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APNxRPG24

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  1. Got to be player.kill amigo, otherwise the script has no idea who is being killed. so; change; if (Button ==1) KillActor endif to if (Button ==1) player.KillActor endif if your dead set on suicide. actually just player.kill will work, doesn't have to be the full command. moveTo is the one you want, but your going to have to know the x, y, z position. I figured out how to make the player move. I'll post a new topic for any others questions I have though.
  2. I was able to figure out the problem by using GECK Power Up, but now I have a different problem. GECK Power Up says I can't use the Button 0 command "CloseAllMenus" because it is a console command. So I just removed the command so I could try out my script in the game. My other problem is when I loaded my mod in game, I used Button 1 and "KillActor" didn't work. When I used Button 1 nothing happened and the menu closed. So basically, I am not worried about the CloseAllMenus command because the menu closes anyway after you press a button (choose an option). But the KillActor command didn't work and I don't know why. My character didn't die and the menu just closed. I was thinking, maybe I can't use that command or I might be missing something to activate KillActor, I don't know. EDIT: Could you just tell me what command I need to use to move the player to a different location (this is what I really want to do, I was just testing the other commands). I need to make it so when I use Button 1, I make the player move somewhere.
  3. Yeah, I was checking out their website and I think I know what to do now. But I am having a problem where my script will not save. I made a post about it it here: http://forums.nexusmods.com/index.php?/topic/802877-cant-save-script/
  4. I am trying to save a script in the GECK and it wont work. I click the save icon or File>Save and it does nothing. Then when I exit the script I get this message as if I didn't save it. http://puu.sh/1d9Jj . I'm not sure if that means the script wont work or if this is just a problem with the GECK. I am pretty sure the script is right because I have been doing some researching on the GECK website and this looks right to me. If you want to see the script, I will post it below. I replaced all of my ID's with "example" and made them all caps. I really would appreciate an answer or some help. Thanks. scn EXAMPLESCRIPT short Button begin OnActivate ShowMessage EXAMPLEMESSAGE end begin MenuMode 1001 setButton to GetButtonPressed if (Button ==0) CloseAllMenus endif if (Button ==1) KillActor endif end
  5. I wanted to know how to make a note pop-up when you press "e" on (activate) something. An example would be Old World Blues, when you activate the crashed satellite and the message comes up and tells you about the DLC and asks if you want to start it. In order to do this I would guess that you would place an activator where you want, and edit the activator to add a script. And in that script, it would tell the game when it is activated to open up a note (make a new note, notes located under items in the GECK object window). I believe I have the basics down in scripting, but if I get an answer I would like the script to be explained on how it works. Now in the GECK I loaded Old World Blues and got the script on the satellite right here. So where it says "GetStageDone NVDLC03MQ00" I would guess that is saying to open the note and the notes name is "NVDLC03MQ00"? And below that, is it saying to move the player to the inside of the DLC (MojaveDriveInMarkerHeadingREF), if they answer yes to the on screen note? And where it says "10 == 0" I don't know what that means, but I am sure it must be important to the script. I know this was a long read, but help would be much appreciated. Thank you.
  6. I don't have FNVEdit, but I will download it and try that and I hope it works. Thanks.
  7. I am in the middle of a mod and I changed a few objects without changing the ID and creating a new form. I created the new form after I realized what I had did. So wouldn't that mean anyone who uses my mod, those changes to the objects I made will take place everywhere in the wasteland? I don't want it to be like that so I was wondering if there is a way to change an object back to it's original form. Example: I put a fridge down and by default it had some items in it. So I deleted the items out. I did this will other containers and I don't want all fridges and containers to be like that in the game if you use my mod. I don't want to start my mod over and I don't know how the items originally were. Any help?
  8. I wanted to make a dead raider body on the floor in my mod, but I don't know how. I spawned a raider and looked though all the settings, but I don't know how to make him spawn dead. Can anyone help me?
  9. So is there any way I can get them back? And if I play Fallout New Vegas without the .nam files, will my DLC's be there?
  10. Everytime I load up the GECK it has all of my DLC .esm files checked (Old World Blues, Lonesome Road, etc.). But my FalloutNV.esm is not checked. So I have to uncheck all my DLC master files (by double-clicking) and then check my main FalloutNV master file. This gets annoying because I have to do it everytime I open the GECK. Is there any way so I can choose which ones are already checked? Or is there an easier way to do this that I didn't think of?
  11. Excuse me for not not knowing, but what exactly are meshes? Are they the models or the textures? And would I have to use Blender/3DS Max for making anything custom? I just wanted to have custom building materials for interiors because I don't like the ones the game gives you. The only good ones are vault or hotel rooms and they don't look all that great. Also, to import you said I just edit the base of the model and replace it with a new one? Would this overwrite my old model? And don't I need some sort of .nif program to convert my models I make to .nif files? I appreciate all your help so far and I would like some more. Thank you. EDIT: I think you already answered my question about it replacing the old model in your reply above, sorry about that. So I just change it and when it asks me if I want to make a new record I say yes, am I right? Also I forgot to say, would this also apply with making custom textures? Like if I wanted to put a painting/poster on the wall and have it be my own custom image. Would I have to use Blender or could I just make an image in Paint.NET/Photoshop and replace the texture of one already in the game?
  12. I just wanted to use the GECK for map making and I wanted to import custom files. I wanted to be able to use custom posters for putting on walls inside a house. And maybe like custom made walls to build my own interiors for my house, instead of using the ones in the game. I don't really want custom weapons, armors, or NPCs. Just custom world objects to build with and to place inside buildings. Also, how would I be able to make these custom objects? What programs will I need?
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