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americanwierdo

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  1. Alright, but are those In-geck options? Like they seem to be things you'd go into the settings note for and alter. But for some reason this is a problem for other people who download my mod, not just myself. And I don't think I can go around telling other people to go into their settings and alter this kind of thing. What I'm wondering is why does this happen in a cell like two Think Tanks stuck together but not in the Nellis Hangar which is a considerably larger space.
  2. Hey, it's Americanweirdo and this is a problem I've had with mods for a long time. In certain buildings, chunks of the interior won't load all the way until you walk into them. This is most often seen in Vaults and the like. I don't know why this is. But this is especially a problem when I am working on a mod where I duplicate the Think Tank Facility and turn it around to create a fully circular think tank facility. For some reason a large chunk of one side won't load until you step on it. Do you guys know how to increase the distance of the LoD while inside a facility? How can I make it so that the entire room loads? Anything you can tell me will help.
  3. I recently uploaded a mod called "Mad Factory" to the Nexus, but I constantly got replies saying that they couldn't download it for some reason. That was strange since I could download it just fine from my computer. I thought it was just a problem with the Nexus Mod Manager, but then I uploaded it to Bethesda.net and its showing signs of having the same problems there as well. The thing is that I've uploaded files to the Nexus and Bethesda.net before and didn't have any issues. So I'm wondering; why is this a problem? Am I using an older version of the Creation Kit and don't know it? Does it have something to do with the fact that I put the files in a Winrar folder? Is there a special procedure for when you include DLC content in your file like I did? Who else had this problem and what could possibly be some causes? I'd love to hear what you guys have to say and hopefully you can help me get this thing back up soon. The file is below if you guys want to dissect it and figure it out.
  4. I'm working on a mod right now, and awhile ago I accidentally included the Project Nevada-Core Masters as a requirement. It was kind of an easy mistake to make since it's right under all the DLC on the GECK's data list. I've tried using FNVedit to get rid of it. I know that supposedly, if there are no connections to a master in a mod, you can simply hit "clean masters" and that'll get rid of it. But I think the only thing that this mod and Project Nevada have in common is that they both use the "Greetings" and "Goodbye" dialogue options. Now, I'm willing to go into my mod and delete all instances of ever using those topics if I have to, but will that solve the problem? If not, can I do it from FNVEdit without deleting the topic from every other mod that uses it? Any help you can give me is appreciated. -Dr. Rocket
  5. Hey, it's Americanweirdo and I'm having issues creating a quest marker in a new interior. The quest works just fine and I'm not having issues changing stages, it's just that I can't seem to get the quest marker to show up. The quest is based on picking up holotapes: so I have an alias for both the Tape and the container it's in. I've tried to set the marker as both the holotape and the container but it's not working and I'm not sure why. I think it's possible that the program can't find the object because it doesn't recognize the location. It's a duplicate of the unused cellar from the original game, which I don't think made it into the final game. Could that be part of the problem? Can anyone help me out? This is the only thing I'm having issues with right now and I could really use a hand. Thanks for any help you can provide.
  6. Thank you for the article. I'll check it out when I can. off the top of your head, do you know how to trigger a mininuke explosion through scripting? I'm not sure where I'd find that ingame.
  7. I'm creating a mod that contains something I've never tried before: Message boxes that give you choices where you can use your skills to advance down one path or the other. If you need an example of what I'm talking about: remember when you first encounter ED-E in Nash's house and after you click on him, a message box pops up telling you you can repair him if you have 85 repair skill? I wanna do something like that in a future mod. Here is one example: in this mod, the enemy faction sneaks a bomb into the Mojave Outpost Barracks and the Courier has to deactivate it because it's too late to call in a bomb squad. I want to be able to click on it and be given the option to either defuse the bomb (requires 50 explosive,) dismantle the bomb (requires 30 repair) or run like hell (bomb immediately detonates in a mininuke explosion and the quest is failed. I should just how to set the quest stages if I just know how to put it all together. What does the model for this kind of thing look like? Keep in mind that I'm pretty experienced with scripting quests and characters, but I haven't done much scripting outside of that. Anything you can tell me will help! -Americanweirdo
  8. I'm familiar with modding in Fallout New Vegas, but as I've made my jump to learning my way around the Fallout 4 Creation Kit, I've found several difficulties. Most notably, I'm having trouble with dialogue. Right now, the issue is that when I go to talk to the character, he just stares at me and after a moment, the button prompt will pop up (no words are seen at the bottom of the screen). But no matter what I press, he won't actually say anything, even though all of the subtitles have been written in. When I tried voicing it, I couldn't even get the button prompt: he just stared at me. I've been watching several videos and I follow them step by step but I just can't seem to get it right. So I was curious: is there anything I'm supposed to download before I start modding in F04? Like a script extender or some kind of Archive Invalid? I only ask because I did just right into modding in F04 without much research and it's been a long time since I first started modding with New Vegas. Anything you can tell me will be appreciated whether it helps or not. Have you ever had this problem before? Thank you for your time! -Americanweirdo
  9. Well what I normally do is create an Object with the holotape model so that I can add in the script that the player recieves a note and that the holotape object is removed, so that can work instead. So I just do NPC.enable in the script? Is that the Reference or the ID? I'm gonna go ahead and assume it's the Reference, but if not be sure to tell me. Either way, thanks for your help.
  10. For my next mod, I want to do a scene where the player walks into an empty room, picks up a note on the wall and suddenly 6 enemies appear right behind them. How do I do that? What kind of script would that need? Just something simple like that is all I need to know. Thank you for your time. -Americanwierdo
  11. Would it be a bad idea if I made the "killer Ref" the same as Dimple's Ref? Would that cause a crash at all?
  12. ActorRef.kill KillerActorRef BodyPart CauseOfDeath Example for an exploding slave collar, using an unused NPC ref for the killer (so no one in-game gets blamed for killing him): ExplodeyGuyREF.kill UnusedNPCREF 1 0 Alright, I'll try and see if I can make that work. So I imagine that the ExplodeyGuyREF is the character's REF. So is UnusedNPCREF the name of the character (who is Dimples, by the way)?
  13. How's that for an attention grabber? As an Easter Egg, I want to have a character who can be triggered to explode through dialogue. My question is: how can I write a script (preferably in dialogue) that will cause him to exit from dialogue and then immediately explode? Now, there are two kinds of explosions and either of them could work. There is the one where he just suddenly erupts into a rain of gore in front of you like NPCs do if you have the Bloody mess perk. Or he can explode in a way that in harms the player. Do you guys know how to do either? Anything you can tell me will be appreciated. -Americanwierdo.
  14. Okay, so it's apart of the Securitron Skeleton? I'm sure I can figure out how to do that. I've never done something like that before but it can't be too hard. Thanks! I'll see if I can get it to work.
  15. As part of an up and coming mod, I want to create unique Securitron models with a new face graphic. The question is...how do I do that? That's really all I want to know. Just a simple question: any feedback is appreciated.
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