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JJ2198

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Everything posted by JJ2198

  1. I would image it's the getstage that's making it so it doesn't run, as the value would be 0 or null. Instead have a DoOnce varible. Something like this: scn 00MarkQuestScript int DoOnce Begin OnAdd if GetContainer == Player if DoOnce == 0 StartQuest 00MarkQuest SetStage 00MarkQuest 10 Set DoOnce to 1 endif endif end
  2. Find GECKCustom.ini (most likely somewhere in My Documents) and change bUseMultibounds to 0.
  3. Well I guess it doesn't contain it, it only points to it in the NIF. Anyways not really an expert on this, but if you go in the GECK search WeapNVBattleRifleUnique, you'll find the Object Base for "This Machine" and in the Art and Sound tab you'll see an option to choose the model and an option for 1st person model object. Though I am unsure how this points to the higher resolution texture as the 1st person model just points to the NIF.
  4. From what I know, it only contains the texture for looking at it when it's on the ground, and in the GECK you can set the texture for first person.
  5. Whenever I have an interior that crashes on load, I just remove the object(s) that I last put in there until it no longer crashes. Just select the cell and the objects will show up to the right and you just right-click and select delete.
  6. The SR-556 mod recommends downloading this mod if it crashes: http://www.nexusmods.com/newvegas/mods/44515/?
  7. Simply just go to Actors/Creatures list in the object window and drag and drop what you want in.
  8. Tested it and was able to remove the hood, do you have her selected and the right ID?
  9. The meshes you need are in this mod http://www.nexusmods.com/newvegas/mods/45640/? I don't know if there in "FH Hairs for head 06" but they are in "FH HAIRS FULL" so download the second one if you already have the first one.
  10. Place the files in the main Fallout new vegas folder (the one with the launcher). Load it up, go to File - Data, Check FalloutNV.esm and PPSh41.esp then click on Set as Active File and the click OK. It will take a minute or two to load. Then in filter (in the Object Window) type PPSh41 and click on All. Now go to the Cell View window and under EditorID find GSDocMitchellHouse. Now the weapon is already there so you can just copy (Ctrl-C) and paste (CTRL-V) and skip the part of finding the weapon in the Object window or you can drag and drop more to the render window.
  11. You can download the GECK here: http://geck.bethsoft.com/index.php?title=Main_Page
  12. Well you can either A open the GECK and find the weapon and put more of the weapon in or B you can use the PlaceAtMe command, though first you need to know the base object ID. You can find this in the GECK, but if it's not part of the main esm you'll need to figure out the load order number of the mod (You can find this in NMM/FOMM) or you can use NVSE and use GBO (GetBaseObjectID) and it will tell you the object ID. If you don't want to do any of that you can try Player.PlaceAtMe ##000AE6 and go through different numbers starting with 01.
  13. Well if it works just fine then just make a trigger box outside the exit door that does something like this: scn WhateverSCRIPT Begin OnTriggerEnter Player REF.reset3dstate end
  14. Add them to ShotgunSurgeonWeaponsList, just find each weapons editor name and drag and drop. That should do it.
  15. From what I've read about that function, it doesn't even work, so you might want to see if it does.
  16. If you simply just want it to reset hitting the button again should do just that.
  17. Maybe try backward instead of forward and right instead of left, I guess?
  18. Try this, have it all in gamemode and have just set ftimer to 1 in the OnActivate block then at the end of the stage 2 set timer back to 0. I think that should do it? At the moment all it does is: playsound OBJTurretGeneratorDisable NVDLC04SiloElevatorControlsREF.playgroup left 1 Try something like this: scn Silo01ElevatorScript short iStage float fTimer Begin OnActivate if fTimer == 0 Set fTimer to 1 Set iStage to 1 endif end Begin GameMode if fTimer > 0 set fTimer to fTimer + GetSecondsPassed endif if iStage == 1 ; Stage 1 playsound OBJTurretGeneratorDisable NVDLC04SiloElevatorControlsREF.playgroup left 1; set iStage to 2 elseif iStage == 2 ; Stage 2 if fTimer >3 NVDLC04SiloElevatorStartCollisionREF.disable; ElevatorBackCollisionREF.enable; NVDLC04SiloElevatorLights02Ref.enable NVDLC04SiloElevatorLights02bRef.enable NVDLC04SiloElevatorLights03Ref.enable NVDLC04SiloElevatorLights03bRef.enable NVDLC04SiloElevatorLights04Ref.enable NVDLC04SiloElevatorLights04bRef.enable NVDLC04SiloElevatorLights05Ref.enable NVDLC04SiloElevatorLights05bRef.enable NVDLC04SiloElevatorLights01Ref.playgroup forward 1; NVDLC04SiloElevatorLights02Ref.playgroup forward 1; NVDLC04SiloElevatorLights02bRef.playgroup forward 1; NVDLC04SiloElevatorLights03Ref.playgroup forward 1; NVDLC04SiloElevatorLights03bRef.playgroup forward 1; NVDLC04SiloElevatorLights04Ref.playgroup forward 1; NVDLC04SiloElevatorLights04bRef.playgroup forward 1; NVDLC04SiloElevatorLights05Ref.playgroup forward 1; NVDLC04SiloElevatorLights05bRef.playgroup forward 1; NVDLC04SiloElevatorLights06Ref.playgroup forward 1; NVDLC04OBJElevatorLPREF.enable NVDLC04SiloElevatorControlsREF.playgroup left 1; NVDLC04SiloElevatorREF.playgroup forward 1; NVDLC04SiloElevatorShaft01Ref.playgroup forward 1; NVDLC04SiloElevatorShaft02Ref.playgroup forward 1; NVDLC04SiloElevatorShaft03Ref.playgroup forward 1; NVDLC04SiloElevatorShaft04Ref.playgroup forward 1; NVDLC04SiloElevatorShaft05Ref.playgroup forward 1; NVDLC04SiloElevatorShaft06Ref.playgroup forward 1; SiloBlastDoorDoubleREF.playgroup forward 1; set iStage to 3 set fTimer to 1 endif elseif iStage == 3 ; Stage 3 if fTimer >62 NVDLC04SiloElevatorEndCollisionREF.enable; NVDLC04OBJElevatorLPREF.disable; ElevatorFrontCollisionREF.disable; Set fTimer to 0 Set iStage to 0 return endif endif end
  19. Not trying to start an argument simply just stating that they can be used inside a block. Not sure why Cipscis syntax checker says there's an error, it works just fine, so why is it an error?
  20. I'm just an amateur at scripting, but don't you want the script to be in gamemode so that ftimer will change. And just have onActivate start the timer?
  21. Variables can be declared in the block and still work, try it for yourself.
  22. Right above the description there are tabs that say DESC, FILES, IMAGES, POSTS, FORUMS, TAGS and ACTIONS
  23. You forgot to remove the Showmessage (that I accidentally left in, lol). Though this script works, from what I can see it will only run on Wednesday as DoOnce isn't set to 0 again until Tuesday making it so Sunday doesn't work (expect for the first time if after Wednesday). Also it is fine to use variables inside a block, though you can do it outside if you want to share them between different blocks. So something like this would be better: scn ScriptName int DoOnce Begin GameMode If GetDayOfWeek == 2 || GetDayOfWeek == 4 set DoOnce to 0 endif If GameHour >= 12 && GameHour <= 13 && GetDayOfWeek == 0 || GetDayOfWeek == 3 && DoOnce == 0 If ActorRef1.GetDead == 1 ActorRef1.Resurrect endif If ActorRef2.GetDead == 1 ActorRef2.Resurrect endif If ActorRef3.GetDead == 1 ActorRef3.Resurrect endif set DoOnce to 1 endif end
  24. Okay did some testing, I think the main problem is that gamehour is unlikely to ever be exactly 12 or 6 (unless you actually wait for it to be exactly 12:00:00). So here is a script that works from 12-1PM and I've made a variable for each Ref: scn ScriptName Begin GameMode int Respawn int Respawn2 int Respawn3 If GameHour >= 12 && GameHour <= 13 && GetDayOfWeek == 0 || GetDayOfWeek == 3 ShowMessage TestMSG1 If ActorRef1.GetDead == 1 && Respawn == 0 ActorRef1.Resurrect Set Respawn to 1 endif If ActorRef2.GetDead == 1 && Respawn2 == 0 ActorRef2.Resurrect Set Respawn2 to 1 endif If ActorRef3.GetDead == 1 && Respawn3 == 0 ActorRef3.Resurrect Set Respawn3 to 1 endif else Set Respawn to 0 Set Respawn2 to 0 Set Respawn3 to 0 endif end
  25. Just go to the mod you want, then click files, click manually download, then put the files in your FNV data folder.
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