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Dan7e

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  1. Hi there! I'm having quite an annoying error related to the Megaton cell and notes. I don't know what could cause this, but after having a new note (even if I read that) and entering the Megaton cell, the game crashes to desktop whenever I try to save (or autosave). The curious thing in it is that there are notes I'm not getting thisproblem with (like the bottlecap mine note, or the first railway rifle note - even with hal2000mhz's Junk Metal schematic - Craft version work just perfectly). However for ex. After I got the second railway rifle(I didn't tinckered with these shematics anyhow) the ctd occured. With farbentier's telescope mod (which has a note) too (but I didn't get this note yet). I even created a shematic myself (for the cryolator), and it also crashed with. Before that I made shematics for mini nuke and this one is still working. Could be some kind of a limitation, length limitation in the code? I don't know how to continue to search for a solution so I decided to write here. Every help would be greatly appreciated! Thanks in advance! Cheers, Dan7e
  2. Hi Guys! Sorry for the late reply. I have found a mod which managed to do exactly what I was trying to achieve. No, however I stepped into another, even more bothering problem. I write it down here, but if you suggest I open up a new topic, instead continuing this one. So, the problem is crash on save, when I have a note in my inventory. Specifically, based on the original schematics, I made a completely new schematic entry for the cut-out Cryolator, because I haven't found it anywhere. So, I placed its' note at the alien crashsite (just to be specific). Before I got it I could save anywhere, but after I picked up the note, I still could save in the cell, but when I left, the recon craft tetha(or something), every time I tryied to save, or enter with autosave, the game crashed to desktop. It only happens when I have the note. What could the problem be? Even it crashed, when I used craft and added it to its' dialog options, instead of the original list. Cheers, Dan7e
  3. I think I've found a solution (still a theory, I didn't have the time to check it). Basically I make an activator, or a amisc item (like the bobbleheads), which has the ammunitions world model(in this case mini nuke), and write a script, which runs when I activate the ammo's world model. It's not as gentle as while in the inventory, but I think It'll do my trick. My plan would be it picked up as an ammunition, or a mine (I've found a mod that makes a mini nuke equippable, and I'm trying to extend it a little bit) :)
  4. I see. Thats a shame. Thanks anyways your help, guys. Cheers, Dan7e
  5. Thanks very much, Stewb! I'll give it a try. Cheers, Dan7e
  6. Hi there! I'm trying to get a small mod to work and for this I need to add a script to an ammunition. For example I'd like to manage that, when You click on an ammunition, a message window'd pops up. Does anyone has ideas how I could do that? I know in geck there's no way to add script, but I wonder someone has managed to find a solution. Helps would be greatly appriciated. Cheers, Dan7e
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