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clanky4

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Posts posted by clanky4

  1. 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 yes

    Then 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

  2. 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.

    "

  3. 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.

     

     

     

    generalnord.jpg

     

     

     

     

    If that still doesn't work you can send me the .kf, I'll see if I can get it imported into blender.

  4. 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.

  5. 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
    
  6. 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

  7. 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
    
  8. 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.

  9. 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.

  10. 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 Steel
    Raid 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 Fallen
    Wipe 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 Past
    Investigate 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 Honor
    Assault 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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