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LongRaider

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  1. Thank you for responding and for the help gribbbles! However, I understand how to get each water bottle to enable, but I don't know how to run the script without an activator like a button. How do I just get the script to run in the background so they are enabled as they are taken/added? And thats perfect on the second problem, didn't think of a message box. Thank you!!
  2. Hello everyone, I'm working on a highly interactive player home. I'm relatively new to scripting but I'm slowly getting the hang of it. However, I'm stuck on a few ideas. First: Basically I want to be able to stock purified water on a shelf, depending on the amount of purified waters in a fridge. Now, I'm able to get this to work as an object script and activated by a button. Here is my script: (Very basic only set up for one water bottle) scn CSpwaterstockscript short pwaterstock begin onactivateset pwaterstock to CSfoodstock.getitemcount waterpurifiedif pwaterstock == 1CSpwater1.enableendifend This works perfect for that one water bottle. However, I want this to be more fluid. Instead of having to press the button everytime to stock, I want it to be like if i go in the fridge and put in two water bottles two more will show up on the shelf. I tried using a "gamemode" instead of "onactivate" block but to no avail. Do I have to change the script type to quest or effect? Basically how do I make this work so the script will run all the time and disable or enable the bottles as they are taken or added into the fridge? Second: From the above idea, I have all of the water bottles recreated as static objects in the geck, and a milk crate they are in as an activator. Everytime the milk crate is activated one purified water is added to the players inventory, and a water bottle is taken from the fridge.However, instead of 1 water bottle everytime, am I able to bring up the how many? menu from containers and merchants?Basically waht I'm looking for is: Player activates the milk crate.the "how many?" menu pops up.the player chooses how many waters they want and that many are added to the players inventory and removed from the fridge.How would I go about doing this? Thank you in advance.Also sorry to everyone on this forum as this is my third geck question here on the forum.Also thank you to everyone for the help!
  3. I'm working on a house mod right now and its basically just a really, really small Shack. So, instead of having a fullblown worrkbench taking up a huge amount of space, I wanted to simply use a toolbox to craft from. So I took the "electricalswitch01" created a new form with it and changed the model to that of a toolbox and changed the script to that of a workbench. HOWEVER Why can't I go into the meshes .bsa to find the toolbox mesh? Do I have to extract that mesh into my own folder and use that? And when I release this mod, is it okay to distribute said folder with the mesh from the game? Or am I missing something? Thank you in advance.
  4. I really appreciate the help Gribbles but I actually ended up using a message and instead of one button enabling AND disabling I used two buttons with conditions showing either disable or enable. Again, thank you!
  5. Hello all! I'm developing a house mod and one of its key abilities is its interaction. I currently have many, many switches that act to disable and then re-enable objects in the mod, all linked via an xmarker. My question: how do I do this via terminal? I (think I) know how to create a terminal. I created a new terminal new base and reference ID and all that jazz. Then I placed it in my house, gave it a welcome text and a menu item. I simply copy and pasted my script I use on the buttons (a very ghetto script, I borrowed from a lights on and off script that i re purposed to enable and disable my objects) into the item result script. In-game, I open the terminal, select the option and close the terminal. The items aren't enabled, (or disabled) and when I try to re open the terminal, I can't. Next I saw I had to link the terminal to my object so I linked the terminal to my xmarker. Then in the item result script I simply wrote this script to disable the xmarker (and its enable children) that are initially enabled. ref myLinkREF set myLinkREF to GetLinkedRed myLinkREF.Disable That was the script used on the tutorial that suggested I link the terminal and xmarker. I changed the "myLinkREF" to the refid of my xmarker. In game I had the same result as before, no change, unable to re access terminal. Basically what I want is this one menu item will disable the xmarker if is enabled and enable it if it is disabled. Any help would be much appreciated. Thank you! EDIT: The ghetto script was working with the switches and here it is. with my unique refids scn ExampleScript Short LightsOn Begin OnActivate If LightsOn != 1 board1marker.EnableSet LightsOn to 1ReturnElseIf LightsOn == 1board1marker.DisableSet LightsOn to 0ReturnEndif End
  6. Thank you again. But the textures are in the bsa aren't they? how do i replace or edit those?
  7. Would that be any different than changing it in FNVedit? And thank you very much for the response.
  8. Hello everyone, I use a mod that allows the player to play as one of the dead horse tribals from honest hearts. What I'm looking for is a mod that makes it so the body tattoos remain but without the facial tattoos. I've tried rearranging textures in fnvedit but I always get the same result where the head is much lighter than the body and changing the tone only darkens the body. I've tried going into the geck and setting "can be all races" as well as setting the .esp to .esm but nothing fixes the mismatch. Any help or even a plugin :) would be grreatly appreciated. Also, I use breeze's body replacer but i still get the mismatch with vanilla body too.
  9. Thank you guys and I'm very familiar with the nexus its just that some of my favorite mods for Fallout 3/New Vegas have been found from topics like these, and not in the top 100 endorsed files on the nexus. Thank y'all...I'll just browse the nexus like you suggested.
  10. Hello everyone, I was an avid player/modder of Fallout, and now I'm trying to get into Skyrim. Now, since I just got onto the Skyrim modding scene, I just need some help. 1.) Is there a mod like FOMM? Because I really dislike NMM, and just want a simple program like FOMM that can add and enable mods. 2.)Texture packs/ENB's: I want Skyrim to look as pretty/realistic as humanly possible (I5-3570k, 7970 + 3bg ram, 16 gb ram, 250 gb ssd) 3.)Anything that makes the game more realistic environmentally. (Snow that piles up, weather, etc.) 4.) Flora/Fauna mods that add more animals/plants to the game. I'm trying to RP a ranger/survivalist/hunter gatherer character so if there are any hunting/trapping/fishing mods I would appreciate that 5.) Any essential mods you think the game couldn't do without 6.)Any good UI mods that y'all like 7.)A good housing mod for a hunter: far away from civilization near a river or in a forest. 8.)Weapon mods focusing on Bows/Arrows or Crossbows from Dawnguard. 9.)Character Creation: Realistic faces/hair/eyes etc. 10.) Anything y'all think I would like 11.) Anything like hardcore mode from Fallout:New Vegas Any help would be greatly appreciated
  11. First, thank you very much Dazzerfong for the answer. Do I need any NifTools or the Python programming for 2.49b? And do I need to put the extracted textures in any particular place? Because I have the extracted textures in a folder on my desktop but they still don't show up on the gun, only the whitish material. Once again, thank you for the help.
  12. Note: Sorry for the multiple threads on this topic but when one question gets answered 10 more appear. So I am attempting to create a custom weapon mesh for use in Fallout: New Vegas. I have many questions I would like to ask but first I want to give a little bit of background information. The only 3D Modeling program I am used to is Blender and the only version I am comfortable with is the most current, 2.63a, because I was taught the basics and school and am teaching myself the rest. Now my comfort with 2.63a is a problem because it is unable to directly import .nif files. In order to work around this, I would open the mesh in NifSkope and export it as a .obj file then import it into Blender. However, I have read that supposedly the switch from .nif to .obj and back to .nif may force me to remove and add some aspects of the mesh. I have also heard that supposedly because the F:NV game engine uses .nif files, it is better to directly edit the meshes as a .nif. Thus comes my first question; Is this true or is my current tactic a viable and appropriate one? On a more Blender associated note, I have another question. Is there anyway to get the vanilla weapon mesh in Blender along WITH its vanilla texture? Is there an option similar to NifSkope's "Resource Files" that quickly identifies and puts the texture onto the mesh? Or must I do that manually? Lastly, I have a much broader range of questions to ask all of the modders out there. When YOU want to modify a weapon mesh, how do you go about doing it? Do you simply use Blender 2.49 and the associated NifTools to import and modify the mesh? Or do you do all the work in NifSkope? Basically I want to know what works best for you or what y'all prefer. If anyone reading this cares to do so, I would greatly appreciate a step-by-step procedure from an experienced modder so I can try and learn from them. Any help at all would be greatly appreciated by a modding noob who just needs a place to start. :)
  13. Very nice! Thx I did this, and it still will not save :( any ideas for help? All I have is scn CaliberStartupRhinoSuperQuestScript begin GameMode and it won't save :/ it saves the script name line but once i add the begin GameMode it won't save. is there an error there?
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