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vforvic

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  1. It is probably a mod giving that message and not the game itself. Two of my mods give that message, but the game starts anyway since the mods are not really necessary. I think one was Looks Menu and the other was Mod Config Menu.
  2. Interesting idea. Not sure how it would be or if it even could be implemented. I've always thought that the Ham Radios should do something. I mean they all turn on and make sounds, but you never hear anything from them other than static.
  3. I have gotten both of the ways you mentioned to work and it was a major pain. It has been a while, but one thing to try is to set the Starttalking variable back to 0 once it starts up like shown below. I seem to remember that if you do not do that then the script will kind of loop at that first part and end with only the first line spoken. That is just the first thing I noticed you might try. I seem to vaguely remember that the tutorial does not really work exactly as they say. Begin Gamemode If SXHMQ02.StartTalking == 1 && Getstage SXHMQ02 == 20 SXHTommyRRREF.sayTo SXHBartonRedRoomREF SXHMQ02GroupConv01 set SXHMQ02.Starttalking to 0 endif end
  4. Which one or ones do you want done?
  5. I would put it in the Result Script (End) at the end of the Dialogue. Put the NPC where you want it to spawn, be sure to give it a REF name and set it disabled. Then at the end of the Dialogue put something like the following in the Result Script (End). YourNPCsREFname.enable
  6. As far as I have always found it does nothing at all. I think it is leftover from something that did not work the way they planned, but the button is still there. There are a few things like that going back to the Oblivion Construction Set.
  7. There is a directory under Data called FO3Edit Backups which makes backups of all files before it saves them. You might look at using those to do some troubleshooting and testing to see if you can get back to before you did the edits.
  8. I put the mod up for download. If I missed anything or there are any bugs let me know and I'll fix it up. Skeletons No More
  9. I am pretty sure I can make a mod getting rid of the skeletons for you. I'll just get rid of most of them or replace them with some simple item.
  10. Far from an expert on this, but I would ask what determines the change in contents? Without knowing specifics I would say the chest could change via a Trigger Script the Player entered around the Container.
  11. When you preview the NPC in the GECK do you see them wearing the clothing?
  12. I had this same thing happen in a early version of my mod Merc 2, but it was much more extreme with how much stuff was around the Player. So much that the Player died as soon as entering the Cell. I will look back and see if I can remember how I fixed it, but it might be a few days. Odd thing was it was a Cell that I really did nothing too in the GECK. The Player just had to pass through on the way to a Quest. It was only when the Player entered into Friendship Station in the tunnels. What makes you think you did something to make it happen?
  13. Just to clarify. Are you saying that you have 2 separate greetings. For example, when you first meet the NPC she says "Nice to meet you" then every time after that first meeting she says something like "Nice to see you again"? Is your issue that every time you meet her she says "Nice to meet you" and "Nice to see you again"? If that is the case then you probably put those greetings in the "Response Text" block. Or are you saying something else happens like something else like the dialogue after the greetings are mixed?
  14. When you look at the Full Preview of the NPC in the GECK are they wearing the clothing? Are you putting the clothing directly in the NPC's inventory or using a script or Leveled Item List?
  15. Chinese Commando does not use gloves, but the Winterized Combat uses the gloves \WastelandClothing02\gloveml.NIF with the Texture Set DLCAnchBoSUnderArmorGlovesF or DLCAnchBoSUnderArmorGlovesM.
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