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Ru55ell

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Everything posted by Ru55ell

  1. All the preferences were on default, I tried turning them all off and everything looked them same. Also tried toggling on/off lighting, sky, leaves etc. I don't know what any of these are, so I assume I've not got any: ENB/SweetFX/ReShade. I tried uninstalling the CK and re installing it but Its the same results. I had a look at the 'actors' (NPCs) and they are all just jet black silhouette's, same for items to. I had a look at a laser rifle but it's just a black silhouette too. It's like the textures are all missing. I got 505 warnings when loading a random interior, are that many warnings normal? This is so frustrating, I assumed the limit of what I could achieve in the Creation Kit would be down to my own patience and enthusiasm. That if I just stuck with it I could make some interesting stuff, but I can't even get the software to work. :sad: [Edit] I found a solution on bethesda.net: https://community.bethesda.net/thread/6429?start=15&tstart=0 I cannot believe it was that simple but it worked. Textures are loading normally for me now. I know some people find it annoying when someone starts a thread because of a problem but solves it themselves. But I swear I searched Google yesterday but didn't find anything. Thank you for replying ma1025. :smile:
  2. Tried the Creation Kit for the first time and apart from the 'Warnings' (that I'm suposed to ignore?) it worked ok. I loaded an interior cell and rotated the view etc to look around. Closed it, viewed a few 'how to mod' vids online, re-opened it and now all the textures are gone. They are just black. Here's what my render Window looks like: http://img.photobucket.com/albums/v376/Russell123/CK_Error.gif Believe it or not that's the Memory Den. I pressed '7' to toggle the wireframe view so it's not just pure black. It worked; now it doesn't. I feel like I'm missing something simple but I can't find anything to fix this on Google. Can anyone help me?
  3. Yeah this is what I thought too. I've just completed NVB1 & 2 and I'm currently sitting on a mound of Gold from the Inheritance. So.... we going to see Randall as a Ghoul and see a final showdown with Marko? I can't wait. Seriously someguy2000, well done. You've added hours of excellent game-play to New Vegas. :D
  4. So I'm setting up a mod that will add two or three energy weapon vendors to the game. I've seen several people comment that other than the Silver Rush there aren't any so I'm making a (hopefully) cannon mod to fix that. In a nut shell: an NPC will ask the Courier to clear out an old bunker so the NPC can get at the old weapons stash, then set himself up as a energy weapons vendor for the rest of the game. I've done about half of it but I'm struggling to work out a few things and I can't find the answer on Google. I have several questions about questing/scripting: # 5 days later: So once the bunker is clear of enemies the Courier will return to the NPC and the NPC will say "now the bunker is clear I'll send in my Mercs to collect the weapons, I'll be setup to sell them in a few days, come back then...". How do I setup up a quest stage that is basically "wait 5 days", I'm guessing with a script-timer? # Killing Deathclaws as a quest stage: How do I get the quest marker to point at a dozen or so Deathclaws located in two different cells? So basically how to make a quest stage that is kill a bunch of things? # Level Requirement The weapons available in the bunker and on sale after the quest is done will be high end and I don't want to break the game, (the vendors will be at the Mojave Outpost which you can get to pretty early in the game). How do I make the quest only available to Couriers that are above a certain level? I'd guess with a script in the quest-giver's dialogue, something like: If courier level =< 16 then no quest Else ofter quest End IF If you know the answer to any of the above or know of online tutorials so I can work it out myself then please reply.
  5. I haven't tried this Mod, but it might be what you are looking for: http://www.nexusmods.com/newvegas/mods/39619/? http://www.mgenyc.com/mods/IMAGINATOR-OptionsSMALL.jpg
  6. I've set all my vendors up by copying the traveling merchants so I wouldn't have to alter any dialogue. So I need a script that doesn't require a conversation to work. I need to create a script and attach it to each unique container that I've created, I've tried the below, I get no error messages but it doesn't work. At this point I just want to remove all caps, then I can worry about adding some back. Any idea why the below won't work? ScriptName 0aVendorCapFix ref myVendorChest Short nNumCaps01 Begin GameMode set myVendorChest to getLinkedRef set nNumCaps01 to myVendorChest.getItemCount caps001 ; ;If nNumCaps01 => 5000 ; ; myVendorChest.removeItem caps001 5000 ; ; myVendorChest.AddItem caps001 2500 ; ;endif myVendorChest.removeItem caps001 nNumCaps01 ;myVendorChest.AddItem caps001 2500 End
  7. I'm making a merchant mod, I've extended the gulp & grub and created a new small settlement up north but the vendors I've created now have thousands of caps more than they should. When I first loaded the mod my vendors all had the right amount of caps (about 250 to 2000 each.) I've been enjoying “New Vegas bounties 2” and when I've gone back to my vendors to make sure they have restocked they all have far too many caps, one has 12,000 another has 20,000. I’ve searched the forums for my problem but I can’t find any “my custom vendors have too many caps” threads. When making a custom vendor how do I make the stock respawn without the amount of caps the vendor has increasing each time?
  8. The problem you are describing has happened to me too when I made a combat helmet, I forget how I fixed it but it is common enought for you to Google it and find a solution, here is what I found: A thread on the Nexus: http://forums.nexusmods.com/index.php?/topic/250193-converting-fo3-hats-to-nv/ And a youtube video: http://www.youtube.com/watch?v=dEtXxOLtUjM] Hope that helps.
  9. I had the exact same problem, I was trying to complete Boone's first quest and the Pip-boy marker pointed at Black Mountain. I found Jeanie may there, rescued her from Centaurs and convinced her to check out the front of the dinosaur, then I had to walk (slowly) all the way from Black Mountain to Novac. Boone pulling the Trigger made me feel so happy.
  10. So I'm putting togther a mod and the NPC's I've created have always got their weapons in their hands. Even when they sit down, lean on a workbench or sleep they'll still be holding a gun like it's been glued into their hands. I've looked on Google and I can't find anything there. I want them to holster their weapons. What am I doing wrong? Is it something to do with the AI package?
  11. There is a mini-nuke mine in Gun Runner's Arsenal. http://images2.wikia.nocookie.net/__cb20110928214240/fallout/images/thumb/9/92/Fat_mine.png/212px-Fat_mine.png http://fallout.wikia.com/wiki/Fat_mine_%28Mad_Bomber%29_%28GRA%29 You need to select the 'Mad Bomber' perk to unlock it. If anyone here makes a mini nuke grenade this might be a good place to start. Could you use this as a base?
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