's ID is. I am not sure if it allows you to use numbers at the start of the ID, so check that too. killer:ref this is the REF of the killer If I got any of this wrong please let me know, this is how I perceived the "Kill Actor" function on the G.E.C.K. Wiki I hope this helps you
  14. what good are the tutorials if no one reads them?
  15. the NPC's dont show up in the GECK just when the game is played. there are not actually any NPC's in my cell in the GECK, just my vendor.
  16. anyone have any idea how I get a crowd of NPC's in a cell that I made new? I created a shop vendor (everything new, including the NPC) and put a navmesh for him to use and now I have a large group of vanilla NPC's gathering on my navmesh. they are just random NPC's from all parts of vegas (there are kings gang members, NCR troopers, freeside thugs) I am totally confused about this one. Any help would be very much appreciated. thanks in advance
  17. you should post this in the mod detectives thread
  18. in the GECK you can check or uncheck several viewable options in the view menu without changing the .INI click "view" in the tool bar select "show/hide window"
  19. I am pretty new to scripting. but I would assume that the "3" at the end of 00markerspawnerREF.placeatme 00SpawningFiend 3 would make it not work. I believe that only works on static objects. I think if you want 3 fiends to spawn you need 3 xmarker headings. try saving it without the 3.
  20. that sounds about right but I cant use the cubic activator for my purpose. I just need an object that on script command will fire a projectile. This is for a Stargate mod I am building.
  21. anyone know how to make a projectile fire from a static object or an activator that is activated through a button/terminal?
  22. "photoshop" will edit the .DDS files. I believe "paint.net" will do it too, and its free! Edit: You can extract the files from the .BSA with "BSA Commander" ----- http://tes.nexusmods.com/downloads/file.php?id=3311 here is a tutorial: http://wiki.tesnexus.com/index.php/How_to_extract_BSA_files_using_BSA_Commander
  23. I have no mods running other than the one I am working on. and a few resource files.
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