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Everything posted by AgraveldTor
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G'day all, I going to make this short and simple. Has anyone thought of making a mod pack/packs sort of like the Feed The Beast modpack from Minecraft. ( If you dont know what i mean, check it out here, http://www.feed-the-beast.com/) Taking a heap of mods, combining them into one big which can be installed through an installer, NMM or FOMM. All this would be done with the respective mod authors permission. Me personally whould like one based on Gophers Youtube Tutorials. Let me know what you think. Agraveld Tor
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Try this: http://www.youtube.com/watch?v=ClqtmSUsFhg&list=PL20E326325BADAE44&index=2 Gopher is a great teacher and expains everything clearly. I always fall back to his videos if i cant figure it out my problems. The only other option that i can think of is to check if FMM is installing it to your game file. like this: (I assume u have FMM open and running) 1. click the settings icon 2. select the "Skyrim" tab 3. check that the "Skyrim Directory" is pointing to the corect place Example: Mine is : C:\Program Files\Steam\SteamApps\common\skyrim I hope this helps a little Agraveld Tor
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I am looking to make script for use in Wasteland Defence Cont What i want to do, is allow the player to choose what type of armor their guards are using. a lot like this but without the need to go to every guard and console the armor. The armors i want to add are: - Enclave - BoS - Legion - NCR - Army I was thinking along these lines. Its not much. scn aaaSettlementArmorChangeEnclaveScript Short Button Short Active BEGIN GameMode if Active == 1 Set Button to GetButtonPressed if Button == 0 disable markfordelete aaaSettlementFortGuardAAM.additem aaaSettlementArmorChangeEnclaveTrooper // <-- Leveled List// Set Active to 0 elseif Button == 1 Set Active to 0 endif endif END or if that doesn't work what can i do.
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Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Ok guys. What is the stats you think are optimal for WD guards and raiders? Level Multi (What are their lvls compaired to yours) - Base Health - Fatigue - Races are: Super Mutants Legion Brotherhood Of Steel Fiend Feral Ghouls Any races i add will be based of these races stats. Also, what is your thoughts on the armor that the guards wear? -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
I just did a test. I had 25 patrol/HW guards, 4 snipers, 4 AR guards and some robots. I played through 10 consecitive raids without a problem and i used the armory to rearm my guards. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
With the patrols walking through walls, i cant really do anything. But there is a way around it. When you place your water tank, Take note of where you stand. For me when i am placing my water tank, i always stand in a place that is outside where i plan to place my walls. Thats because, the water tank also counts as a patrol marker. It is the first one and the last one in a patrol guards path. Like this: Water tank, Marker A, Marker B, Marker C, Marker D and finally Water Tank. If you use this method you guards will miss the walls/buildings quite easily. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Stationary Guards. I dont know as yet. i am about to do an exstensive test to see how long i can last with 4 snipers and 4 AR guards. I like some of your ideas, particually the "factionized" option, but i was thinkning more along the lines of making your own faction. Today, i have added a new building plan w/ quest, altered the armory so it will change your guards weapons, added a new guard option, The Heavy Weapon Guard (Patrol) w/ independant scripts from the original patrols. I will post some pics as soon as i have finished this test. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
ok i will have a look. What could WD do with that RTS hasn't got? Other than the blueprint option. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Heres a couple of things i got into game. New improved market http://img546.imageshack.us/img546/1604/marketa.jpg New Walls http://img267.imageshack.us/img267/4347/boxcarwall.jpg There a 3 chioces of walls ( 4 total now). I also need new building ideas. And i was hopeing someone will take over these for me I would really like the smaller turrents so i can add them into WD. If anyone would like to take them and get them ingame, you can have full credits for them. Im to busy with WD and RTS to work on them. They are .3ds files but i can convert them into .obj if need be. If you would like the turrets, pm me your email address and i will send them to you. -
Scripting Problems
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Mod Troubleshooting
Can anyone see a problem with this script. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Gotta question. Who would have a problem if i changed the file from an .esp to an .esm? Also, when i have figured out how to add new plans i will release a .txt document with a tutorial on how to add your own plans. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Ok with a massive thanks to viennacalling, we have figured out the problem. I am working again -
Scripting Problems
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Mod Troubleshooting
omg. how could i not have seen that. That was a big bugup on my part. I placed the V1.7 on the end to allow me to tell the difference between the 3 scripts. Big thank you -
As many may know, i am working on Wasteland Defence. I am looking for advice, guidance, a miracle on a script. Now about the script. I am trying to work on the stationary guards within wasteland defence. Everyone knows they are buggy and can cause CTD's. I think i may have figured out the problem, i have narrowed it to the stationary guard script itself, but when i try to save my work on the script, i cant. I have tried it in Geck, Geckpu, NVSE loader and all three with admin privilages. Nothing. Heres the script. This is from the V1.7 Alt file on the mod page. it is suppose to be the stable version of the script. I dont know what to do. Without being able to save scripts, my work on wasteland defence is at a stand still. If you can help me with this i will be greatful. Hell i'll even stick your name in the credits when i upload. If you would like to look at the other scripts from the other versions here they are: Agraveld Tor
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Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Geck NV and Geckpu NV. Im trying something now. I've made the .esp a .esm and i will see if it lets me alter it with an addon. Edit: Ok thats not working either. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Like i said before, im having problems saving the altered original scripts. So i have made the new raiders but i cant include them in the raid script, same with the blueprints. I have been scouring the net for solutions but the best i can find is to use Geckpu. So im am gunna try somethings today and see what i can come up with. But i am having a blast. WD and RTS are great mods and since noone is working on them, i thought i might take the reigns and keep them going. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Between working on WD and RTS, i am not bored. Though my head is starting to hurt from figuring out their processes. But, for WD, i have created 4 more enemy raiders, multiple blueprints and im working on a faction look-alike system. I got the idea from here. But that mod is .txt docs. Im trying to work it into the player comp inside the house so you dont have to use the console on every guard. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
I can do it myself but my problem is that i cant save scripts while modding WD. Im using Geckpu and its not saying theres a problem so i dont know. I will figure it out when i get back from taking the kids to school. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Ok so i have spent all day cramming script terminology, uses and all lil idiocincricys (However you spell it) into my head. Did a few test runs on a test esp, then went back to figuring out WD. Now the fun part. After altering the Stationary Guard Script I went to save it and, what do you know, Geck wont save the script. I've searched Google, i've spent the rest of my day searching the nexus. So, sorry but fixing the stationary guard script is gunna take a bit longer. @kunun - I have all three. There are some differences but the biggest one i noticed it that V1.7 orig and V1.8 both have a timer, But V1.7 Alt doesn't. we know he said and i quote: But the really weird thing is, to me anyway, that V1.7 orig and V1.8 both have "ref thismarker" section at the bottom of their scripts but the "stable" V1.7 Alt doesn't. So, i have no idea if it is just me or what. Im gunna put a call out for a more experianced scripter to come help me and i will stick to building things and ppl. Im sorry to all reading this, if a tone or mood is in my writing, plz dont worry, im staying with this project. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
I have compared the stationary guard script from the V1.7 alternitive file to the 1.8 Version. V1.7 alt uses an old script and looks stable to my untrained eyes. V1.8 has more components to its script, including a large section just for "thismarker" ref. Heres what i mean. V1.7 alt stationary Guard Script V1.8 Stationary Guard Script -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Oops thats part was a double post soz Also WD Was created with RTS in mind. WD was made to compliment RTS. One settlement building the other defences. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
As i have gotten permission to play around with RTS from Arcoolka, i was thinking of combining the two together. But that wont be happening untill i figure out the stationary guard problem first. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
I just went to the Wasteland Defence page an i am downloading his 1.7 alt full file to see what the difference is. -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Arcoolka, said on his FO Settler Forum that placing a chain linked fence inside the walls of his shacks created a bypass of sorts. heres a quote from said site Game Over! Real Time Settler -
Wasteland Defence Community Wishlist
AgraveldTor replied to AgraveldTor's topic in Fallout New Vegas's Discussion
Heres a pic of the AR Guard Stuff. Sniper is identical. http://img692.imageshack.us/img692/9919/sgpic.jpg