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joshua121

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Everything posted by joshua121

  1. you have to build two separate connections in the same place, one of them initially disabled and the other one enabled. You can do that by setting both of them to have one Xmarker as a parent, one set parented normaally, and the other set with the "enable state opposite of parent" box checked. Then you set up trigger to disable, and/or re-enable the xmarker when the player passes through them, thus you can switch between your connections, and change the layout of the cell on the fly in response to where the player is. There is a good example of this in my Vault 121 Project Fellowship mod. When you deactivate the forcefield controls it actually changes the layout of the cell. If you look at it in the geck you'll see what I did.
  2. You could do it that way, but if you weren't worried about nav-mesh you could use triggers for Xmarkers, to parent certain parts of the cell to turn on and off when you pass through the triggers. Plus you could mix the two. It would certainly be a pain it the.... but it's totally do-able. I've been thinking about it for a long time now, and I have a quite a few ideas of how to do it, I just can't get past how it would mess up the Nav-Mesh. I've tried it before too, and it works, but you can't have enemies or followers in the areas where things turn on and off or they fall through floors and walk through walls and such.
  3. Hahahahahahaha! That's hilarious. You really should google this and read some of the tutorials but in the mean time did you make sure you put a condition on the greeting to only use your NPC? Is your topic a greeting? Have you tried a force greet script if it is not a greeting? Best of Luck.
  4. With the lip template I don't think you have to have oblivion installed because it doesn't need a master file. For your mod idea, if you're only doing the courier's dialogue that's going to be a lot easier, you can do that right inside the geck. Just keep in mind the player has a 100 character limit to all responses, so it does limit you quite a bit. As far as your question about scripting, I'm going to be lazy and Im just going to copy and paste some help I gave someone esle in a pm that has links and some description.
  5. One idea for environment I've always wanted to do is an interior cell that has triggers that keep changing the layout of the cell. It would be perfect for a maze style haunted house / cavern / facility etc.... I think it would be awesome if you walked through a door turn the corner to find a dead end, and go back to the door to find another dead end, then turn around and there is a door there that wasn't there before. You could also use the same idea for the clutter and items in the cell, books and things on desks being switched around or re-arranged constantly, creepy noises, lights all going out and coming back on seemingly randomly, bodies you passed in the hallways aren't there when you come back through. As far as the quest, you have the player run into an NPC, that needs help with something. He is clearly terrified and telling you that enemies are coming or something to that effect, and he tells you to hurry up and follow him if you want to stay alive. When you do he leads you through this maze and turns a corner ahead of you. When you turn the corner he is gone but his skeleton is lying there on the ground. You search him and find his journal that details his last moments alive, and mentions how he was trying to escape this place that you're in. You now see that you're in the same predicament he was in, and along your way you find out you're not the only one this ghost has lead into this trap. Not only that but he's the one that's keeping you from leaving by constantly changing the layout of the place. It's then your job to find out how to kill this ghost so that you can escape. Just some ideas.
  6. Greslin is right, it will be quite the undertaking but I think it could definitely be done. It's just going to be a massive amount of tedious, tedious work. Especially if you go changing the audio files, by cutting and pasting them around to get new lines, you will definitely need to make new lip files. For that you'll need the Oblivion Construction Set V 1.0.303 because generation of lip files was broken in later versions of the CS, and lip generation never even worked in the GECK. To make it easier to use the lod CS there is a mod that allows you to use the old CS without needing the old Oblivion ESM it's right here, so you should go get it, cause you're gonna need it. You'll also need to familiarize yourself with scripting because there's a lot of tie in between the dialogue and object/quest scripts, not to mention the scripts that are run directly from the dialogue. I think it's a very cool idea, and if you are really tenacious you can do it. I say best of luck to you. ____ On another note, since you said you're new to modding I have a few pointers for you that someone told me when I first started and they helped me out quite a lot. 1) Never delete something if you can get around it, which you usually can. Instead double click on it and check the initially disabled button, cause that will have the same effect in game, but won't delete the reference and cause conflicts. 2) If you make new items / scripts / effects/ etc.... Use a prefix for every new thing you make in the mod. For instance if I'm working on a mod that adds a new awesome rifle, I would prefix it with NARMod. I also add my name before that, just to be doubly safe. Since my name is Joshua, and last name starts with an L, and my screen name is Joshua121, I always do something like this: JL121NARModMyAwesomeRifle I hope that's helpful, and if you run into problems along the way, I'm usually happy to help out anyone I can, just PM me, and I'll get back to you when I can. Best of Luck Joshua
  7. I'm glad I could help, and if you do contact Cipscis keep the "Respectfully" part in mind, he's well known and I'm sure he gets contacted A LOT, with A LOT of questions. Best of Luck, Joshua
  8. I'm not going to be a lot of help with this, but I can answer a few of your questions. This condition will make your script only run at night. If GetCurrentTime >= 20.25 || GetCurrentTime <= 5.75 To get the only when outside effect you'll need to use the getinworldspace function as in. GetInWorldspace BoulderCityWorld == 1 || GetInWorldspace FreesideFortWorld == 1 || GetInWorldspace FreesideNorthWorld == 1 There are more world spaces you would have to include but you get the picture. I know you asked how to change the special's without using perks, but I'm not sure how to go about that, it would be easiest with a perk I think. You just make a new ability, and add the reduce perception effect in there. Then make a new perk that uses that ability. Then use the addperk function. addperk YourPerk I believe addperk requires a reference though, as in: BuddyRef.addperk YourPerk OR player.addperk YourPerk So it might not actually work for what you are trying to do. And as far as making it effect all the actors in the world space..... I have no idea. You might try respectfully asking Cipscis, he is the master of scripting, and he's a very nice person. I hope that helps some, and I'm sorry I couldn't help more. Good luck and best regards, Joshua
  9. This is still open if others want to help, just pm me. I could use help with more than just writing if you have the skills. Thanks. Best Regards, Joshua
  10. Kudos to you! Thanks for the feedback about the Enclave!
  11. Wow, just wow. Thank you all. I'm not really well versed in Enclave lore, which is why I reached out, I'm ok, but you guys really seem to know your stuff. and you guys are awesome for getting back to me. I would like to move this topic to a private conversation with you all, however I can't do that with the nexus site. I don't want to give away all of the details of this mod on a public post, and I won't be able to keep track of so many multiple conversations spread across a bunch of private pm's. So here's what I've done and I hope you guys will take me up on this. I downloaded and installed some open source project management software on my own server. (yay open source!). It's called project pier, and I set up accounts for all 3 of you. The way it will work is that everyone can see what everyone else is saying without it being public here on the forum. I can write up a lot of what is already in place so you'll have a better idea of what you're helping me with. Plus I can detail out what I need and trade ideas and such. I'll also be able to give you all access to download the mod in it's current incarnation. It's a very easy to use program and it operates in a similar fashion to a forum mixed with a wiki, that also shows a running list of all our messages... I use similar very loosely but the program is very easy to use. I'm going to pm all of you login details which are basically your user names you have on this site, with a password that you'll be able to change. Thanks very much for you help and I really hope will take me up on this so that I can bring this mod to very good close. Best Regards, Joshua
  12. I've been working on a really large scale mod for about 4 months now. I'm at a point where the player will find him or herself in an underground pre-war Enclave facility. These are the basic ideas of the facility as it stands. _______________________________________________________________________________________________________ There are extensive science labs on the premises The facility is full of soldiers that went into cryo/stasis before the war, hundreds and hundreds of them, waiting to be awakened. There are also some important brass; VIP officers, Generals, etc... in stasis as well. The computer system that was supposed to wake everyone up in the facility failed for some reason The facility for whatever reason was somehow forgotten about, or remained inaccessible to the rest of the Enclave. An NPC that you will meet in your travels is actually a Remnant Officer from the Enclave who stayed in the mojave after the Enclave was decimated. This NPC stumbled upon the facility but has no idea how to get it back up and running, though he is hell-bent on doing so. _______________________________________________________________________________________________________ Here's what I need. Back story on the facility Terminal and Journal entries More flesh for the story I have now Reasons for why the facility was put there in the first place that is somewhat canon friendly if not completely canon friendly Any other creative or cool ideas that would fit with what I've outlined _______________________________________________________________________________________________________ That's about it. Thanks in advance to anyone who wants to help out with this. You will be fully credited in the mod when it is released. Best Regards, Joshua
  13. You just need to put a condition on the terminal entry. In the Condition Function box use the HasPerk option, for function parameters choose "PowerArmorTraining", and then in the run on box choose "Reference". Finally click the "Select" box, a pop-up window will open with two drop down boxes, in the lower drop down that is labeled "ref", choose the option for "PlayerRef". (It doesn't matter what cell you choose). For the conditions, if you want to make sure the option only appears if they don't have power armor training, set it to == 0 ( equeals 0) , or != 1 ( not equal to 1 ) , the same goes if you want to make sure they have power armor training, use == 1, or > 0 ( greater than 0). Good luck.
  14. Thank you so much for this tutorial, I was driving myself nuts trying to figure out how to get the music to play through a jukebox or radio, I saved them as the ogg files with the same settings as above, and the _mono at the end.... worked like a charm. My only question is this, is there a way to change the volume output on in game radios and jukeboxes? If not I imagine I can just pump up the volume on the .ogg files, but it would be nice not to have to go through all that trouble.
  15. So I've been working on this assassins guild mod for sometime now, and I need some more ideas for contracts / assassinations. Any help or ideas would be greatly appreciated, and credited. If you would like to do more than offer ideas, pm me, I could definitely use more hands on this. Much thanks.
  16. I would love to do this mod, but I would really have to get together a team to do it. I would need custom building models and someone who can actually do LOD, not to mention a whole host of other things. NOT to say that I won't, in fact I've already started, but I don't know if I'll be able to find the help I'll need to see it through.
  17. That's awesome, I have a friend from Detroit, and that'ss basically a cleaned up version of his description. On the little orange midget note, If I do a Jersey mod those dumb%*&@$ will NOT be in it. Haha, unless they're corpses. That might be kind of funny to have a a dismembered skeleton named "The Situation".
  18. Thats hilarious man, so if understand correctly. If I were making Newark or Camden I could basically just rebuild it as it is now. It very much fits with what I wanted to do.... Thanks very much for the feedback.
  19. I'm thinking of making a mod where one can travel to the Jersey shore, around Asbury Park, and Ocean Grove... I just wondered before I really get into it, if there is any pre-existing lore for the area. I can't seem to find any though I've done quite a bit of googling.
  20. This might be a silly question, but did you set the gun to use the new ammo type in the geck?
  21. You would have to add the item to the leveled lists that are in the said NPC's inventories. You can find them under leveled items in the GECK, or by looking in the inventories of some of the NPC's in the GECK The best way to do it is to add the items to the form lists through something like a quest script. You should read up on this AddToFormList Best of luck.
  22. I'm not sure if all of this would work, but here's my idea You could make an ammo box activator that has a showmessage script. the message would have two options: One: opening up a container that's hidden in a cell somewhere, 2: Picking up the ammo-box. If the player chooses to pick up the box, use the "placeatme" command to move the container back to it's hidden spot, and then use the "player.additem" command to add an item to the players inventory. The item would basically do the same thing only with an option to drop it instead. You'd probably have to make it an aid item to attach the necessary scripts to it. If the player drops the ammo box, use the "player.placeatme" command to move the ammo box back to him. Like I said I'm not sure if that would work, but you could try it. I would start with making an ammo box "ingestable" with a script something like this scn ammoboxitemscript short myitem Begin Onadd player AmmoBoxRef.placemeat HiddenSpotMarkerRef End Begin OnDrop AmmoBoxRef.placemeat Player 0 ; the zero puts it in front of the player End ;you're gonna have to delete the item and I'm not sure about this part but here goes. Begin Gamemode If Player.getdistance AmmoBoxContainerItem < 400 set myitem to ammoboxcontaineritem ;not sure about this part <-- myitem.placemeat HiddenSpotMarkerRef myitem.markfordeletre endif end The ammobox container I would have a script like this SCN AmmoBoxContainerScript short buttonvar short awaitinginput Begin OnActivate showmessage AmmoBoxChoiceMessage End begin gamemode if awaitingInput == 1 set buttonVar to getbuttonpressed if buttonVar > -1 set awaitingInput to 0 if buttonVar == 0 AmmoBoxContainRef.Activate ;open the contianer elseif buttonVar == 1 player.additem AmmoBoxContainerItem 1 elseif buttonVar == 2 ;do nothing endif endif endif endif end ############################### The message: "Here's your ammobox blah blah blah, option 0 - Open the box option 1 - Pick up the box option 2 - Leave it where it is ############################### I'm not sure how to go about accessing the container once it's in inventory but I think you could do it if you add some similar scripts you can figure it out from there. Best of luck.
  23. I will definitely take you up on that. I have actually posted a few times that I need some voice actors. There is a character named Wilkes who is one of the assassins. He carries around an old Chinese Officer's Shock Sword. He says he took it off an Enclave Officer many many years ago. I want to have a quest so that you can get the sword from him, but haven't thought of what it should be. If you are really interested in helping pm me, I can send you some stuff and we can really talk ideas. Anyway, I brought up Wilkes because I need someone to do his voice acting. Thanks.
  24. To be honest, I would love to get a team together or at least get a few more modders on board with this project. I've already got about 200 + hours in this thing already and I have no end in sight. I've already got about 10 assassinations along with other odd jobs (blowing up some tunnels to close them off, etc..) Custom armors, perks, factions, hundreds of lines of dialogue ( all voice acted and lip synced, save for the people wearing helmets.) I need more ideas, more voice actors... more help. So yeah, if you'd like to help I would LOVE that. Here's some eye candy from the mod... http://www.dragontreestudio.com/images/DSBH-Logo-Screen.jpg Thanks.
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