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Posts
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Everything posted by Wolfganger
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A mod I'm working on involves the use a few different types of spriggans and I'm trying to figure out how to get rid of the effect that surrounds them in leaves, makes them turn invisible, and turn animals against you. I've tried removing the spells from the spellslist and other things in their object editor, but I can't remove that specific effect.
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I've been trying to learn more about creating my own followers, but many of the tutorials I've seen are basic or VERY basic. Does anyone know a place to find information on advanced or complete follower tutorials (Tactics, Follow distance, Aggression, Companion wheel, etc.)? Any help is appreicated.
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I have an issue where a modded legion soldier attacks NCR soldiers but does not attack me (Hostile with Legion). I've added a few legion factions to the factions tab but none target me. (VCaesarsLegionFaction, vCaesarsLegionMilitaryDialogueFaction, vCaesarsLegionMilitaryOfficerDialogue) Also what would be a good faction that typically is always hostile with the player? Even when I attack them they usually after a short time become cowardly and run away. How can I make them not run away?
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So Gamemode would be appropriate for what I'm trying to do then. However, the script is an object script and it is currently placed within the centurion's object data. So, in theory, if I were to place more of that type of centurion elsewere they all would be dependent on whether or not Restoring Hope was completed. ...I think I see where this is going... I assume you're going to tell me that the script needs to be a quest script and that there needs to be a quest that controls that specific centurion.
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The Persistent Refence Box on the Centurion in Nelson is checked, however the option is grayed-out so I don't know if it is applied or not. Also, I was able to finally get the script to save once I added Gamemode to the Begin line,so (Begin Gamemode). But I'm not sure exactly what is meant by Gamemode? Lastly, since my courier has completed Restoring Hope I've temporarily changed condition to be == 1 so he should when I travel there, but hasn't.
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I'm currently trying to make a specific npc appear or disappear if a quest has been completed or not. I think i have the right idea for the code but it won't save and i don't think it is compiling correctly. scn NelsonCenturionSpawn BEGIN if GetQuestCompleted VMS30 == 0 NelsonCenturionRef.Enable endif END A centurion at Nelson is initially disabled and needs to be enabled if Restoring Hope (VMS30) hasn't been completed and NelsonCenturionRef is its reference editor ID, also the centurion is unique to the mod (ex. GECK ID: 000Centurion). Should this script be placed with the base unit (000Centurion) or should it just be its own quest? On a side note, how would a script similar to this one look like if the condition was based on the player's level? if GetLevel >= 30?
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I had been using Nifscope quite a bit in the past to change textures and alter some meshes, but for some reason after almost a month of inactivity Nifscope doesn't want to open. I double-click it to start but nothing ever comes up. I have even tried using task manager to force it to start. Should I reinstall Nifscope or is something affecting it that is causing this?
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I'm probably not the only one with this problem- The Windhelm influence mission for the Theives Guild ("Summerset Shadows") isn't working at all. The Cruel-Sea guy Delvin wants you to talk to has no new dialogue and no journal entry appears. I did some research on the quest at The Elder Scrolls Wiki (great place for info) and found out this problem is known to happen and that there is no in-game fix. I tried progressing the quest through console commands (ex. SetStage tgtq04 10) but that didn't work. Just want to know if there is any mod fix for this. Thanks.
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This is a small problem I encountered recently while making a small quest to unlock a new summon shout. It uses two NPCs, which one is a duplicate of the other. The first one is used by a quest and has dialogue and what not, and the other is the summoned unit, but they are technically the same person. For some reason after I added dialogue to the quest NPC, the other separate NPC began talking like a zombie (ex. "uhhh", "kill", "you...must...die") when he should say typical male nord phrases. (ex. "what do you need?", "I love a challenge!", "Victory or Sov.... you get the idea) I really don't know what the problem is and I'm not sure if the dialogue caused it or not. One moment he was talking normal, the next like a zombie. :confused: Any helpful comments are welcome and thanks ahead of time.
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(For those who have been familiar with my recent posts, I finally got the quest to start up. :thumbsup: ) Now to business. What do I do to make it so that an actor runs away from the player towards their editor location after completing an objective? I tried using MoveToMyEditorLocation() but that just instantly teleports them.(I want them to run away before moving) -or- Is there a command that tells them to "travel" to their editor location?(Kinda like how Delphine travels to Kynesgrove?)
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Does anyone know how to start a quest by using a magic effect script? (like casting a spell or using a shout to start a quest) This is what I've gotten so far... Event OnEffectStart(actor akTarget, actor akCaster) MyQuestName.SetStage(10) EndEvent This seems simple enough, but for some reason my quest doesn't start. :confused:
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I posted a topic like this earlier but i'll try it here too. How does one make it so when you use a shout it starts a hidden quest that causes a dragon to help you like the call dragon shout? I've got the quest set up, i just can't get it to activate by using the shout. Is it QuestName.Setstage() or a keyword or something else?
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Hey everyone, I've been having this issue in the creation kit trying to make it so when you use a shout it triggers a quest. More specifically, I'm working on a dragon summoning mod and the dragon uses a quest for helping the player, very similar to how Odahviing's call works except with a different starting location. However, I don't know if the magic effect script uses the script QuestName.SetStage(10) or a keyword(like Odahviing's, which I don't understand) or maybe something else. I've been using debug message boxes to find problems but it seems so far that the shout simiply does not "connect" to the hidden dragon quest. Any helpful advice is welcome, also if you need more info just say so, Thanks
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Thanks again for the quick response I'll check those out as soon as possible.
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Hey everyone, I been working on a custom gun model for a while now and I managed to get into New Vegas with only a few problems: 1) (Minor Problem) I'm I only one with the problem that when I get the sighting node lined up right in Nifscope that it is actually slightly lower than where the gun is acutally firing in game? Is there any way to raise the sighting node without messing up my sights? 2) (Minor Problem) I have made an esp. file where a certain crafting recipe repairs my gun (with some materials of course). But the problem is when I use it, it only gives me the gun at about 90% condition instead of 100%. I can easly say this is most likely a GECK problem. Also this may not be problem because I can use it for balancing. 3) (Major Problem) This REALLY has been baffling me. First my gun uses the light machine gun model as a base and has a moving slide ejection thing which its animation works fine. BUT, the slide has been pushed out of the gun to where it hovers a few inches from the gun. Second, this is the confusing part, this only happens when the player has it equiped. The 3ds model is perfect, the Nifscope model is perfect, (hell) the world object model (when dropped or laying around) is perfect, it is just when it is in my inventory and equiped it has this problem. I don't know if it is a collision issue or not, as it does overlap the inside of the gun. I might see if I can sink the part down in NIfscope or resize the part in 3ds to fit better. It is a livable problem but not a very pleasing one. Any constructive comments are welcome and thanks for reading.
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Hey there everyone, I just started working on a simpler model for a new hand-to-hand weapon in Fallout: New Vegas to take my mind off my first model and I've got a big question that I'm hoping someone can answer. Is it possible to cut a shape with another shape, like a cylinder in a cube, and you attach them then detach them and delete the cylinder does it leave a hole in the cube? If so it would be great help for me or if not how would go about doing this in the best possible way? Any constructive comments are welcome and thanks for reading.
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I have ran into another problem. :wallbash: I now have the right files for Xoliulshader 2 thanks to Millenia but when i pull up the material menu and hit standard, no Xoliulshader option appears (even though it looks like my model changes). First, I manually installed it by dragging the XoliulShaderUI folder into MAX's scripts folder (dragging the .mzp into the viewport wasn't working, installer kept running into an error) and then copied the two .fx files into the fx folder. Next, after watching the first part of the Xoliulshader video series on youtube, i dragged the .mzp file in again and clicked upgrade, which appeared to work fine, then i rebooted, and got to this problem. Thanks for any help! UPDATE Think i managed to fix it? Eitherway the option showed up and i applied my maps and it looks much better now. Just curious, i'm pretty sure he applied his maps to the low poly model but why not the high poly model? Just something i want to know about.
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Well i wasn't expecting Millenia himself to answer that,but this definitely helps a lot. Thanks for the link. (BTW i just finished rendering the normal and abient occulsion maps on my model and just started up the 4th part of the tutorial where i need this. Once again thanks abunch everyone who helped) :thumbsup:
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I'm not sure if i downloaded the right thing from xoliulshader.com. I go there but i'm not sure what to get? I tried clicking Xoliulshader 2.0 and went to the first link but all i got was this WiseConvert PDF and internet community toolbar thing. Once again thanks for any help.
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First of all, thanks for responding! I tried what you said and took a closer look at the install info and found where to put the scripts but i still had problems so i tried draging the .zip file into the viewport and that worked. So now i have the toolbar on the side and it appears to be working. Thanks a bunch Ghogiel! (Do you know anything about xoliulshader and how to install it? I still stumped on that.)
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I'm quite new to mods and have started to make some myself, but i've hit a problem. Like many people new to weapon modeling i've been watching millenia's tutorials for Fallout (which are amazing) but i'm not sure where to install the files for the 3ds max 2012 plugin "Textools" for UV baking, in his description. (also the same for xoliulshader) Millenia's tutorial part 3 UV baking-> I do have nifscope and the nif plugin for 3ds, as well as the DDS file plugin for photoshop CS5 and have used each one (they work fine). I have also gotten basic knowledge of how to use GECK, all i need is to make MAPS. If you need additional information or suggest tips, just say so, otherwise thanks for the help it is much appreciated.
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Here's what you need to know: 1) I'm pretty new to the modding community so my knowledge of modding isn't great but I'm learning. 2) My problem is this that I have downloaded 5 different posing mods (Backsteppo Pose Port, FNV Dance Animation, Pinup Poses, Sari-Decembers Pose Pack NV, and Action Poses). When I first activated them using NVMM they worked just fine. However, Backsteppo Pose Port by jonas (http://newvegas.nexusmods.com/downloads/file.php?id=43392) for some reason hasn't been working lately. When I type in the console command to activate the pose, the message that confirms the action appears but no action actually takes place leaving my character in the idle stance it was in before. Most of the time after i try that command, I'll try entering it again, but this time no confirmation message shows up and when i try the other pose mods they stop functioning for some reason. Reloading a save fixes the other poses but not Backsteppo Pose Port. I feared that it might have been compatability issues with other mods I have downloaded since I last used those poses. So, I tried deactivating serveral different mods that came after it, but so far nothing has worked. I have even tried deleting the mod and re-downloading it... still no change. I also don't think there is a problem with the load order (all 5 are located near the bottom), so I'm quite confused. :confused: I have been looking through the forum to find someone who has had a similar problem, but I haven't found anything yet. My hopes are that there is someone here who can point me in the right direction. In the meantime while I'm waiting for a response, I'll still be playing and tring new mods. Thanks for helping a fellow gamer out!