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jazzisparis

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Everything posted by jazzisparis

  1. 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.
  2. 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.
  3. 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.
  4. 139 is the magic threshold. Anything above that, even a single mod, and the game may go AWOL. That is sound advice.
  5. 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
  6. 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).
  7. Only reference IDs should never start with numbers. It's fine with editor IDs.
  8. 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.
  9. 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.
  10. You can't. Weapon mods will only work when equipped by the player character.
  11. 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.
  12. 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.
  13. dlc04burgerbox01.nif in PointLookout - Main.bsa. And it didn't make it into FNV, unfortunately.
  14. 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.
  15. 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.
  16. 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.
  17. Assuming you downloaded this file, use 7-Zip and extract it into your game's main folder (..\Steam\SteamApps\Common\Fallout New Vegas).
  18. 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.
  19. The correct installation order is: 1. DarnUI 2. Project Nevada (patched for DarnUI) 3. MCM (if applicable) 4. Other HUD mods (if any) 5. Unified HUD When prompted to confirm overwriting existing files, always select 'Yes to All'.
  20. You should not run the game with more than 139 active files. Start by reducing the size of your load-order.
  21. 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.
  22. 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.
  23. Create a new faction, add all the relevant NPCs as members. Add a GetInFaction condition to the relevant dialogue topic(s) and select the faction you created.
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