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vforvic

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Everything posted by vforvic

  1. I'll put something together for you and let you know when I have it ready.
  2. Are you using Nexus Mod Manager? If not, you need to install it from here. It automates the mod install process...mostly.
  3. Every "Misc Item" has a "Pickup Sound" and "Putdown Sound" option. Open any Misc Item in the GECK and it is an option on the bottom left below the "Add Destruction Data" option.
  4. You can find out which mod this comes from, or at least a pretty good idea, by looking at it's Refernce ID. In game, while looking at Feary, hit the tilde key to open the Console. Then click on Feary. At the top of the screen you will see the Reference ID. The first 2 letters or numbers is what mod Feary comes from in the Load Order. Open what mod manger you use like NMM and on the Plugins tab you will see all the plugins listed and the Load Order. So if ,for example, the first 2 numbers in Feary's ID were 00 then that would be from the main Fallout3.esm. Just look down the line and see what number or letters in the Load Order matches Feary's.
  5. In your case, I would use Nexus Mod Manager instead of Fallout Mod Manager. I like Fallout Mod Manager, but Nexus Mod Manager is much more user-friendly and automates some things you have to do manually in Fallout Mod Manager. What exactly is the Texture Pack you are using? What are you using to extract the files? What wiki are you using for your information on where to install?
  6. Look in the GECK under "Special Effects" and you will see the "AddOn Node" section. MPSPlasmaProjectile.nif is what controls the color of the Plasma tendrils. You see it has an index number of 15. Extract MPSPlasmaProjectile.nif and edit it with your new color like you did the projectile and save it somewhere with a new name such as MPSPlasmaProjectileBlue.nif. Then you will need a new GECK AddOn Node entry for it, with a unique "Index" number. Then In plasmaprojectile02.nif look for BSValueNode, change the AddOnNode15 to your new AddOnNode index number. Don't forget to change the muzzle flash color and Impact Data Set otherwise you will still have the green muzzle flash and green impact color.
  7. Ok I just noticed this question was also under FO3 section so I answered it over in that section since what I originally wrote was directly applied to FO3 and not necessarily NV. It may be the same in NV, but I do not know for sure.
  8. HummerWorld.esm file is needed otherwise it cannot be tested.
  9. The Message "ID" needs to be NameChangeRigel to match the script if it is not already. The Message "Title" would just say Rigel or whatever name you wanted the NPC to be renamed.
  10. I know it seems like you would get the popup, but it does not do so. It just seamlessly makes the name change. The command just seems to take the title of the message and make the change. Odd way for it to work, but I would expect no less from the GECK. :)
  11. If all you need to do is change his in-game display name then you can use setactorfullname in a script. For example you can put something in a Quest script similar to below or it should work in some other script. The NPC's name actually changes to the "Title" of a Message you make for that purpose. If you need it done multiple times, say to A3-21 and then Rigel, just set some triggers in dialogue for scripts to use. if DoOnce == 0 HarknessRef.SetActorFullName NameChangeMessage set DoOnce to 1 endif
  12. Here you go in the Misc Section of my mod. Two versions in the download. One if you have Broken Steel and one if you do not. Only activate one esp and let me know if you have any issues.
  13. I'm far from a scripting expert, but I have come to find out a few things while wading through some complicated GECK work and scripts. The variable in Effect Scripts can reset. They are not designed to do so, but they can reset for some reason. I rarely if ever use them for that reason. A ScriptEffectUpdate Block should attempt to run every frame that the Effect is still active.
  14. I do not know of a console command to specifically start a Dialogue directly. You can use a Quest Variable and use the Set command in the console. Something like "set MyCoolQuest.StartDialogueVariable to 1" in the console to start the Dialogue. In the NPC's Dialogue Package you would have the Condition as that Quest Variable == 1. At the end of the Forced Dialogue you would set the Variable back to 0 in the Result Script (End) to keep it from potentially running over and over.
  15. I have used both methods. 90% of the time I use the Note method like you did. I have used the popup Message when it is a situation where reading the Note or Message is an absolute that needs to occur. I will make the Popup say something like "You notice a small bag with a Note attached behind a rock." Then in the body of the Message I will say what needs to be said information wise and usually give the Player some type of item that is needed for the Quest. Good luck with your mod.
  16. Technically, from the GECK standpoint, it sounds like you will have to make it a Message box that pops up and not a Note since you said you did not want to add a note to the players inventory although you could still add a paper note even without the pipboy. There are a few different ways to make this happen depending on the situation. You can make a Trigger that when the player enters it pops up the message like reading a note. You could put a note on a table and when the player gets close have a message pop up. I'm not sure of your level of expertise, but I'll try to explain how it is done. You put a Trigger that has a script that says something like the following. scn NoteTriggerScript short DoOnce Begin on TriggerEnter Player if DoOnce == 0 ; so trigger only runs once showmessage TerminalActivateNote ;pops up message of your choice set TerminalQuest.ChangeTerminalActive to 1 ;sets a Quest Variable so the Terminal changes to the access granted menu choice set GiveOnce to 1 ; so trigger runs once endif END Then on the Terminal you have your 2 menu options. At the bottom it says "Item Conditions" for every menu item choice. Use GetQuestVariable and pick the Quest Variable you made to say Value 0 for the Access Denied and Value 1 on the Access Granted. This way only one or the other will show depending on what the variable is set to. Then on the menu option that says kill you just put the script in the Item Result Script that does the below changing the name to the Actor you want to kill in the GECK. You can also set to conscious if desired, but not needed. NPC.SetGhost 0 NPC.Kill All easier to do than explain. It takes longer to explain than do if you know how. :smile: I would be more than welcome to do it if I had access to the file.
  17. I wish I could remember all the stuff I have forgotten while modding. I am constantly having to go back and lookup how I did something. It is both good and bad that the GECK allows so many different ways to essentially do the same thing. My thought is usually ok it works now and I'm happy...I have no idea exactly how it worked, but it worked. :smile:
  18. I've used something similar to what uhmattbravo describes and it does work very well. It all really depends on the situation and exactly how and why you want to trigger the explosion as to what method you use. You can also use the script method below with a trigger so when the Player enters the trigger it starts the process. scn MyCarExplosionScript short doonce begin OnTriggerEnter Player if doonce == 0 MyCarREF.do 300 set doonce to 1 endif end A couple of things to keep in mind. I have the "doonce" in the script because I am a stickler for having things run as little as possible in the game. In truth I would probably have a Quest that would disable and markfordelete the Trigger once it has served its purpose. You can take the doonce stuff out and it still runs just fine. This script example has the trigger set so only the Player sets off the trigger. You can change this to any other specific NPC or just to anyone by taking out the reference completely.
  19. It seems to work for me when I test it. I set myself at Lvl 5 at the exit of Vault 101 before I leave to the Wasteland. This way the WastelandZone Encounter Zone has not been set. I make a "creature" and the "Template Data" "ActorBase" to a Leveled Creature I made. Below is the values I set in the boxes. Lvl 1 -- Mole Rat Lvl 2 -- RadRoach Lvl 3 -- Dog Lvl 4 -- Bloat Fly Lvl 5 -- Radscorpion Lvl 10 -- Yao Guai LVl 15 --Deathclaw As a Level 5 Player I seem to get all creatures up to the Radscorpion when I do a reload of the save over and over. Keep in mind that the encounter zones do not reset themselves once you have entered an area. Also, many Leveled Creatures used nested Leveled Creatures sometimes 3 or more deep to determine what creature you get in an encounter zone. There is also some settings in the Encounter Zones themselves that are used to run a calculation based upon the Players current level when he first enters that zone that might effect what you get. I also notice that just testing by reloading the save does not reset the zone even though it should. You have to exit Fallout 3 completely and come back in and do the Load for it to work correctly.
  20. What certain mod? You should not have to disable a DLC if you do not have it. If you do not have it in the Data directory then it will not be there to check or uncheck anyway. You can always use the Launcher. Look in the Fallout 3 directory and launch Falloutlauncher.exe to be able to pick which esp and esm's to use. Launch it once and then the FOSE launch should use those you picked only.
  21. The first thing I would try is running without any mods. If you still have the problem then the mods are not the problem.
  22. It is under the Misc File Section named Wait Disabler.
  23. If you really want It I could make it easy enough, but would require FOSE.
  24. Never a waste to time. Always good to find out little things to look out for when modding.
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