Jump to content

scarycave

Members
  • Posts

    292
  • Joined

  • Last visited

Nexus Mods Profile

About scarycave

scarycave's Achievements

Rising Star

Rising Star (9/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. It worked perfectly. Thanks. :D It looked like when I export from blender it turns off its alpha texture thing. Now I can unleash 1000 years of darkness over the wasteland, as soon as I get my trait thing done - among other things. I really got to stop trying to do so many things at once.
  2. So, I've been playing around with modifying certain meshes in Blender, when I export them, I finally manage to get them to appear not as weird grey things that bounce around the screen - but as black silhouettes. I've tried to do stuff to fix it, but I'm really at a loss for what's going on here...the Uv's still appear to be mapped, the thing will have a texture in Nifskope, but in the game itself - it's completely black.
  3. Hiya, I've been a bit delayed lately with my modding duties - but I had this idea for awhile to make an acrobatics guild, and I started working on one. This is what I got so far: A cave area where the guild is (I'm thinking of putting it high up in the mountains). Two courses. One is just about done. About Courses: Courses are small pocket dimensions where you have to reach a goal as quickly as possible, the better your agility skills are the faster you can clear them (by taking bigger leaps, running faster, etc.) They're platforming segments. I got pretty the inspiration from fixing up a quest mod I posted as a request awhile back. Winning a course gains you "kudos", kudos is a variable which counts when the players rank rises, the higher the rank, the more courses unlock, and additional side quests open up. The first course so far awards 500 coins and 3 kudos for under 20 seconds, and lowers every 20 seconds, take longer than a minute and you win a single coin and no kudos. What I need help with: Any suggestions would really be helpful. Maybe some voice acting for some generic npcs. What the ranks and titles should be called and other little things.
  4. Hiya, so I've been having a few problems lately that have gotten in the way of modding recently. One of them is that my laptop is getting really cluttered and I think a major portion of it is from all the extracted Oblivion + Fallout 3 files (or so I think). I was wondering if there's a way to compress certain files to save space - which should hopefully help my Laptop out.
  5. Sorry for the late reply, my laptop (where I have Oblivion installed) lost its wifi. I modified the nif last night, and just tested out now - and its working perfectly. Thanks!
  6. Hi forums, I'm trying to turn a weapon into an activator (see title for additional info.) and I'm not to sure how I do that exactly. When I try to put the weapon is as an activator, its still possible to move, knock-over, etc. I need it to be completely static. I tried removing some stuff in a duplicate niff, and now it has no collision at all. Any advice on how to do this?
  7. Tried using the FO3 edit and it worked! Thanks for your help. Looks like I can finally release that trait mod now, or the first version of it.
  8. Hi forums, I'm having a bit of trouble "signing" a mod and giving it a new description. Every time I modify either box, either by changing "default" to "scarycave", or typing in a single character, the Geck will freeze in place, and make "ping" noises when clicked on. It will always remain in the top screen regardless of alt-tab, and can not be click and dragged around the screen. It can only be closed by using the task manager, which will report that the Geck has crashed. I don't think its necessary to sign a mod, but I put the time and effort into it. If I can't figure it out though I'll just release the mod as is. I'm using the steam version of FO3 if that helps.
  9. Okay, so I managed to get it going smoothly. You see, I had it on a quest script before - making the message pop up and everything, so when you would click a perk or click [next] or [back] it would wait five-seconds before popping up again. Then taking an additional five seconds to activate the trait. After playing with the slot-machine and experimenting on making lamps you can turn on and off, I realized that object scripts go so much smoother. So a little code snip there, a code paste there, and presto - it's rigged to throw an object at the player and then said object pulls up the trait message, and now it goes super quick. :) If anyone wants any other traits, now is the time to suggest them because this puppies just about done and ready for testing.
  10. Alright, I think this mod is almost ready to release. I've been reading somethings about removing perks for people who want to uninstall a mod that gives a new perk that I need to do. Thinking of setting up some kind of machine that removes traits, and lets you re-pick them. The traits are chosen from a messagebox, so its kind of...meh...right now. All the traits seem to be working fine, the list works fine, but you only have so many slots and before you have to click [next] or [back]. Wish I could make a list like you do with the tag skills but I don't think that's possible.
  11. I'll try to see if I can do that - although, the ability is linked to a perk. When I did something similar to see if the player is wearing or not wearing glasses, it worked fine. I'll toy around with it later and see if I can get it working. //EDIT// Nevermind. Got it working - I changed the subject to reference like you said, and then changed it from an actor effect to an ability. One-Handed is pretty much done now. Thanks for your help. Now if only I could find out about that firing speed problem...
  12. Oh sorry about that. It should be != instead of !*condition*. It's also an actor effect.
  13. Hi forums, like the title says, I'm having some trouble getting the game to tell if the player is wielding a one handed weapon with an ability. It's like this: the player gets (is supposed to) get +10 to several skills, they each have this function: if GetWeaponAnimType != 3 AND if GetWeaponAnimType != 5 AND if GetWeaponAnimType != 6 AND if GetWeaponAnimType != 7 AND if GetWeaponAnimType != 8 AND the ability also reduces those skills by 10 if they're holding a two handed weapon and its like this: if GetWeaponAnimType == 3 OR if GetWeaponAnimType == 5 OR if GetWeaponAnimType == 6 OR if GetWeaponAnimType == 7 OR if GetWeaponAnimType == 8 OR The games doesn't seem to register during tests and I'm not sure why...
  14. The thing with fast shot is, that it increases the rate of fire in New Vegas - which is something the Geck can't do. There doesn't seem to be a way to adjust the rate of fire with the use of an ability or effect, I think there's some globals that have to do with the fire-rate and condition, but that would most likely cause problems due to load orders. I actually have it in - with the description and perk. I'd gladly put it in if I could find a way.
×
×
  • Create New...