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clanky4

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Everything posted by clanky4

  1. is the mesh mirrored? I've had a similar issue when i had a mesh that was mirrored that had an overlapping UV map. Moving the uv of the mirrored side so that it wasn't overlapping might help if that is the case.
  2. I'd suggest checking the scripting used in one of those "controllable" creature type mods. The frontier has some and hopper made a were-claw mod that also has one: https://www.nexusmods.com/newvegas/mods/60946 There are script functions within these that play a certain animation for a creature when the player presses a certain button. That might be what you are looking for.
  3. There is a fairly extensive guide dealing with making custom creatures for new vegas made by mindboggles: https://www.nexusmods.com/newvegas/mods/69752
  4. Progress far enough the main quest, Veronica as a companion, 100 lockpick, or find holotapes on the dead BoS patrols.
  5. Have the package have a a condition that is set by the specific switch. For example have a quest called "TravelPackageQUEST" with a script in it to establish a quest variable: scn TravelPackageSCRIPTQuest short Traveling; 0 no 1 yesThen have your switch change that quest variable: scn TravelPackageSCRIPTSwitch begin OnActivate player ;start when the player flips the switch set TravelPackageQUEST.Traveling to 1 end Then you would have your TravelPackage have the condition: QuestVariable TravelPackageQUEST.Traveling == 1
  6. As had already been previously stated it appears to be in that videos description. The description of the mod itself states: " I've done my best to keep a vanilla theme while kicking the model quality up to modern AAA standards. I've also done an overhaul to the appearance of almost 30 Legion-related NPCs and the mongrels. "
  7. Yeah, you'll have to use blender 2.49b to import/export new vegas nif/kf files. Be sure to follow the installation instructions in the correct order, it won't work properly if you don't. Also, should be able to have multiple versions of blender installed at once. I have several for all the different versions that different games modding tools have required.
  8. I've heard that there are some niftools that function with later versions of blender. But, from what I understand, the Blender 2.49b niftools are the most functional right now: http://niftools.sourceforge.net/wiki/Blender
  9. You are using the recommended version of blender? 2.49b and followed installation instructions for the niftools? http://niftools.sourceforge.net/wiki/Blender I know there is also a prepackaged version of blender with the niftools. I can't speak to how it works since I haven't used it: https://www.nexusmods.com/oblivion/mods/12248 Here are the import settings I usually use to import a skeleton.nif with a .kf file attached to it, they should be the default settings outside of Keyframe file. If that still doesn't work you can send me the .kf, I'll see if I can get it imported into blender.
  10. Never tested it, but I think that destruction can be set for NPCs as well.
  11. You have to import .kf files attached as a keyframe file to the skeleton.nif, or a similar nif file that has the skeleton in tact. The way the skeleton, and how the animations expect the skeleton to be, set up is that a certain bone is connected to and influences the movement of subsequent bones. Most outfits and creature models in New Vegas have their "skin flattened", at least I think that is the term for it. That basically means that everything that is exported, including the skeleton are just loose nodes that won't properly work with any animation files.
  12. I don't know about showing up on the radar, but under the destruction tab for creatures if you add destruction data you can set whether or not the creature is VATS Targetable.
  13. Day time passage is weird in the GECK. Most vanilla scripts that deal with it use an internal value to keep track of it. The only ones that I know of and have thoroughly looked at were the assassin squad scripts. Which are a HUGE mess and really difficult to understand. Here is an example script that I've tried to make as easy to understand as possible. It sets a quests stage to 20 three days after it was set to 10: scn ThreeDayQuestScript short DoOnce ;set istartday values once short DoOnceA ;do the thing once int iStartDay ; the start day begin GameMode if getstage ThreeDayQuest == 10 ;whatever stage you want to have three days pass from if DoOnce == 0;set iStartDay set DoOnce to 1 set iStartDay to GameDaysPassed endif if GameDaysPassed - iStartDay >= 3 && DoOnceA == 0 ;three days have passed and this hasn't happened yet set DoOnceA to 1 setstage ThreeDayQuest 20 ;whatever effect you want to happen endif endif End
  14. I've taken a go at writing a tutorial about, what I think you are trying to do. A walkthrough of editing/combining armor parts in blender and exporting them out again. Be advised it is long, I probably repeat myself, and some info is probably not 100% accurate. I didn't really want to go through uploading all the images to photobucket again and then link them into the the tutorial. So here's a pdf/"mod": https://www.nexusmods.com/newvegas/mods/70791
  15. You might want to try ontrigger, instead of ontriggerenter. I've noticed that ontriggerenter has a few issues when you enter it when entering a new cell, specifically when using doors: https://forums.nexusmods.com/index.php?/topic/8316108-difference-between-ontriggerenter-and-ontrigger/
  16. You could use the stopquest function: https://geckwiki.com/index.php/StopQuest Which with the example above should be: scn AddWeaponQuestScript short DoOnce ;give WEAPON once begin GameMode if DoOnce == 0 if (getquestcompleted VMS55a == 1);Whatever your quest ID is, this one is Tend to Your Business set DoOnce to 1 player.additem WEAPON 1 ;give one WEAPON StopQuest VMS55a endif endif end
  17. You could make a quest that checks if that quest is done through a quest script. The condition you'd be looking for would be getquestcompleted: https://geckwiki.com/index.php/GetQuestCompleted Here is an example of the script: scn AddWeaponQuestScript short DoOnce ;give WEAPON once begin GameMode if DoOnce == 0 if (getquestcompleted VMS55a == 1);Whatever your quest ID is, this one is Tend to Your Business set DoOnce to 1 player.additem WEAPON 1 ;give one WEAPON endif endif end
  18. lazyradly has a pretty in depth tutorial about making custom "freakish" race. https://www.nexusmods.com/newvegas/mods/62328
  19. I've never used scripts to do that sort of thing. I'd usually just use conditions in the dialogue topic or the add topics section of the dialogue. There is an addtopic function that you could use in a script though. https://geckwiki.com/index.php/AddTopic You should be able to add topics to an NPC without compatibility issues. With a new quest and your new topics for that NPC be in that quest. The conditions that you would want those topics to be visible under would be the tricky part. If there isn't some sort of variable your only option might be to modify the quest with the vanilla dialogue which may well lead to compatibility issues.
  20. Thank you everyone for the responses. he weapon that creature/NPC were using was "based" on the eyebot laser which had a really short range that the creature would use it at. So I changed the the minimum range of the weapon to 300 and the maximum range to 4000 and now it seems to be firing at a decent range. Still approaches a bit but it is nowhere near as bad as it was. When I went higher than 4000 the game crashed. That could have just as easily been because i spawned 20 creatures though.
  21. Is there any way to increase or maximize the range at which an NPC/Creature will use a ranged weapon? I have an NPC/creature with 10 perception and with a weapon that is supposed to be used at long range, but even when they detect an enemy they will still approach them before firing. I have made a custom Combat Style for it: https://i.ibb.co/njzPDD7/artillery-CS.jpg Any assistance would be appreciated.
  22. Usually with something like that I would have a condition for the topic. For example. Lets say my quest is named MyQuestName and the stage is set to 10 after accepting the quest. Then I'd add in a condition in the dialogue topic for accepting the quest: GetStage MyQuestName < 10
  23. Thank you everyone for the feedback. I have the basis of the mod set up in the GECK and am testing it. Everything is handed out by a, generic, spawned in NPC. BoS Questline breakdown:GENERAL Stuff:Enable an NPC questgiver after completion of:VMS55a/VMS55b(Hardin/McNamara) Hardin Stuff:Raid NCR Caravans.(destroy caravans between Helios I and Novac/188 Trading Post)(enable added caravans in these locations) Avenged SteelRaid Ranger Station Alpha(kill RSAlphaLineholm)Raid Ranger Station Delta(kill RSDeltaPason)Raid Camp Golf(kill spawned commander)(enable either NCR commander inside house resort)(enable 3-4 BoS Paladin Allies) Remembering the FallenWipe out Black Mountain(Complete VMS57)Avenge the fallen at Nellis Air Force Base(Kill Pearl and Loyal)(enable 2 BoS Paladin Allies) McNamara Stuff: Establish caravan route with nearby caravans(Pass Speech/Barter check OR pay 500 caps to Caravan Trader near Novac/188 trading post)(enable added caravans in these locations) Offer a caravan protection(just a dialogue option)(enable added caravans along I-15) Clear the I-15 of hostiles(kill spawned creatures)(enable 4 groups of creatures along the road) Reclaiming the PastInvestigate the Crashed Vertibird for Advanced Components(WeapNVTeslaCannonUnique)Investigate for the REPCONN headquarters for Advanced Components(WeapNVPlasmaRifleUnique) Neutral Stuff:(given regardless of who the elder is)Oh No Mr. House(available if the player has the platinum chip)Kill Mr. House(VMQHouseFail/vfreeformlucky38)(GetGlobalValue vStoryEventMrHouseNeutralized >= 1)(1 is disable cerebral interface/2 is killed)(enable 2 BoS Paladin Allies) Restoring HonorAssault Helios I(kill spawned commander)(enable either NCR or legion commander depending on if the player activated archimedes I during VMS03)(enable 3-4 BoS Paladin Allies, less if McNamara is elder) Just need to finish testing to make sure all the quests work properly and then do a proper run through to make sure it is balanced. Even the small squad that assaults Helios One is able to blow through everything there, along with the extra NPCs added, without issue. The legion aren't able to get close to them without getting blown away.
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