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RellioN

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About RellioN

  1. The point is that the staff will strike/ban someone for porting something that obviously came from a DLC under the pretext that the resources are copyright which thus makes the mod illegal to distribute. The problem is many mods being ported from the parent game fall into the same copyright issue but they're allowed because it is too much of a hassle to confirm which resources were included with NV and which weren't. It shouldn't matter either way, despite sharing certain meshes/textures/etc, the games are separate and should be treated as such. Jaywalking is illegal, but almost nobody ever gets fined for it. It's not a big deal.
  2. There's no way to export lots of data as a text file as far as i know, why don't you tell us why you want the text file with form id's and we might be able to help you from there.
  3. There's plenty of mods on the nexus that port stuff from fallout 3, and nobody cares except some of you that apparently have a hard-on for wasting time and pointing out this kind of stuff, and especially not Bethesda, because they're not doing anything about it, except in the case where a lot of content is ported. They don't have much of an incentive to care anyway, because old games are barely being bought anymore (and they're so cheap by now they won't turn any real profit) and if people ported stuff from their old games it would only add to content for their new games and therefore add to their popularity.
  4. wow this is very weird... i just went back to experiment some more and for some stupid reason it works now... and I don't think I changed anything about the world space except add a lot of objects and detail to it. Thanks for the response anyway.
  5. Bumpage. It also happens with 2 other trees, sycamore and the sugarmaple, both of which only exist in NV as NIF's in the BSA's. Getting these trees to work properly in the new worldspace is pretty important for my mod.
  6. Any idea why and how to fix it? I tried tweaking many world space settings. WhiteOak1 also works in new interior cells (tried it just as a test) Scaling it down makes it work, weirdly enough... the whiteoak01 in the wasteland isn't scaled down though 0.4 works but 0.5 doesn't. but that's too small. This problem is more important than it looks because WhiteOak01 is one of the few healthy tree models in the game. All the other trees work fine in the same circumstances. Any ideas please?
  7. I strongly doubt that the game uses the texture to decide where the sun should be, but it's the other way around.
  8. Is it possible? is it maybe possible to change the compass poles in an exterior cell? I spent a day making a heightmap and designing the landscape, not taking into account the sun's position. I need sunlight on 1 side of a mountain, instead it's on the other side most of the day. Putting the sun more towards the center of the sky would also work.
  9. That fixed it. Thanks. How they continually manage to break working features is beyond me... I also notice that it almost isn't used by NV.
  10. Everything works but one feature, when I try to swap the (initially male) mannequin with the female one that is standing in exactly the same spot only with "initially disabled" active, the game just crashes. (button 1) Any idea is appreciated. scn JVaultMannequinScript short Activated short type short button short Pose short RePose short EndPose short WasPossed Float Timer REF ActorName REF MoveToPos begin OnLoad Set Timer to .1 Set Repose to 1 SetActorsAI 0 SetGhost 1 SetPlayerTeammate 1 end begin OnActivate if IsActionRef Player == 1 && Activated == 0 If GetIsID JVaultMannequinMale == 1 showmessage JVaultMannequinMsgMale set type to 0 else showmessage JVaultMannequinMsgFemale set type to 1 endif endif end Begin GameMode IF GetInSameCell player set button to getbuttonpressed if button == 0 OpenTeammateContainer Set Pose to 2 elseif button ==1 ;Change Mannequin Sex if type == 0 Set WasPossed to 0 Disable If GetIsReference JVaultMannequinMaleREF1 == 1 JVaultMannequinFemaleREF1.Enable removeallitems JVaultMannequinFemaleREF1 Set JVaultMannequinFemaleREF1.Pose to 2 elseIf GetIsReference JVaultMannequinMaleREF2 == 1 JVaultMannequinFemaleREF2.Enable removeallitems JVaultMannequinFemaleREF2 Set JVaultMannequinFemaleREF2.Pose to 2 elseIf GetIsReference JVaultMannequinMaleREF3 == 1 JVaultMannequinFemaleREF3.Enable removeallitems JVaultMannequinFemaleREF3 Set JVaultMannequinFemaleREF3.Pose to 2 elseIf GetIsReference JVaultMannequinMaleREF4 == 1 JVaultMannequinFemaleREF4.Enable removeallitems JVaultMannequinFemaleREF4 Set JVaultMannequinFemaleREF4.Pose to 2 elseIf GetIsReference JVaultMannequinMaleREF5 == 1 JVaultMannequinFemaleREF5.Enable removeallitems JVaultMannequinFemaleREF5 Set JVaultMannequinFemaleREF5.Pose to 2 elseIf GetIsReference JVaultMannequinMaleREF6 == 1 JVaultMannequinFemaleREF6.Enable removeallitems JVaultMannequinFemaleREF6 Set JVaultMannequinFemaleREF6.Pose to 2 endif elseif type == 1 Set WasPossed to 0 Disable If GetIsReference JVaultMannequinFemaleREF1 == 1 JVaultMannequinMaleREF1.Enable removeallitems JVaultMannequinMaleREF1 Set JVaultMannequinMaleREF1.Pose to 2 elseIf GetIsReference JVaultMannequinFemaleREF2 == 1 JVaultMannequinMaleREF2.Enable removeallitems JVaultMannequinMaleREF2 Set JVaultMannequinMaleREF2.Pose to 2 elseIf GetIsReference JVaultMannequinFemaleREF3 == 1 JVaultMannequinMaleREF3.Enable removeallitems JVaultMannequinMaleREF3 Set JVaultMannequinMaleREF3.Pose to 2 elseIf GetIsReference JVaultMannequinFemaleREF4 == 1 JVaultMannequinMaleREF4.Enable removeallitems JVaultMannequinMaleREF4 Set JVaultMannequinMaleREF4.Pose to 2 elseIf GetIsReference JVaultMannequinFemaleREF5 == 1 JVaultMannequinMaleREF5.Enable removeallitems JVaultMannequinMaleREF5 Set JVaultMannequinMaleREF5.Pose to 2 elseIf GetIsReference JVaultMannequinFemaleREF6 == 1 JVaultMannequinMaleREF6.Enable removeallitems JVaultMannequinMaleREF6 Set JVaultMannequinMaleREF6.Pose to 2 endif endif elseif button == 2 ;equip weapon Set pose to 1 AddItem JVaultMannequinAmmoList, 1, 1 elseif button == 3 ;unequip weapon Set pose to 2 endif if Timer > 0 set Timer to Timer - GetSecondsPassed elseif EndPose == 1 && GetAnimAction != 0 && GetAnimAction != 1 ; Pose, stage 2. Turn off AI to freeze it in place. RemoveScriptPackage JVaultMannequinWeaponReady RemoveScriptPackage JVaultMannequinWeaponHolster SetActorsAI 0 Set EndPose to 0 RemoveItem JVaultMannequinAmmoList, 1, 1 Set Activated to 0 SetActorAlpha 1 elseIf Pose == 1 SetActorAlpha 0 Set Activated to 1 SetActorsAI 1 set Timer to 4 set EndPose to 1 Set WasPossed to 1 Set Pose to 0 AddScriptPackage JVaultMannequinWeaponReady EvaluatePackage JVaultMannequinWeaponReady elseIf Pose == 2 SetActorAlpha 0 Set Activated to 1 SetActorsAI 1 set Timer to 2 set EndPose to 1 Set WasPossed to 0 Set Pose to 0 AddScriptPackage JVaultMannequinWeaponHolster EvaluatePackage JVaultMannequinWeaponHolster elseIf RePose == 1 && GetInSameCell Player == 1 Set MoveToPos to GetLinkedRef Moveto MoveToPos If WasPossed == 1 Set Pose to 1 Set RePose to 0 AddItem JVaultMannequinAmmoList, 1, 1 else Set Pose to 2 Set RePose to 0 endif endif endif END
  11. Thanks. I got it to work. I'll give you credit in the readme.
  12. I'm new to scripting. I made this by looking at other scripts and the GECK wiki. This is attached to an autodoc, a message pops up and this script is supposed to define what the options do when you click on them. The menu is there, but the buttons in the menu do nothing, and if i give button 0 a function, it's actions always runs when the message starts. (button 0 is now "Cancel"). scn JVaultAutodocScript short Button begin OnActivate if IsActionRef player ShowMessage JVaultAutodocMsg endif end begin MenuMode 1001 if (Button == 1) player.resethealth endif if (Button == 2) player.RestoreAV RadiationRads 1000 endif if (Button == 3) RemoveSpell WithdrawalAlcohol RemoveSpell WithdrawalBuffout RemoveSpell WithdrawalHydra RemoveSpell WithdrawalJet RemoveSpell WithdrawalMentats RemoveSpell WithdrawalMorphine RemoveSpell WithdrawalPsycho RemoveSpell WithdrawalQuantumNukacola RemoveSpell WithdrawalRebound RemoveSpell WithdrawalSteady RemoveSpell WithdrawalTobacco RemoveSpell WithdrawalTurbo endif if (Button == 4) ShowPlasticSurgeonMenu endif end
  13. i think it's pointless to ask for people to voice your characters while you have shown nothing of your mod regarding in-game content etc.
  14. My bad... the pool water in the UL does have a refract list. How do I add stuff there quickly, because i can't drag and drop and there's a lot of stuff under water since it's read-only. Can only add the water to the objects refraction list, which takes a long time?
  15. yes it replaces all bodies & read the readme
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