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QuentinVance

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Everything posted by QuentinVance

  1. I'm pretty noob at the GECK, how do I use these Cubic Activators? Also, dubiousintent yes I do have the game installed in its default location, I'm running GECK as admin and I've tried multiple names for the script but it still doesn't seem to work.
  2. Okay, well, looks like it's either me not understanding code (which I do not), or the GECK not understanding me. I used this code: scn BOBScript Begin GameMode If (GetDead == 0) Kill BOB 1 -1 Endif End Hit the save icon and tried to close the window, and I got a message saying And then if I hit YES, it brings me back to the script, and that seems to loop.
  3. I'm not entirely sure I get this If (GetDead == 0){ Kill zzMongoCrucDead1REF 1 -1 } Shouldn't zzMongoCrucDead1REF be the one who is subject to the kill command, rather than the one who is to blame? Or does kill ​execute the command itself, while the ref explains who did that?
  4. So, I've just started working on a mod for New Vegas and for the first time ever I'm placing dead bodies around. Problem is, I need to dismember one of the bodies at the very moment it spawns, just as he stepped on a mine or something like that. I managed to create a character that looks dumb enough to step on a mine he just put on the ground, then I got stuck with the KillActor code: 1. First of all, I'm not used to the Geck's code and I can't find any simple example that doesn't involve other conditions to be met in order for it to work. 2. Most important, every single time I try to save a script and then close the window, I get a message asking me to save it; then, any modification to that script doesn't get saved. So I've just decided to take a step back, delete the script I've made and start again. Right now I basically have an actor with its inventory and face sorted out, and nothing more. Can you guide me through this?
  5. I wanted to go for the first option, checking if the player has one or the other. So yeah, I will try to have it work as I want it to. Thanks for the assistance, you've been very helpful!
  6. What if I want this option to appear if I have one of a series of items instead? I should check the "OR" checkbox and add a new condition in the same way, correct? If that's so, then I'm starting to understand how this works.
  7. Great, that's exactly what I needed! Just a thing: is it possible to have the same thing but checking if the player has an Item instead of a note? I was searching for something like "GetHasItem" but that doesn't seem to exist, so what's the function I'm looking for?
  8. Hi there, guys! I've been working on a mod for some time now, and everything went okay while creating locations. Now, however, I want to do something more: I want to actually create something the player can interact with. In this case, I have a Terminal which, upon interaction, is supposed to recognize an holotape in the player's inventory and add a new option to display. I have little knowledge of coding, since I used to create small games, but surely I don't know anything about the GECK's code, and all I know comes from a few years ago so I'm a bit rusty. What I would do is simply write something like: if (player.has_item_holotape == 1){ //add option in the terminal } However I suspect this would not work in the G.E.C.K. so I need to know some functions and how to use them. I've tried searching the wiki but I believe that wouldn't be enough. So, is there anyone who can help me? I know it's pretty much like asking you to just do this for me (and it's always like this until one learns how to do it himself) but I actually want to learn.
  9. .ESP file sent, it still hasn't the fixed walls in the diner though. Just to show you how it's going. I'll post some news around the forum later, I guess.
  10. Thanks a lot, you're very helpful! I will try this as soon as possible. Of course you will be credited in the mod's description. Also, if you want, I can add your name somewhere in the mod as a way to thank you :smile: Oh, just let me know if you want to try the mod (you'd be the first one aside from me), it's the least I can do to repay your kindness and the help you provided.
  11. Thanks a lot, you're saving my Vault! Just a thing, since I'm pretty much a novice to modding... how do I use this file? Should people download it in case I actually release my mod?
  12. I am working on a Point Lookout mod right now, which adds a few new locations to the map. One of these is a Vault, complete with dorms, generators and a diner. I am using the non-rusty models to build it. However, while testing the map, I have noticed that a part of the map, the middle of the diner, isn't solid. I found out it is not something I set, but a single block that seems to have no collisions: it is the VDnWallWindow01 ​block. Simply put, when I walk in that area, I fall through it. I have also tried it in the G.E.C.K. directly, and every item still falls through there too. So I was wondering: is there an actual way to fix this? I would love to have some windows in that diner, and that seems to be the only block to give this problem...
  13. Well, the GECK does show "Sound" as a note type (along with Image, Voice, Text). For example, I think a recording you can take and listen to is considered a Sound Note by the GECK. So no, I don't think it needs to be considered as a Voice Note. However, this would actually make sense... I will try with that, thanks, although I don't understand why they would have a Sound type if it's not used anywhere.
  14. Hi there guys! This is my first post here, so please excuse me if I'm doing something wrong, but I really need your help! So, I've recently started modding my Fallout 3, trying to add new elements to the game such as new locations, unique versions of the base weapons, new notes... Everything went smooth until a few days ago, when I decided to add a sound note the player can recover during the map's exploration. Simply put, I don't know how to make this work and I couldn't find any working tutorial. So, this is what I did: 1. Took the sound file I needed in the game and edited it with Audacity: 44100Hz, 16-Bit, Mono WAV file. This should be okay. 2. Created a "Sound" folder inside my Data folder (since I read it should be there, and my game didn't have one by default). > The current path is this: \Data\Sound\fx\modname\songname 3​. Created a "Sound" from the Miscellaneous > Sounds menu in the GECK with my mod loaded as Active File, starting by editing a previously existing file and changing its ID > I can listen to the song inside the Geck, it works perfectly well. 4. Created a "Sound" type Note from Items > Notes, using another "Sound" type note as a base and then editing its ID, and then loaded the new sound. 5. Put the Holotape in the map. At this point, after saving my work, I expected myself to just enter the game, load a "COC CELLNAME" command, pick up the note from the map and listen to it in my Pip-Boy. Well, I went close to it: the note is actually there, the correct name is displayed and I can collect it. Once taken, the note does appear inside my Pip-Boy under the Notes voice. However, when selecting it to start, the game crashes.
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