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DrPepper715

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Posts posted by DrPepper715

  1. I'm pretty sure this is the LOD of the game, nothing you can do to change that I'm sure. I run FNV at ultra settings and there still is this deal with the LOD of the landscape.

     

    On the startup menu, you could try going to; Options > Distant LOD and changing those settings around. That should change how much closer-farther the landscape "jumping" will happen to you.

     

    If this is not LOD please feel free to correct me.

  2. Depending on what mods you have downloaded, you probably have to search for them in-game. Some mods require you to actually explore the world. Most mod authors usually inform you of the location (Goodsprings General Store, Lucky 38, etc.), or to enter a console command in order to obtain the item.

    A little more information on what mods you're actually using would be helpful as well.

  3. Hello hello to all who read this. it's my first time, so be gentle :tongue:

     

    I'll be honest and straight forward, so here's the pitch. Would anyone be interested in making / downloading a mod that lets us REMAIN in 3rd person perspective when getting into dialogue? For those who know a bit of Skyrim, you could enter dialogue in either 1st or 3rd, based on what you were in when the dialogue started.

     

    I, for one, play most of Bethesda games in 3rd person-- why the hell else would I spend damn near 2 hours trying to make a satisfying character at the start? I tried searching for this mod, but none exist, or I stupidly overlooked one. I know the Fallout dialogue boxes take up nearly half the screen, but still. If this were a mod, I'd get it. Had a few friends who really liked the idea too. I'm not a mod maker, so I don't know how hard or easy this would be, or even if its possible (probably is though... I've seen stuff).

     

    so there it is. please leave feedback, and happy trails :wink:

    "...I've seen stuff".

     

    If possible, would you mind clarifying what examples you've seen of this so far (videos, gameplay, other threads)?

     

    I'm pretty moderate in my experience with modding in the G.E.C.K. so I can look into it.

    Skyrim should have a somewhat similar system when it comes to dialogue and scripting in the Creation Kit.

     

    I'll try to get back if I can make any progress with this.

    However in the mean time, other people can chip in and "attempt" to create this as well.

     

    Cheers!

  4. Hello,

    My problem is basically what the title says, the game will crash to the desktop when it is on the loading screen for entering the presidential suite. I had a mod that upgraded the suite and added some fancy stuff to it and I thought that was the problem but I was wrong. I disabled the mod and tried entering the suite again but It still would not finish loading.

     

     

     

     

    *SMALL SPOILER *

     

     

     

    I am at the Wild Card mission after you kill Mr. House for Yes Man and he takes over. I don't know if it might have to do with anything with that but...

     

     

    It is impossible to enter the suite, I have tried using the console but it still crashes. :sad:

     

    Help please!

     

    Thanks!

    From what I remember (its been a while since I've played fnv) I think I just loaded the save from before the wild card mission.

     

    *EDIT*

     

    Sorry I did not mean to reply to my own topic. txgeck that may be the only solution unfortunately.

  5. Has any progress been made?

    Right now, I have the weapon made but the script (as I expected) is crashing the game once the weapon is fired. I'm trying to fix it when I can right now.

  6. Hello,

    I'm still working on my U.S. Army in Fallout: New Vegas and I'm going through and making some finishing touches, (making sure everything works right) it all seems fine but I still need to finish a few things with dialogue and other misc. things.

     

    The first thing I want to do is have some way of making some things initiate when you complete the quest (or any quest) after you kill Benny (such as Vulpes Inculta approaching you when you exit the Tops).

     

    I want this to happen in dialogue. ex; After I kill benny a dialogue option won't appear until the "Ring-a-Ding-Ding!" quest is completed.

     

    I also want the same thing to happen with a door. ex; The door to the location that I want locked during all quests up till the "Ring a-Ding-Ding!" quest, unlocks and become available for the player to enter.

     

    Another thing that I want to "finalize" is turning in holotags of U.S. Soldiers that you can loot, then for turning the holotag in you get a reward (basically the same system from FO3). I have the dialogue set up already but the problem is that I need the game to detect if I have the Holotags in my inventory or not so I cant just keep selecting the same thing over and over and getting infinite rewards when I have no Holotags.

     

    And finally, I have a crate that contains 7 radios in it that spawn different types of NPC's and I want the radios to become available only when A specific quest is completed.

     

    Thanks!

     

  7.  

    The thing is does the script have to display the message in game "U.S. Soldier is unconscious"

    What the script does is kill the NPC the moment he/she falls unconscious. The message is hardcoded to display whenever that happens - it's not the script.

     

     

     

    ...and also they show up on the ingame world map as followers and I disable them with the console when I'm done using them but they still show up on the map?

    SetPlayerTeammate 0, then Disable (and also MarkForDelete).

     

    Hey jazzisparis,

     

    So I came across another thing in the GECK.

     

    I don't have the Setplayerteammate script set on these creature followers and they dont die,

    they are not essential,

    no setplayerteammate script or any other scripts

    "Invulnerable" is not ticked

     

    Help?

  8. Ok, thanks. btw, where does it spawn?

    What game are you using this for?

     

     

    I ask because Im confused to whether you are using this for Fallout 3 (because of the original download link the the fo3 nexus) or New Vegas (Because you said wrong game)?

    :confused:

  9. It should be for both Fallout New Vegas and Fallout 3. It is a retexture for Fallout 3, in new vegas you would have to go in the Garden of Eden Creation Kit and make a separate set of T-45d power armor.

  10. Hello,

     

    So I have been recently been working on my own mod for Fallout 3 and Fallout: New Vegas, the mod brings back the U.S. Army to the wasteland, adds lots of dialogue, armor, weapons, re-skins, and even things such as hair.

    It is (For Fallout 3) a 1,280 kb large file, for fallout new vegas it is 500kb large.

     

    I originally made it for personal usage, but many people have been asking me to post it on the nexus for public download the problem is I merged things from different mods, including Slam M16 weapon pack, Dragonskin Tactical Outfit, and a few other mods from many other mod authors.

     

    Should I post this to the public? :ermm:

     

    I do know the "Golden Rule" about posting mods and giving the appropriate mod authors credit but I merged so many mods, I just need to hear from other people what they think.

     

     

    Like I said, I'd love to hear some talk about this... :blush:

    Thanks :laugh:

     

    I'll provide images when I get on my Desktop. :thumbsup:

  11. The problem on the first one may be interfering mods that cause a small clipping animation, as for two and three they are very odd. Check languages in the options tab in the menu and see what language you have it set to out have or check a save and see if it shows "ENGLISH" above it. Try unticking all of your mods and see if that changes the weird text.

  12. I'm sorry but this makes absolutely no sense.

     

    There is already a PlayerFaction in the game, do you mean to have your own personal army?

     

    You did not provide any detail on what you really want.

     

    Do you speak english? I don't mean anything harmful but... Anyway be more specific.

  13. The scripting of the weapon might make your game crash depending on how you want the gun to work. I'm sure it's possible but the thing is that you would need to have two versions of the gun. One version would be the shrink and the other would be the grow. I'm not sure on how to make a script where once any npc is hit they shrink or grow... It would obviously have the setscale command in the script.

     

    I'll see what I can do for you. No guarantees that it will work, though. :thumbsup:

  14. Hello,

    Title basically says it all.

     

    The only thing is I don't want to attach a script to the npc, I want the script to be in the result end/begin script in the dialogue menu.

     

    Ex; there is a dialogue option that says "Return to base" after that he says, "are you sure?" then yes makes him salute then disappear.

     

    Is there anyway i can do this.

     

    Please respond.

     

    Thanks :)

  15. Only use the last script I posted. Set it to Object-type and attach it to the NPC (by attach I mean select it from the Script dropbox of the NPC).

    I think that actually worked!

     

    Thanks so much jazzisparis!

    The thing is does the script have to display the message in game "U.S. Soldier is unconscious", and also they don't have the death sound that they should when they die. Is there a way to change that? and also they show up on the ingame world map as followers and I disable them with the console when I'm done using them but they still show up on the map? You don't have to answer those questions if you don't want to but again thanks for the help! :teehee:

     

    Also thanks to rickerhk as well!

    :thumbsup: to both of you!

  16.  

    Try calling Kill on the actor in the next frame after calling SetPlayerTeammate.

    I suspected the timing might be problematic here, however calling Kill immediately after SetPlayerTeammate (and on the same frame), does seem to work as intended in this case.

     

     

    Now the NPC's health resets like it did before :sad:

    I tested the script on an NPC, and it works properly for me. :S

     

    Thats odd, is it the NPC's health or stats? Possibly armor, since its custom made. :confused:

     

    I have the script you made attached to my sneak script, do I still need the older script or should I just use yours? I'm very :confused:

  17.  

    But here is the problem, I want to be awarded exp for when they kill something... Is there anything I can add to that script to make it so I get exp when they (my followers) kill something?

    Then, again, you must toggle SetPlayerTeammate on the NPC. Working around this with scripting would be unreasonably complicated and would make no sense.

     

    The following script is basically the script rickerhk gave you, with a few modifications. Save it as an object-type script and attach it to the NPC(s):

    scn	DrPprNPCScript
    
    begin GameMode
    
    	if (GetDead || GetPlayerTeammate) == 0
    		SetPlayerTeammate 1
    	endif
    
    	if (player.IsHardcore == 0) && (GetKnockedState == 1)
    		SetPlayerTeammate 0
    		Kill
    	endif
    
    end
    

    Now the NPC's health resets like it did before :sad:

     

    The script works on giving me the exp but the only way I can kill them is through the console command "Kill".

     

    Edit

     

    But still is there just a way to add a script that just makes it so you have to shoot an enemy NPC and you get the exp when they finish it of? Maybe I could just attach something like that. Something like IXPRewardKill.

  18.  

    To get around the forced essential aspect of SetPlayerTeammate in my Enclave commander mod, I added this little bit to the NPC's object script (in the gamemode section) :

     

    ; =========== See if we should be dead ==================
    
            if (Player.IsHardCore)
            else
                if (GetDead)
                else
                    if (GetKnockedState == 1)    ;unconscious
                        SetPlayerTeamMate 0
                        Kill
                    endif
                endif
            endif
    
    

    Well the odd thing is that the script did not work, but in the Fallout 3 Enclave commander I found a script that does work it is:

     

    scn sneakscript

    Begin gamemode

    if player.IsSneaking == 1 && player.IsInCombat != 1 && IsInCombat != 1 && GetCurrentAIPackage == 1

    SetForceSneak 1

    else

    SetForceSneak 0

    endif

    end

     

    But here is the problem, I want to be awarded exp for when they kill something... Is there anything I can add to that script to make it so I get exp when they (my followers) kill something?

     

    Somebody? Anyone?

  19.  

    any way to fix that, and make it so he dies when his hp goes all the way down?

    Other than in hardcore mode, no. Not while the NPC is toggled as a teammate.

     

    It is possible not to use SetPlayerTeammate, and then use a script to force the NPC to sneak whenever the player is sneaking. Something like:

    scn    WhatchamacallitScript
    
    begin GameMode
    
        if player.IsSneaking != IsSneaking
            if player.IsSneaking
                SetForceSneak 1
            else
                SetForceSneak 0
            endif
        endif
    
    end
    

    The problem is that SetPlayerTeammate is essential, since it is the only reliable way to make a NPC attack any enemy of the player, regardless of factions/reputation.

     

    And how about getting exp for when they kill someone? And would I apply the sneak script to the NPC?

     

    Edit

    I applied the script and no luck :sad:

     

    Please help! This is essential for my mod ;(

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