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Everything posted by jazzisparis
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Wild Wasteland only items help
jazzisparis replied to ShadowStrikeAssassin's topic in Fallout New Vegas's Discussion
You first need to create a trigger box in the cell. From the main toolbar, select Create a cubic activator. In the cell view window, draw a box (click somewhere on the ground and drag the mouse). A window should then pop-up, where you can select GenericWildWastelandTrigger from the ID dropbox. -
HUD extensions not detected
jazzisparis replied to Craigory12's topic in Fallout New Vegas's Mod Troubleshooting
uHUD is a utility, not an actual mod. It will only show in the package manager. You should always reactivate it (from the package manager) after installing/removing any HUD mods. -
HUD extensions not detected
jazzisparis replied to Craigory12's topic in Fallout New Vegas's Mod Troubleshooting
Have you tried using Unified HUD? -
Script that controls glow maps?
jazzisparis replied to KiCHo666's topic in Fallout New Vegas's Mod Troubleshooting
I assume MTMojaveTravelActivator uses a script? Open its script and add the following code inside a GameMode block: short bNight ; Add this with the rest of the script's variables. if bNight != ((GameHour > 19) || (GameHour < 5)) set bNight to (bNight == 0) if bNight SetModelPathEX "path to night NIF" MTMojaveTravelActivator else SetModelPathEX "path to day NIF" MTMojaveTravelActivator endif Disable Enable 0 endif You can't directly modify properties inside a NIF file via script. We currently don't have that capability (and likely never will). Creating two versions (day and night) of each model seems the best, easiest solution to me. Texturing isn't my forte, but you can also increase luminosity by increasing the brightness of the alpha channel of the normal maps. -
Script that controls glow maps?
jazzisparis replied to KiCHo666's topic in Fallout New Vegas's Mod Troubleshooting
Create separate NIF files for day and night, and use SetModelPathEX (NVSE 4.2b2+) instead of swapping textures: if (GameHour > 19) || (GameHour < 5) if bNight == 0 set bNight to 1 SetModelPathEX "path to night NIF" BikeEditorID BikeRef.Disable BikeRef.Enable 0 endif elseif bNight set bNight to 0 SetModelPathEX "path to day NIF" BikeEditorID BikeRef.Disable BikeRef.Enable 0 endif -
Trying to figure out weapon fx
jazzisparis replied to dimedius's topic in Fallout New Vegas's Discussion
In NifSkope, look for a NiNode labeled ProjectileNode and adjust its X translation. Make sure nodes are displayed in the render window (Render > Draw Nodes). -
Starting a quest on Item pick up script?
jazzisparis replied to fdrf's topic in Fallout New Vegas's Mod Troubleshooting
Only reference IDs should never start with numbers. It's fine with editor IDs. -
Some terminal scripting questions...
jazzisparis replied to Jokerine's topic in Fallout New Vegas's Discussion
You can call ForceTerminalBack x consecutive times to go x levels back. For example: ForceTerminalBack ForceTerminalBack ...will go two levels back. You can do that using script variables and conditions. For each line, define a variable in a quest script; In the terminal, add a condition to the line, that checks if its variable equals 0 (use GetQuestVariable); In the result script, set the variable to 1. -
Disappearing Shell Casing nifs?
jazzisparis replied to KG989's topic in Fallout New Vegas's Discussion
If you're using BSA Browser (a tool included in FOMM), type casing in the Search box. Find the appropriate NIF file and extract it into the same folder path. You can then select it in the GECK.- 2 replies
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- geck
- shell casing
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Can spawn a pre-modded weapon in the geck.
jazzisparis replied to Notamungus's topic in Fallout New Vegas's Discussion
You can't. Weapon mods will only work when equipped by the player character. -
Adjust time passing during fast travel
jazzisparis replied to omnomnomgoat's topic in Fallout New Vegas's Discussion
I actually did some research on fast-travelling times when I was working on my Fast-Travel Anywhere mod. I was unable to find any accessible game settings that modulate travel times, and concluded they all must be hardcoded. It may be impossible to eliminate/modify travel time when using the game's built-in fast-travel system. The altering game-time approach, as noted above, is not a real option - you should never ever move time backwards. Doing so could seriously mess up the game.- 8 replies
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- fast travel
- time
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(and 1 more)
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Making a Follower but I've hit a snag
jazzisparis replied to Chthonian's topic in Fallout New Vegas's GECK and Modders
If he doesn't follow you, there may be a problem with how his AI packages are configured. Make sure each package's conditions are set-up correctly. Also, in the result script of FollowersHired, try replacing CHTCCSentryBotREF.evp with CHTCCSentryBotREF.ResetAI. -
Help finding a mesh in the game files
jazzisparis replied to Jokerine's topic in Fallout New Vegas's Discussion
dlc04burgerbox01.nif in PointLookout - Main.bsa. And it didn't make it into FNV, unfortunately. -
1. Use BSA Browser (a tool included in FOMM) and extract huntingrifleScope.nif from Fallout - Meshes.bsa into Meshes\Weapons\2handrifle (if the folders do not exist, create them). 2. Open your weapon, switch to the Art and Sound tab, click on Edit next to Model. This should open the Model Data window. Click on Edit, then browse to the file and select it.
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If you ticked the 'Respawn' box of the NPCs' base object, then there shouldn't be any need to mess around with scripts. Are you absolutely certain they do not respawn? Try this: Travel to another location in the world (don't just exit the cell), wait there for at least 72 hours, then return and see if they respawned.
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GECK Keeps Crashing!
jazzisparis replied to Mlucci4036's topic in Fallout New Vegas's Mod Troubleshooting
Expand the second column ("Form ID") in the right side of the Cell View window, then arrange the cell's objects by Form ID, descending. The objects at the top are the ones added last. -
nvse what should I use to open it
jazzisparis replied to owenbaker12's topic in Fallout New Vegas's Mod Troubleshooting
Assuming you downloaded this file, use 7-Zip and extract it into your game's main folder (..\Steam\SteamApps\Common\Fallout New Vegas). -
So, I accidentally deleted a WIP .esp...
jazzisparis replied to WhiskeyRiver2's topic in Fallout New Vegas's Discussion
You can. The GECK regularly saves up to ten backups for each file. Check which file was created most recently, move it to your data folder, remove the .x.bak extension and you can resume work. -
Body mesh/texture error - NEED HELP
jazzisparis replied to Chudy96's topic in Fallout New Vegas's Discussion
You should not run the game with more than 139 active files. Start by reducing the size of your load-order. -
A quest stage index can only be incremented. That is, if the current stage is 9, you can't set it back to a lower index - you first need to reset the quest. Use the result script of the last stage: ResetQuest YourQuest SetStage YourQuest 0 Note that if the quest uses a script, this action will also reset the values of all the variables in the script.
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Linking an item to a terminal
jazzisparis replied to AntiNovel's topic in Fallout New Vegas's Discussion
1. Crate an empty, dummy interior cell. 2. Place the terminal in the cell. 3. Double-click the terminal to open the Reference window. 4. Give it a unique Reference Editor ID, and tick the Persistent Reference box. 5. Create an armor object. Give it an ID, a Name, set Equip Type to HeadWear, and tick the Quest Item box. 6. Create a script and use the following code: scn ActivateTerminalTokenScript begin OnEquip player player.UnequipItem ArmorEditorID TerminalRefID.Activate player end - Replace ArmorEditorID with the actual Editor ID of the armor piece. - Replace TerminalRefID with the Reference ID of the terminal (from step 4). 7. Re-open the the armor piece and select the script from the Script dropbox.