-
Posts
51 -
Joined
-
Last visited
Nexus Mods Profile
About vault75

Profile Fields
-
Country
United Kingdom
-
Currently Playing
GTA V, Stardew Valley, RAGE
-
Favourite Game
Fallout New Vegas
Recent Profile Visitors
19699 profile views
vault75's Achievements
Enthusiast (6/14)
0
Reputation
-
Bear in mind that these are already existing Protectrons in game. Not ones that I generated myself. Which is why I didn't really want to alter them by adding scripts - but to be honest these specific Protectrons are only existent in this one particular cell so should not affect any other part of the game.
-
Well for some reason, the Protectrons in the cell cannot be chosen as refs in the quest (where usually I'd choose a target for the quest, all the Protectrons in the area are not listed as viable targets) and assigning refs does not change it. In the end I decided to use an 'onDeath' script which I assigned to each Protectron, and whenever it gets killed, the script variable bProtectronDeadCount has 1 added to it and then when it reaches 5, the next stage is set. I really don't know why the GetDead doesn't work in this instance - unless it's to do with the way those Protectrons are placed in game. Thanks anyway for your response!
-
I know this may seem like an odd question, but I'm making a companion for Fallout New Vegas using GECK and there's a quest I've made where the player is meant to kill all the Protectrons in a specific cell in the game. The quest giver's greeting will be the same whether the player has killed them or not, but the response needs to be different if the Protectrons are dead. I tried using the GetDead == 1 condition on each Protectron in the area, but that does not seem to work. I also tried the GetDisabled == 1 and GetDestroyed == 1, neither of which work either. Strangely enough, the dialogue that has the conditions GetDead == 0 works, but DOESN'T display if I've killed them. So, I'm kind of at a loss here - I'm not sure how else to determine if these Protectrons are dead when you speak to the quest giver?
-
How to merge ESP files into one in FNVEdit?
vault75 replied to vault75's topic in Fallout New Vegas's Mod Troubleshooting
If I do that, though, won't that delete the original data in the master file?? -
Hi everyone I am the author of the Pepper Companion mod on Nexus, but I have an issue. Since the file was flagged as an ESM before I uploaded it, it's now classed as a Master File in GECK. When I made edits to it, it prompted me to save it out under a different name - so I opened the ESP in FNVEdit to try and change the flag again but now it seems to have become a slave of the original Master file, which is causing conflicts in LOOT, according to some users. I've attached a snapshot of my FNVEdit - as you can see the PepperCompanion2.esp has my extra stuff and changes, but it's implementing the original PepperCompanion.esp as its master - ideally I just want to merge them so it's one file, not two. How is this possible?
-
Hi everyone So, I'm working on a follower for Skyrim, and although there are a few bugs that need ironing out, there's one thing that I cannot figure out. I've created her an outfit which is basically prisoner rags so that pretty much everything else in the game is better - but even if I transfer Iron Armor or Steel Armor to her, she doesn't automatically equip it like the vanilla followers do (although weapons are fine, plus she will pick up better weapons if she finds them). Basically what I'm wondering is, is there any Papyrus script I need to deploy for when something is transferred to her inventory which I've forgotten? Or maybe there's a setting I need to change? Any help on this is appreciated as she's pretty useless in a fight without armor!
-
Need someone to help debug a mod please (WIP)
vault75 replied to vault75's topic in Fallout 4's Creation Kit and Modders
Are you able to help me on this? I'm really tearing my hair out trying to figure out why the scenes won't trigger... I can help you with your testing, in return. Thanks vault75 -
Need someone to help debug a mod please (WIP)
vault75 replied to vault75's topic in Fallout 4's Creation Kit and Modders
Fallout 4. I've edited the above post now to show that, sorry. -
Hi all I've been working on a new companion for Fallout 4 for some time now, probably about half way done, but I started testing it and there are a couple of things I just cannot understand why they won't work as expected. I've already created a few other companion mods and as far as I am concerned everything is set correctly but strange things seems to happen. Basically, my companion quest objective markers never show, the conditions I set for greetings don't seem to work, affinity scenes don't trigger and sometimes my companion loses the ability to speak her thoughts. It's very odd, as all the scripts seem to be fine, they all compile and the companion works all the way up until the first affinity scene, where suddenly dialogue breaks and no scenes trigger. If anyone has some time to spare, I'd very much appreciate a second eye to just take a look and see if I've missed something very obvious. If anyone wants to send me a PM I can link you to the file and scripts and to anyone who helps me out with this, I will make sure to mention you in the credits when the mod is released on Nexus. Thank you in advance vault75
-
Hey, I was recommended you by someone in another post I made about a shout out for voice artists for my companion. Is this something you would be interested in helping me with? I did try messaging you but it says you're not able to use the messaging system?
- 9 replies
-
- fallout 4
- companions
-
(and 1 more)
Tagged with:
-
Shout out for voice actresses for a future companion mod
vault75 replied to vault75's topic in Fallout 4's Discussion
Thank you for the suggestion, I will check her out.- 3 replies
-
- voices
- companions
-
(and 1 more)
Tagged with:
-
Hi everyone! So, I know I've already mentioned I'm working on another companion mod, but I'm really looking to go all out on this one, also asked for collaboration with someone else who I hope will agree and help me on it, but I'm kinda lacking a voice artist this time around. OK, so basically I'm looking for anyone here on the nexus who would like to be the voice for my next companion, or maybe knows someone who could and would be willing to do it? The companion is female, quite young, American. Not really gone into too much depth as yet, so really looking for someone who could potentially be interested in helping us out. PM me or reply to this thread if you want to help out or know someone who can! Thank you!! vault75
- 3 replies
-
- voices
- companions
-
(and 1 more)
Tagged with:
-
What are the pre-requisites for getting your mod in Hot Files?
vault75 replied to vault75's topic in Fallout 4's Discussion
So it's pretty much a given that if I make a mod that allows you to shoot bullets from your boobs, it'll make hot files? -
Thanks for your insights! Her school was overtaken by zombies after freak infection and she just happened to be the only survivor as she was bunking off that day. Or something like that. She slays zombies to avenge her boyfriend who had his head sliced off by a zombie with a machete. Typical, I know. I was thinking that a "killing an npc" quest would be more interesting and challenging than a "retrieve a random object" quest tbh, but there's no zombies in FO4 so I guess feral ghouls are the next best thing. Annoyingly, my character is in the ghoul faction so I'm allied with them, which means they don't go for me lol. In fact they tend to cower in my presence which is interesting. Anyhooo thank you for your suggestions and interesting points of view. I think I have something to go on now!
- 9 replies
-
- fallout 4
- companions
-
(and 1 more)
Tagged with:
-
Um...no.
- 9 replies
-
- fallout 4
- companions
-
(and 1 more)
Tagged with: