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PsychorGames

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Everything posted by PsychorGames

  1. https://forums.nexusmods.com/index.php?/topic/5731797-an-idea-for-split-screen-multiplayer-new-vegas-could-it-work/ conversation moved to here.
  2. Done and done. www.nexusmods.com/newvegas/mods/63347/? Changing the ini settings didn't work for me, so I just made it.
  3. Pretty straightforward. I'm trying to make it so that when you press "E" while in front of a specific person in New Vegas, it'll show a message instead of enter dialogue mode.
  4. "Why do you need to add an item to them? Can't you just make a dialogue option with the (GetInFaction NCRFactionNV) condition and have the result script do what you want?" Hmm, maybe that's what the original modders did to make their hiring mod work, and I'm simply misinterpreting what they did thinking that they added an object to all NPCs via script.
  5. I will try that when I get home . Forgive me, I'm still pretty new to modding. I figured if the other NPC-recruiting mods didn't require NVSE, this task wouldn't require it either. But the difference is that they put the object into every NPC somehow whereas I'm trying to put the object into NPCs of specific factions.
  6. Well it wasn't my idea. I was snooping around other people's mods with the Geck and am now adapting their strategy. Can this be done without NVSE?
  7. What's the difference between items placed in their inventories on in real time vs game start? The result is the same isn't it? The reason I ask is because I'm trying to put an item into everyone's inventory that I will add a script that will make it so that they are hireable (via a dialogue option) Oh and thanks for replying!
  8. Say I want all people in NCRFactionNV to have an Anti-material rifle in their inventories. Besides writing the quest script to initiate the mod on game start, what will I need to do to make this work?
  9. if GetType == 42 Kill.AllNPCRef endif Being a quest mod activated at game start.
  10. Oh and I'm not saying I want -all- enemies to flee when I cripple -one-. I'm saying I want one enemy to flee when I have crippled one of its limbs, and I want this to apply to every enemy for now.
  11. I thought it would be a relatively straghtforward mod, but it's proving to be extremely difficult. I want enemies to flee when one of their limbs is crippled. That's it. The problem is that I can make them flee once they are crippled... but only for about half a second. I am using set EnemyRef to player.getcombattarget which means only one person at a time will flee, and only if I actually aim at them. Is there anything else I can set the enemy to that will effect all enemies? I tried making the script an effect, but again, I didn't know how to actually implement the effect other than to set the EnemyRef as my combat target. Things that I have tried that also don't work are using: IsActor GetInSameCell (or whatever function checks to see if you're in the same cell) How do I make it so that all enemies will react to the action [of getting crippled] by fleeing [preferably for a long duration of time] whether I'm aiming at them or not? Thanks for the help!
  12. Well while you're here... How would I go about making a mod that would make it so enemies ALWAYS flee the player if any of their limbs are crippled? Let's exclude the Centurions and Legate Lanius, because they're tough, highly trained fighting machines. Okay, every enemy (and creatures) except Legates and Centurions flee when you cripple their limbs, and followers are not affected by this (so followers won't randomly flee from battle when they've been injured) Thanks for helping! PS, should I make a new thread to ask a list of questions like these in? Would it be appropriate, or is it cool if I just ask you questions right here? Thanks in advance.
  13. Dude you're sweet! I'm going to try this out next time I'm at my computer. By the way, do you think doing this frequently would be okay? I'm talking about asking people online to tell me how to make a mod. I have a LOT of cool mod ideas and I can see myself having fun in asking more experienced modders the steps I need to take to see my ideas come to life.
  14. This will be my first mod ever. I have a cursory knowledge of the GECK and know a bit about functions and making perks, but I'd like some help on making this cool pacifist perk that I thought of! It'll be a trait you can select at game start, but you'll be able to get it as a perk too. You gain 10x experience whenever experience is earned, but ONLY if your 'People Killed' stat is 3 or less. Your 'Creatures Killed' stat must also be 20 or less. If you pass the thresholds for killed people or creatures, the perk will become unavailable to acquire, or if you already have it, the perk will be lost and you will no longer earn 10x experience. Is this possible to make? I'd very much like someone to point out what to do, and I'll promptly make this mod. Thanks for reading and I appreciate your help!
  15. Thanks for the help! I used that tutorial and followed every step in installing blender and the other programs, and managed to import skeleton.nif in blender, and also import animations onto the skeleton.nif and managed to edit them a bit. All I did was edit the position of the arms in some key frames, just to see if it would work correctly. Exporting was tricky. I exported the kfs but they didn't work in the game because I accidentally exported them as Oblivion kfs so when I performed the animation, my characyer was frozen and couldn't do anything. So I exported the animation as Fallout 3 kfs; the animation still doesn't work, but I'm no longer frozen forever when I call the animation. The animation simply doesn't play. What could I be doing wrong? Let me clarify that I'm simply putting the edited kf files into Data\Meshes\_Male\IdleAnim\WhateverAnimation. I'm not making an esp or esm. Is there something I must tweak in NifSkope or whatever? Thanks for the help!
  16. Hello! I'm making my first mod, and I'd love it if members of the Nexus community would give me a step-by-step process on how to assemble and publish this mod. The Mod: I'd like human enemies in New Vegas to react more intensely to damage. I'm not content with seeing them shrug off a bullet to the head like a mosquito bite. With this mod, I'd like to import new damage animations into the game, and to obviously play the animations on actors who have been attacked. I will make the animations myself in Blender. I simply need help from you guys in order to understand and use the GECK. The Details: Animations will be different depending on the area of the body that is struck. The enemy will clutch their arm if shot there, the enemy will stumble if shot in the leg, etc.[if this is possible] The enemy will play a longer hurting animation if the attack on their body does enough damage. I will make a set of animations that take longer that will play when great damage has been done to the actor.[if this is possible] I think it would be super cool if the enemy had an entirely different reaction to melee attacks. Possibly an animation where they are in a boxing pose, taking a few steps back, to denote that you and the bad guy are fighting in a cool hand-to-hand duel. Again, I'll make the animation myself.What do I need to do in order to achieve this vision? I can create the animations myself, I simply need to know what tools to use and how to import and export New Vegas character rigs to and from the GECK. I'll need to know what values I need to adjust in the GECK, and if I need to use scripts or not. If you are kind enough to help me out, I thank you in advance. Thanks!
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