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vforvic

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Everything posted by vforvic

  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.
  16. I will tell you this about modding and the GECK. Many times you will do something that should work and you find it does not work. Sometimes it defies logic and you swear it should work and honestly it should. You redo what you were working on either the same exact way or find another way to do it and it all suddenly works. I can take a look at the Cell if you want to see what is wrong. I can PM you my email or you can upload it somewhere.
  17. Did you make it New or did you use Duplicate Cell? Could be leftover stuff you are not seeing like Room Portals if you Duplicated another Cell.
  18. I use that script setup in my mod Merc2 and it seems to be pretty accurate on every drop I tested. Mine is not triggered by a player trigger, but a script variable being set at a certain point. If you want me to look at and test your setup I can PM you my email address or you can upload it somewhere else for me to download. It might be a matter of changing how the script is triggered.
  19. Are you trying to run the scripted attack sequence different times in different places or just the same Vertibird doing multiple runs? How are you using the script exactly in the mod?
  20. Did you check with FO3Edit to see if anything is overwriting your changes in game? If you changed the Vanilla Bat then some other mod could accidentally change it back.
  21. If you have mods installed then a load order would help with troubleshooting.
  22. Essentially the way you add your own music to the GNR playlist is use the GECK to add new music files to the current playlist using whatever name you want. In the case of my mod I simply said add 20 new songs named Song01, Song02, Song03 and so on up to Song20. I could have picked any number such as only 5 songs or 33 songs or whatever number I wanted. I could have also named the songs anything I wanted. I could have named them music01 or mine01 or junk01 or whatever. The GECK and GNR does not care about the name used. GNR simply looks at the list of available song file names and plays one. There is a little system it uses to not play the same songs over and over. Keep in mind that my mod was designed to allow the user to put his own songs in the playlist. The user could add one song or 20 songs or however many he wanted up to the 20. I only included the silent mp3 placeholders plus one open source song to show it worked. Then lets say you want to add the theme song from Skyrim to the GNR playlist. You simply format the SkyrimTheme.mp3 to the correct formats as I mentioned in my post above. You make sure you rename the new Skyrim theme mp3 or wav as Song01, or whatever naming convention you used, since GNR is looking for those specific name files. So now when the GNR playlist looks for and plays Song01.mp3 it will play the Skyrim Theme. Keep in mind you have to have all 20, or whatever number you designated in the GECK, music files in the directory, but all the rest of the 19 are silent mp3's and wav's if you used them. GNR will try to play them, but will simply play 1 second of silence you will not notice. Technically, to simply play songs on your Pipboy via GNR you only need the one mp3 and not the other mp3 and wav file version.
  23. I thought you wanted to put your own music on the GNR playlist. All of the files I put were simply place holders in the list. I actually have and can put the other 2 files into the mod, but they won't do anything since they are simply silent sound files. One is Stereo mp3 44100Hz 195kbps One is Mono mp3 44100Hz 96kbps One is Mono wav 22050Hz
  24. What is your Load Order and are you using FOSE? I would first try no mods and a non-FOSE launch. This might even be related to Games for Windows LIVE Disabler stuff.
  25. I've put together a quick mod that allows you to put your own mp3's into the playlist. It should work fine, but the GNR stuff is a little coplex so it could have errors. I tested it though and it seems to work fine. It is under the Misc Files section of my mod Merc 2 which is linked below and is called "User Songs Added To GNR". PM me if you have issues or want some changes and I'll take a look at it.
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