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About TrueSaiko

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this is not a bad idea.... my issue would be the inability to account for various possibilities and personalities.... as an example: one character i play would probably never say "this stuff is heavy" .... and another character would whine about the weight at just 20% or so of weight value.... or one character i play would be enthusiastic about gecko steak..... and another would never mention it, since gecko's scare her (much like a lot of people's reactions to bugs.... and how they would never eat a bug, even if they are nutritious and the main diet of some cultures.) i have an idea how it can be made, though.... and if you would like to make it for yourself, i might be able to walk you through it.... PM me if interested.... but take note i am just returning to modding, and have forgotten many things.... and i was never excellent to begin with (especially not with scripting)
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Requesting Script/GECK Help, Please
TrueSaiko replied to TrueSaiko's topic in Fallout New Vegas's Mod Ideas
alright, that should be enough information for me to fiddle with.... thanks a ton! my main issue was if scripts could get variables from scripts in other items.... didn't want to spend a bunch of time learning, writing, and all that.... and have it not work.... i was even thinking i might have to do a quest thing, and script the quest to reference the three items.... was hoping to get a response telling me the easiest way.... and it seems like my initial idea is possible... thanks a ton! -
I would like to make it so that an item changes another item, which then changes another item.... to be very specific for this exact scenario i am at a loss for: A building is very dim... it is running on emergency/backup lights... there is a generator (activator) .... clicking the generator brings up a menu and such where i can make it be repairable... and when it is, it turns on the lights. (this part i can get by editing scripts, i am pretty sure) ..... i also want it to turn "on" another activator... a "server" computer.... i want the server to be there, and visible, just not clickable, until you repair the generator.... and when you do what the messages say for the server.... then a terminal will be clickable so you can read messages. i also want the activators to be unclickable after you finish the scripts. TL/DR and cleaner example: generator activator, server you cannot click (like static, not activator), and terminal you cannot click to read messages.... script in generator to make the server clickable.... script in server to make terminal clickable. is this possible?
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Adding Perk with Object Script - need help
TrueSaiko replied to nerdcav's topic in Fallout New Vegas's Discussion
i am no scripter.... by far... all i can successfully do is edit what other people provide.... but from what i have learned by fiddling around, i think you should add another block in the middle so it would be something like: if playerhasperk livinganatomy == 1 return else onequip addperk blahblah poor formating, i know.... see if this works? edit: "Edit what other people provide.... and even then only successful about half the time" ** -
So.... I made an activator, and I would like to script it to activate things.... For an example, I will use lights. I would like to click on the activator, and have a menu popup (i can make the required messages and checks) saying it is broken... you can fix it with parts, or repair skill, and such... and when fixed, i want the lights in the room to come on... and i want the activator to no longer be clickable... Could i get some instruction/examples for the required script please? Thanks in advance :) I am a pretty quick learner, and am willing to test and fiddle... so if i can get the base script and a few answered questions, i can reuse said script for multiple situations
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my request is a tutorial/explanation/thorough description for navmesh... so i can do it for a mod i am planning
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http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/ That works to merge plugins to reduce load order. to create a merged "patch" just load all your mods in fnv edit and right click on the left somewhere, go to other, and create merged patch in either case, merging plugins or creating merged patch, i recommend checking everything in the newly created esp..... "armor" "npc" "Dialog" etc. check every block and sub block for anything yellow or red, and try to make them green :) hope this helps
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Melee Weapons: What Do You Want?
TrueSaiko replied to BlakeDrapeta's topic in Fallout New Vegas's Discussion
sounds good :smile: small version of my mod is: http://newvegas.nexusmods.com/mods/53208/? that is just the house, but i will be remaking it with a bunker underneath..... anyways, the story is that is a bunker where scientists and such developed new technologies and stuff for the military... then the military stopped showing up so they sealed it, and it hasn't been touched until the courier shows up. so yeah, everything should be clean and pre-war-ish... with a few liberties taken, considering it is a game and there is no real knowledge on what is available pre-war.... there will be a couple "futuristic" weapons there... anyways, the security is four mercenaries. Beast, Blade, Shadow, and Captain. captain, shadow, and beast i can get weapons for off other mods and modders resources (which i have permission for) but blade.... the only blade/melee weapon i can find to use is a butterfly knife: http://newvegas.nexusmods.com/mods/46817//? (Permission given in credits) so i have been hoping for a melee weapon modeller.... the other weapons i can use elsewhere, or edit vanilla stuff for, lol. thanks again, and if i think of other good blades for him, i will let you know. or some blunt weapon for beast. -
Does a mod exist with an ammo belt?
TrueSaiko replied to TrueSaiko's topic in Fallout New Vegas's Discussion
yes, i bothered to look... i searched "ammo belt" and got nothing, then i spent some time looking through both "armor" and "clothing" categories for pictures which include an ammo belt... and i found nothing. and of the two you posted, a quick look at all of kristinas closet shows no ammo belts, and nothing that resembles ammo belt... in the tailor maid, through the "user images" i found some, so thank you for that link, regardless the assumed tone of the response. -
a belt of ammo... like that. kinda. does that exist? preferably in a manner i can use it in a mod i am making?
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Melee Weapons: What Do You Want?
TrueSaiko replied to BlakeDrapeta's topic in Fallout New Vegas's Discussion
Wakizashi, pretty, shiny, steel/silver and with a white grip. (maybe bloodstained optional version) wakizashi is the shorter one on top and a ka-bar. (second picture) these would work very well for a mod i am making... please :) and thanks for the offer of blender work... is a big help to those of us with no modelling skills :) -
http://newvegas.nexusmods.com/mods/42721//? Gauss projectile... if that is a rip-off, i would sincerely like to know where the original is. or a mod that adds a fallout-tactics-style gauss projectile, (different from what i just posted) what looks like there is a tiny projectile flying at insane speeds and rippling air around it (and a blue effect just to be cool)
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difference in increase and raise geck question
TrueSaiko replied to TrueSaiko's topic in Fallout New Vegas's Discussion
that is what i figured... and i assume it is the same for the increase and raise... but i am not sure which is which. i am trying to make a perk that simulates being the same character as in fallout 1 and 2... with all the implants/chips/etc of those two games... not sure which to do... "increase" or "raise"