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Aluminia

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About Aluminia

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    Fallout, Assassin's Creed, TES, etc.
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    Wolfenstein, TES:3, F:NV, AC2

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  1. SGTbayk47, thank you, that worked perfectly!
  2. Alright, a workbench is a good idea. Any idea how to create a unique workbench so only these specific gun recipes can be found on it? Upon making a recipe in the GECK, it asks for what specific bench is used; a workbench, reloading bench, campfire, etc. Anyway I can make my own bench to fit in that menu?
  3. Hello people, I would like to get some help with creating a script. I have very little scripting knowledge but I do know some basic logic scripting. Alright, so I want to do is essentially the pack-a-punch machine from Call of Duty Zombies. I've made the asset for it and if you don't know what it does in those games, it basically takes your gun and then gives you an upgraded version at the cost of 5000 points. What I want is basically like that but in my mod at the cost of a weapon and 2000 caps. Let's say the player wants to upgrade the 10mm Submachine gun; they must have the weapon and 2000 caps to go with it to receive their upgraded gun. I want to do this for 10+ weapons from a menu where you select it from. I know the basics; i.e, they must have the gun and the caps, if they don't have the gun, they won't receive the upgrade, therefore nothing happens and an message box pops up to let them know. Same for the lack of caps, and the same for if they have neither conditions. However, if they do, they must have these items removed from their inventory to receive their new gun. Basically it's like the crafting system from Fallout 3 but only two ingredients. Essentially three different conditional statements but I have no idea how to code this and everytime, I get the error save message. As I said before, I want this to be selectable from a menu. You go to the machine, activate it, this menu pops up with like 10+ different options for what gun you want to upgrade, you click one and the above conditional statements happen. Any help would be appreciated and you will be credited.
  4. It's time to meme.
  5. Thank you for your input and help.
  6. I need to make a companion perk for my companion mod. The idea I had is too increase Charisma by 1, Speech by 10, and have the player suffer no negative karma losses. How would I go about doing this, specifically the last part? What scripts would I need to write? Please help!
  7. I made a companion mod for New Vegas. Everything about the mod works except for the fact that the follower won't actually follow me! The companion wheel works perfectly, the dialogue is perfect and works, it's just that they won't follow me. I don't know how to fix this. I need help. Any suggestions?
  8. I got it to work! Thank you so much! I will credit you whenever I release my mod. Thanks again.
  9. I have very little scripting experience and I would like some scripting help for the small mod idea I have created. So, the mod idea I have is called "Doc Mitchell's Rainy Day Fund" I want the player to be able to get a nice starting kit when he/she starts the game. I thought a wonderful way to do this by having the player dig up a safe with the items inside of it, including low level weapons and armor. Sadly however, I have no idea how to do this. I know it is possible because I have seen other modders do something like this. I.E. activating something and an object clearing visible gets changed to something different, like flicking a light switch and seeing a light appear, that sort of thing. So, what I basically want is the player to go behind Doc Mitchell's house and see a grave in his backyard. I want the player to use a shovel or maybe their hands to dig into the grave. One activated, or "dug up", I want the grave to disappear and reappear as a dug up grave with a safe in it. One the safe is exposed, I want the player to be able to lock pick it to get the weapons and armor. I will post a picture with a representation of what I want. If someone could please send me in the right direction or provide a script, that would be much appreciated. Thank you.
  10. Alright, what I need is a script that will set the next quest stage once the player has read a note, and not just pick it up. Does that make sense? Hopefully this will make more sense; > *player walks through a doorway* = this sets the next stage which points at the note and the following happens.. >> As soon as player walks through doorway a message box pops up, saying, "As you walk through the sliding door, you noticed the destroyed cabinet to your left and a note sitting on a shelf." (This is done) >>> *player walks over to cabinet and picks up note* = player must read the note in order to set the next stage in the quest, player cannot just pick it up, player has to read the note in order for a new objective to appear. I know this is possible because in Fallout 3, you were forced to listen to your dad's journal entry 10 to get the clue to go to Vault 112. I searched through the various Fallout 3 scripts to do with the quest and note and still could not find the script. Like I said, I went searching through the Fallout 3 files for the quest that sends you to Vault 112, via your dad's note. This is big script for the WHOLE quest; "ScriptName MQ03Script ;Script for quest MQ03 ;Note that MQ03 is running from the beginning of the game, as the player can immediately travel to Rivet City or to Project Purity to pick up the thread short Shutdown ;flag set if MQ01 needs to be shut down short SuitOn ;flag set when player is wearing Vault 112 suit Short PlayerPodTrigger ;flag set if player is standing in pod, prevents activation Short HarknessInfo ;flag set if player talks to Harkness about dad Short LiHelp ;flag set if player passes speech challenge asking for help from Doctor Li. short PurityVisit ;flag set if player sets foot in Project Purity; used for dialogue w/Doctor Li. Short HoloRead ;flag set when key holotape in PPurity is read; used for updating quest stages short bodyCount ; incremented in MQ03purityMutantsSCRIPT - used to see how many are killed by PC pre-MQ05 Begin GameMode ;If MQ01 is still running when any objective in this quest is completed, shut down MQ01 and turn off any displayed objectives if ( ShutDown == 0 ) if ( GetStage MQ03 >= 10 ) if ( GetQuestRunning MQ01 == 1 ) if ( GetStage MQ01 < 200 ) SetStage MQ01 210 SetObjectiveDisplayed MQ01 10 0 SetObjectiveDisplayed MQ01 20 0 SetObjectiveDisplayed MQ01 25 0 SetObjectiveDisplayed MQ01 30 0 SetObjectiveDisplayed MQ01 40 0 SetObjectiveDisplayed MQ01 60 0 SetObjectiveDisplayed MQ01 70 0 set Shutdown to 1 endif endif endif endif ;If player has somehow missed objective update for stage 10, run it when he's in a Rivet City interior cell if ( GetStage MQ03 == 10 ) if ( Player.GetInCell RC == 1 ) SetStage MQ03 20 endif endif ;If player has talked to Doctor Li first, update quest stage when he arrives at Project Purity Control Room if ( GetStage MQ03 == 30 ) If Player.GetDistance MQ05ControlRoomMarker < 3000 SetStage MQ03 40 endif endif ;Update quest stage when player picks up the right holotape ;ONLY do this if player has been playing through the rest of the quest so far ;otherwise he gets no update until listening to the tape and then speaking to Doctor Li ;NOTE: This block moved to MQAPanelScript so it runs locally instead of in quest script ;TEMP ;Since dialogue results don't run on notes right now, we'll fudge the concept of the player actually listening to the note if ( GetStage MQ03 == 50 ) if ( HoloRead == 1) SetStage MQ03 60 endif endif ;Update var PurityVisit if player goes inside Project Purity if ( PurityVisit == 0 ) if ( Player.GetInCell PPurity02 == 1 ) Set PurityVisit to 1 endif endif End" Can anyone help me, and get me on the right direction?
  11. Better Reservist's Rifle - Work in Progress. Sniper Weapon overhaul. The title picture of the new mod about to come out, Better Reservist's Rifle. Vastly improved in many ways to make the weapon 10x better than the regular unique copy. Damage is far much greater, allowing you to kill almost anything in one shot (DeathClaws are an exception, obviously). Accuracy is improved and when the gun is practically broken, it doesn't miss everytime you shoot and it's suppressed. It fires slower, making it hard to use when surrounded. Has explosive projectiles that deal some extra damage. And finally, each time you pick up the gun, you'll get a little welcome message. Please endorse and I might add a few more perks. Tell me what you think :) http://fallout3.nexusmods.com/images/30153/
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