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Everything posted by IntenseMute
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ScriptName NameTheScriptHere Begin GameMode If GetHasNote RecipesTurboNote == 0 AddNote RecipesTurboNote Player.AddItem Jet 1 Player.AddItem BrocFlower 1 Player.AddItem CazadorPoisonGland 1 Player.AddItem Turpentine 1 EndIf END This script will check to see if they player has the note that lets you unlock the turbo recipe. If not, then they will be given the note and the ingredients as well.
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Made this for you, learn from it: https://drive.google.com/open?id=1cPvYwioDGVllO7a5D3Fv2HXBx8DUHV9f Makes a 10mm pistol fire a missile projectile at the cost of 10 bullets when the following requirements are met: Player is aiming (IsControlPressed 6 == 1)Player has atleast 10 rounds loaded (Player.GetCurrentAmmoRounds >= 10)Player is pressing the 'e' key (IsKeyPressed 18 == 1)I'll answer any questions you have. Edit: Requires NVSE & JIP LN NVSE Plugin
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Enable or disable subtitles?
IntenseMute replied to Asterra's topic in Fallout New Vegas's Discussion
Use the following functions: Con_SetINISetting "bDialogueSubtitles:GamePlay" "1" Con_SetINISetting "bGeneralSubtitles:GamePlay" "1" -
Square Crosshair at 0:30 = Solid Project (Removed by owner) Grenade Icon/Hotkey at 0:48 = Project Nevada Combat Roll at 1:15 and 4:07 = Solid Project (Removed by owner) Scope Zoom at 2:03 and 2:23 = Project Nevada Crosshair Hitmarker at 2:54 = Solid Project (Removed by owner) Companion Information on HUD at 3:32 = JIP Companions Command and Control Combat Attack Animation at 4:08 = Solid Project (Removed by owner) VATS Crit Buildup at 4:33 = Solid Project (Removed by owner) If you install both Project Nevada and Solid Project make sure you disable the sprint for one of them. I enjoyed the video, thanks.
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Knife Spear (Superheated, clean) mod?
IntenseMute replied to Hasmith99's topic in Fallout New Vegas's Discussion
Weapon Mods Expanded - WMX -
Can't get New California to work
IntenseMute replied to bman3396's topic in Fallout New Vegas's Mod Troubleshooting
Sorry, accidentally posted in the wrong thread. -
I forgot that project nevada uses NVSE, your going to have to install the geck extender (the optional file) if you want to edit project nevada files. Also what dubious said, make sure "Project Nevada - Core.esm" is set as active file when loading it in the geck.
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Not very knowledgeable in xml files so I looked in the script. Follow the instructions below. 1.) Open "Project Nevada - Core.esm" in the geck 2.) Use the filter and search for "PNxCScannerMainScript" 3.) Edit it 4.) Press CTRL+F and type in: setUIFloat "HUDMainMenu/_PNxScannerActivateEnabled" 1 5.) Press OK and add ; to the beginning of whatever it highlighted then save
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GECK CTD when loading EXTERIOR
IntenseMute replied to shanon611's topic in Fallout New Vegas's GECK and Modders
I had the same problem as you when I wanted to modify TTW files, they are big files so I would crash when using the render window. My solution was to Download 4GB Patch - NTCore (<- Not a nexus link, use at your own risk), and use it on Geck.exe. GECK Extender says it makes the geck 4GB aware but it didn't for me. Edit: Future me is here to say that this solution doesn't work, was just a random successful attempt. -
If you have JIP LN NVSE PLUGIN installed, type in to the console exactly what is below and it should display the 8 digit code: search "questflykiller"
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Here you go.
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Sunny Smiles Face Glitch
IntenseMute replied to anonymousskrub's topic in Fallout New Vegas's Mod Troubleshooting
Try going into your "documents\mygames\falloutNV\fallout.ini" and change bLoadFaceGenHeadEGTFiles=0 to bLoadFaceGenHeadEGTFiles=1 -
Function to open container menu on an actor?
IntenseMute replied to Asterra's topic in Fallout New Vegas's Discussion
Is OpenTeammateContainer what you are looking for? -
Made a quick script for you. Set it to run every second and test it in game. There probably is a better way but this is what I came up with. It looks for locked terminals that are currently around the player and places them in an array, once the script activates again it will check the array to see if any terminals have been hacked or have been failed to hack. ScriptName aaTerminalScript Array_Var Array001 Short TemporaryShort1 Short TemporaryShort2 Ref TemporaryRef BEGIN GameMode Set TemporaryShort1 To Ar_Size Array001 While -1 < (TemporaryShort1 -= 1) Let TemporaryRef := Array001[TemporaryShort1] If TemporaryRef.GetLocked == 0 ;Output when terminal minigame has been won ElseIf TemporaryRef.GetLocked == 2 ;Output when terminal minigame has been failed EndIf Loop Let Array001 := GetRefs 23, 1 Set TemporaryShort1 To Ar_Size Array001 While -1 < (TemporaryShort1 -= 1) Let TemporaryRef := Array001[TemporaryShort1] If TemporaryRef.GetLocked != 1 Let TemporaryShort2 := Ar_Find TemporaryRef, Array001 Ar_Erase Array001, TemporaryShort2 EndIf Loop END
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please help me with this! [mod suggestion]
IntenseMute replied to boobman7's topic in Fallout New Vegas's Discussion
For your ears: https://www.nexusmods.com/newvegas/mods/49516 For your eyes: https://www.nexusmods.com/newvegas/mods/39189 -
Can GECK fix glitched Quest?
IntenseMute replied to bluefroggy's topic in Fallout New Vegas's Mod Troubleshooting
Try this in to console Player.AddItem 000e361c 1 Edit: Oh, you say console doesn't work for you. Edit2: Try this https://www.nexusmods.com/newvegas/mods/63747- 3 replies
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How to edit esp that edits esm?
IntenseMute replied to AccidentalAwesomeness's topic in Fallout New Vegas's Discussion
The file cannot be saved if the file is currently being looked at in FNVEdit. This might have been your issue, but I guess it doesn't matter now. -
What I mean is that there is a GetActorCrimePlayerEnemy but no SetActorCrimePlayerEnemy. If I shoot an NPC he will be hostile towards me for several in-game days. In this situation GetActorCrimePlayerEnemy would output 1 because I did a crime against the NPC. How do I remove the crime so that GetActorCrimePlayerEnemy outputs 0? Edit: I guess that would be "IgnoreCrime", testing it now. Edit2: "IgnoreCrime" must be used before the player shoots the NPC or it won't do anything, not useful for me. I already found a workaround, it's very sloppy but it will do.
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How to disable "Infamy Gained" message
IntenseMute replied to IntenseMute's topic in Fallout New Vegas's GECK and Modders
Hard coded you say, well I know when to quit and right now seems about right. Already sent a pm to lStewieAl, hopefully his time isn't too valuable. Thanks for the help guys.- 5 replies
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How to disable "Infamy Gained" message
IntenseMute replied to IntenseMute's topic in Fallout New Vegas's GECK and Modders
By BSA files, I'm assuming you mean the .xml files in "Fallout - Misc.bsa", I ctrl+f the word "infamy" for each one and got nothing. As for lStewieAl, he created an NVSE .dll plugin, I wouldn't even know where to begin on creating my own.- 5 replies
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I checked through every message in FalloutNV.esm and there is none that say "NCR Infamy Gained". Where are these messages located? EDIT: The message is a Game Setting variable.
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