Jump to content
⚠ Known Issue: Media on User Profiles ×

DrThang

Banned
  • Posts

    13
  • Joined

  • Last visited

Everything posted by DrThang

  1. I've been trying to figure this out for weeks, looked through dozens of tutorials and videos, none of them explain it. I know that if you go to the BSDismemberSkinInstance of that mesh, then into NiSkinPartition, you can see the Skin Partition Blocks, which split up the mesh into a few different parts. From there, you can change the Num Skin Partition Blocks to a 1 or 2 or whatever and then update and it will crop it down to the first 1 or 2 blocks. However, if for example, you want the 3rd skin partition block, which is what I'm trying to do with something, I can't figure out how to do that because you can't seem to simply change the order of the blocks. Anyway, that's all I know.
  2. Ok, I think I get it, but my knowledge of scripting is still minimal at best. I hate to keep asking questions, but do you know the exact line I should use and where?
  3. Actually the exact thing I want is for a companion to never unequip their default armor and weapons, no matter what you put in their inventory. At first I thought it would be something as simple as a command to not equip anything new you give them, so that's why I put it that way, but I don't think that's necessarily a thing. Now I get that thwe easiest thing to do would be a command for those specific items, right? Is that line there what I should use? Do I put it in the npc's script?
  4. Ok, I give up, I can't figure out how to make an npc not equip stuff to save my life. Where would the NoUnequipFlag go, in a script for the item? In the script for the npc? I can't find a single example of something like that anywhere. There are things in the game and in various mods that npcs won't unequip, and I can't find what's doing it.
  5. That seems like it would work, but at the risk of sounding like a noob, where would I put that line?
  6. Another quick question, does anyone know how you can make it so an npc will not equip any armor or weapons you put in their inventory? Is that even possible?
  7. Actually I tried that already, but it didn't help, and that's when I made this topic. But since you said that, I decided to give it another shot and look again, and this time I found what I was looking for. Then for the rest I just took a wild guess and made conditions based on item count and it actually worked, the whole thing is working exactly the way I wanted it to now. So, thanks, that actually helped a lot.
  8. This should be a pretty simple question to anyone who knows what they're doing, unfortunately I only barely do. Basically what I need to know is how to change a companions default armor and weapons through dialogue options. I already wrote up the dialogue and made the armor and weapons I want to use, I'm just not sure about which conditions and result scripts to use to get them to equip them. All I know is that the conditions for each dialogue option should have one about whether or not they have those things in their inventory already, and then I guess the result script should remove the old and then add the new weapons and armor to their inventory, I just don't know which condition that is and exactly what the scripts should say, If anyone has any advice or can at least point me in a good direction I would be very greatful.
  9. By Odin's balls, it worked!!! I downloaded that mod, and then all I did was copy basiically the whole script from it into the J.T script, but it worked, he's shooting fire now. I knew the key was in scripts somewhere, but damn scripts are confusing. Anyway, thanks so much, I don't know why this was bothering me so much but it was, I can play the game again now!
  10. Yeah I did that, and along with having the right things in the inventory, that should really be the only thing you have to do. But when that didn't work I tried a ton of other things, none of them made any difference at all. I can't even get him to melee attack like a regular gecko. So, it's not just me, this is pretty weird right?
  11. I'm using the fire gecko skeleton though, he shows up in the game as a fire gecko.
  12. I'm hoping this is a good place to post this, because I am completely out of ideas. Recently I used the geck to turn a dog into a fire gecko with a top hat and cane. Specifically the dog J.T. from the Willow mod. I've done this with a few other mods, such as the one where you can raise a deathclaw, and everything worked fine in those, he attacked enemies with fire and everything. But I wanted to do the same thing with J.T. and have him follow her around and all, so I tried it. I did the same stuff I did to the deathclaw mod, but he just wont attack enemies, instead he runs away, the best I can get him to do is stare at them really hard if I set him to aggressive. He won't switch to ranged combat, I can't figure out if that is the problem or not, but he definitely has the fire gecko breath and robot flamer fuel in his inventory. I may be somewhat new to the geck, but I've tried everything and looked through at least a dozen tutorials which confirmed that I tried everything. I've added lines to his script forcing him to use ranged combat and that didn't work, but that's about as much as I've done with the script because I don't know much about it. I do know that there is nothing anywhere in the script or anywhere else that says he has to use melee combat or cant use any weapons or anything like that. I know this doesn't sound like a big deal and I should probably just give up and go back to the deathclaw mod or something, but this issue has me so curious and baffled that I can't stop thinking about it. Does anyone have any idea what might be causing this?
×
×
  • Create New...