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jazzisparis

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Everything posted by jazzisparis

  1. You don't have to choose between FOMM and NMM. You can use both, together - NMM as a mod manager, FOMM for its included tools.
  2. One option is that no objects were selected when you exported. Make sure you press 'a' to select all the objects, only then export.
  3. I think he means making NPCs use weapons with mods attached to them, not weapons added by mods. Unfortunately, weapon mods only work when used by the player, at least visually.
  4. What matters is the number of active files the game is loaded with, and that one should never exceed 139. Right now you are well above that.
  5. None that I know of, but this one is close enough.
  6. A Reference type variable stores a game object, of any type (item, NPC, door, container, a piece of wall, etc.). Float and Short (or Int) type variables store numeric values. The former is used for real values, with a decimal point (3.14159, etc.), whilst the latter is used for integer values (3, 450, etc.). Which of the two to use depends of the precision level you require. While this can be done, you need to be aware of two things: 1. You can't rename a specific NPC (or any other object, for that matter). If you rename a Supermutant as "Lucy", every Supermutant of the same type in the game will also be renamed as "Lucy". 2. Renaming will remain in effect only for the duration of the current game session. When you restart the game, the name will revert to the default one.
  7. The problem is probably not to do with any specific mod, but to the fact that you are using way too many mods. Never run the game with more than 139 active files (right now you have 155).
  8. Every interior cell has natural, ambient and directional lighting settings. Open your cell's properties, switch to the Lighting tab, then experiment, especially with the rotation angles. This may resolve your oddity.
  9. rToken, bMenuUp, iOption are local variables I declared and named in the script - they are not commands. The GECK site actually has some petty decent scripting tutorials for beginners. You may also want to check scripting tutorials available from the Oblivion's CS wiki, as both games use the same scripting language.
  10. That happened to me sometimes. If I recall correctly, refreshing the render window (F5) should resolve this.
  11. Flee Not Combat is the only way I can think of to make an actor move away from something, without specifying where to move to. If you want the script to run on all companions, I would suggest using a script attached to a quest. Tick Start Game Enabled, set the Processing Delay to 1.0. For the script, you can use the following code (requires NVSE): ref rActor begin GameMode if player.IsInCombat set rActor to GetFirstRef 200 1 0 while IsFormValid rActor if rActor.GetPlayerTeammate == 0 elseif rActor.GetIsCurrentPackage KeepAwayInCombat if rActor.GetDistance player > 512 rActor.RemoveScriptPackage endif elseif rActor.GetDistance player < 256 rActor.AddScriptPackage KeepAwayInCombat endif set rActor to TeddyBear01 set rActor to GetNextRef loop endif end
  12. "Back Up", "Use Stimpak" and "Talk To" do not trigger any dialogue response (unlike the rest of the CW options), and appear to be hardcoded. This is something you can try: Create a new AI package and use the following settings: http://imageshack.com/a/img842/5784/s9uv.png http://imageshack.com/a/img835/9062/ztr2.png As for the scripting side, you will have to give more details - is this intended for a specific companion, or is to apply on all current companions? If the former, then you can add the following code to the companion's script: begin GameMode if GetPlayerTeammate == 0 elseif Waiting elseif player.IsInCombat == 0 elseif GetIsCurrentPackage KeepAwayInCombat if GetDistance player > 512 RemoveScriptPackage endif elseif GetDistance player < 256 AddScriptPackage KeepAwayInCombat endif end
  13. The simple answer is: No, true dual-wielding is not feasible in FNV. Search the forums - the subject has been discussed several times in the past.
  14. The current version is a .7z file. You need 7-Zip to open files of this type.
  15. This can be done using special "token" items - usually armour-type items that use no biped slots, have no world model and can't be dropped. When equipped by the player, a multi-selection menu is displayed. This is all done with a script. The following is a skeleton script you can use. You just need to fill out the rest, depending on what you want to do. You then create the token item and attach the script to it. Note: - A menu can have between one to ten options, indexed 0-9. - Replace MenuTitle, Option0Text, Option1Text, etc. (line #12) with the actual text labels of each option (leave the | s in place). - MessageBoxEx is an NVSE command. If you've never worked with NVSE before in the GECK, then first check this page, where it is explained what you need to do (2nd paragraph under 'Installation'). scn TokenLoadMenuScript ref rToken short bMenuUp short iOption begin OnEquip player set rToken to GetBaseObject player.UnequipItem rToken if MenuMode 1002 MessageBoxEx "MenuTitle|Option0Text|Option1Text|Option2Text|Option3Text|Option4Text|Option5Text|Option6Text|Option7Text|Option8Text|Option9Text" set bMenuUp to 1 endif end begin MenuMode if bMenuUp set iOption to GetButtonPressed if iOption >= 0 set bMenuUp to 0 if iOption == 0 ; Do stuff. elseif iOption == 1 ; Do stuff. elseif iOption == 2 ; Do stuff. elseif iOption == 3 ; Do stuff. elseif iOption == 4 ; Do stuff. elseif iOption == 5 ; Do stuff. elseif iOption == 6 ; Do stuff. elseif iOption == 7 ; Do stuff. elseif iOption == 8 ; Do stuff. else ; Do stuff. endif endif endif end
  16. That script segment should only run once. bVMS01Done is simply a variable whose sole purpose is to prevent it from running continuously, every time the script is processed.
  17. The best way is to look how it was done in the game. For example, check HVIntercom (a talking activator) - it's the intercom in the BOS bunker. Check its script, then check the dialogue of Ramos (NPC).
  18. Strange, there are conditions for me. You may have a problem with your GECK. Try running it in compatibility mode for Windows Vista/7 (right-click Geck.exe > Properties > Compatibility tab).
  19. Add this code to your main script: short bVMS01Done ; Add this with the rest of the script's variables. begin GameMode if bVMS01Done elseif GetStage VMS01 >= 90 set bVMS01Done to 1 SetCellOwnership RocketLabTop endif end
  20. Notice there are three tabs of conditions (owner/weapon/target).
  21. Most likely because it can't find any reference with the ID "itemref". You need to use the exact Reference Editor ID of the disabled object.
  22. You must use a base form with PlaceAtMe. There is no vanilla function that, given a reference, returns its base form (otherwise GBO would be redundant). Unlike FOSE, NVSE is pretty much essential, with numerous A-list FNV mods requiring it. I wouldn't even consider it a "dependency."
  23. You don't need a mod for that. You can use the up/down arrow keys, and ENTER to select.
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