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About sullyvanj93

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sullyvanj93
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New Vegas, RDR2, Project Zomboid
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I think a minor correction is due here. Leave the Topic Texts alone if you're sharing dialogue with other characters. But your Prompts can be customized, as those are connected directly to your lines of dialogue and conditions. So back sure that the Topic Texts are the same as they've always been. You might even want to use FNVEdit to clean this up and make sure it's not being altered whatsoever... up to you. But once those are back to normal, you can customize your Prompts to say whatever you'd like to your companion. And then as long as the conditions are only met while talking to your follower, you're in the clear!
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Are you using Prompts for these dialogue choices? or actually changing the Topic Text itself? I always tend to use Prompts, as it seems cleaner to me. If you're using the same FollowersWait, FollowersTrade, etc as the vanilla companions and are changing the dialogue lines themselves (Topic Text, Top Level checkbox, etc), then I'm guessing that's causing those changes to bleed over to other characters that use those same dialogue lines. I'm guessing that Boone still says his line correctly, as if you told him to stay? The line itself is working, but it's your character's dialogue that's messed up. Topic Text would make sense to me as to the why.
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Kill npc quest script not working
sullyvanj93 replied to RiotMan117's topic in Fallout New Vegas's GECK and Modders
What is stage 20 of your quest? If you GetStage in the console, what does it return? -
Hey guys, another puzzler I figured I'd run past all yall. Trying to figure out why my companion isn't usable with JIP CCC and I think I've zero'd in on the fact that the companion wheel isn't syncing up to my variables properly (but not all the time). Bit of a conundrum, but it appears that while following (which he does properly, so the package is set up and acting right), when I first open the companion wheel, it doesn't have the "wait" function, but rather acts like he's currently waiting (which again, he's not). If I click on the wheel's function to follow, it does nothing to the companion, no package change, no dialogue, but it DOES seem to snap the companion wheel back in place so that everything is reading properly. So after that first "dummy" click, everything appears as it should, and I can tell him to wait or follow as normal, and the packages and dialogue act accordingly. If I exit the companion wheel while he's set to "follow", and then reopen the wheel, same bug appears and I have to go through that initial "dummy" click before it registers that he's currently following. However, if I exit the companion wheel while he's set to "wait", and then open it back up, it does properly read that he's waiting and the first click works correctly, asking him to follow. To make matters even more strange, if I do these commands through direct dialogue (instead of the wheel), all works as it should normally, no bugs to be seen. Only the companion wheel. I've added debuggers to make sure everything is firing properly, and I've asked the console for his wait and follow statuses, and everything seems to be registering as it should. No idea what's going on with the wheel... any ideas? I know that was a bit of word-vomit, so attaching a video for clarity too: https://drive.google.com/file/d/1nbTrQhYDAS49py5Hv8wpdhsO4KU2ozAk/view (it's also a pretty-to-find bug in the mod itself, if playing it is easier) : https://www.nexusmods.com/newvegas/mods/84412/ Appreciate any insight or ideas you guys might have!!
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With all of the amazing weapon mods out there, I'm shocked that no one has made a 22LR rifle option. I know that originally, the varmint rifle was meant to be chambered in .22 ammo, and I often play with mods that restore this, but with or without, a unique Ruger 10-22 seems like it would fit the game VERY nicely! 10-22s are one of the most popular guns in the civilian market, and it surprises me that it never made the cut with any of the awesome weapons packs any of the maestros have created over the years. 3D models are where I am significantly lacking, but I'll gladly help with the geck pieces if someone can generate the meshes and textures. I think it'd go over very nicely as the 22LR ammo is only used for two guns currently in game! I'm aware it's a bit late in the game's life for something too grand, but hoping someone finds it interesting enough to cook something up. Thanks either way!
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You may also give them a "use item" furniture package to give them someplace to sit (floor, chair, wall to lean on). This will prevent them from moving around as well, but might not look as natural as the sandbox route. *EDIT* @madmongo gave a much more detailed answer to this that I didn't see until after the page refreshed post-posting.
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Unique enemy weapon
sullyvanj93 replied to MitchTheStitch's topic in Fallout New Vegas's GECK and Modders
I don't have FO3 geck installed currently, but I wonder if they ever bothered to make 1st person animations for it, since it wasn't ever intended as a player-used weapon -
FONV: Idle NPCs Animation Timing
sullyvanj93 replied to MrPebbles1961's topic in Fallout New Vegas's Discussion
If you're running NVSE, one of the easiest and best script delay commands is: CallAfterSeconds x ({} => REF.Command ) The x is number of seconds, the => is actually = > without a space (forums don't like that), the REF would be your plants, and the Command would be playing your idle. I believe you should be able to use this to give a bit of "randomness" to your little pets. -
Interesting concept for sure! The brain tank is quite the horcrux of sorts, and it would be fun to have such an unforgiving punishment to "death". But it would likely be an absolute nightmare to try to accomplish, far beyond my abilities. It might not even be possible to go against such a core game mechanic. Maybe someone knows more than me on the topic, though!
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Mod Request: Veronica takes over the Brotherhood
sullyvanj93 replied to M3CH4MAN's topic in Fallout New Vegas's Mod Ideas
That is a HUGE story quest needing dialogue (of currently voiced characters no less), scripting, new characters, new ending slides, and overall writing what sounds like multiple stories from scratch. Are you bringing any of these pieces with your request? Anything you can offer to get this started?- 3 replies
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- botherhood
- BOS
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(and 2 more)
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Idea for a 40mm Buckshot round.
sullyvanj93 replied to firefly223's topic in Fallout New Vegas's Mod Ideas
Apologies on the delay here! I've been in the middle of an international move, and it's been thoroughly taking my time away from gaming/modding. I'm finding myself back where I can start tinkering again though! Sadly, I'm still where I was previously. The projectile works as I was hoping it would, and I even added a knockdown effect if you blast someone at short range with it (made sense to me!), but the damage is remarkably low, and I myself haven't done enough weapon stuff to know how to alter that at the ammo level, instead of the weapon level. If I can't figure it out, I'll likely post it on the nexus to pass the torch for someone to finish up for us both!