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sullyvanj93

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    sullyvanj93
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    New Vegas, RDR2, Project Zomboid
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    New Vegas

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  1. Can't use other people's mods and just add to them like that. You'd either have to start from scratch with your own base mod or get the current mod author's permission to use what they've done.
  2. 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. 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!
  4. Hey guys! Been using MO2 for years, follow Viva New Vegas to the letter. I've never had issues before, but a couple of days ago (after a couple month's of not using it) I started getting a startup error: Anyone seen something like this before? It forced me into another "instance", showing me FO3 instead of New Vegas. I was able to get back to the New Vegas instance, which got named "Portable" somehow? Everything looks normal, but I'm a bit scared to mess with it right now.. Any more experienced hands able to help me diagnose and make sure I don't shoot myself in the foot here? I appreciate any and all help you guys can offer!
  5. Need to be careful about which "Voice Type" your NPC uses. Sometimes the vanilla's sorting makes it so another greeting or other topics are used, because he falls into the category via Voice Type. Try creating a new one and you'll see that issue go away (along with the passive dialogue that doesn't make sense either).
  6. Would a one-second delay on your sound be appropriate? Very easy to do with NVSE.
  7. I've never tried messing with the Sounds Activate. If that's not working, it may just be a GECK limitation, but I have no idea if that's the case. If you just can't figure that out, try playing your sound through the script instead.
  8. Don't use GECK Powerup. Once upon a time, that was the preferred updater, but it's been outdated and lapped now. Instead, use GECK Extender: https://www.nexusmods.com/newvegas/mods/64888 You'll find it has all the powerups, plus quite a bit of other content/ini stuff to make the geck as easy to use as possible (which is still a 15 year old system...)
  9. Tons of people smoke. They'll lean up against a wall and smoke as they sandbox.
  10. Glad to hear it! Let me know if you run into any other questions, happy to help. Love me some solid companion choices!
  11. Look at the Sunny Smiles companion, Ulysses, or some of the others that make existing NPCs become companions. Actually, the Joanna companion might be a good one to look at for this too. It'd be pretty easy to create a new variable "IsHired" that if 1, excludes all usual dialogue, and unlocks the companion stuff. You could also use that same variable for your trust system, or create a whole new one that further unlocks additional dialogue. Just have all of those additional dialogue pieces have >= numbers and have those actions add to the variable. A ton of companions use point systems like this, and once you figure it out, it's the easiest thing in the world to build off of.
  12. good practice to add "ref" at the end of every reference ID to differentiate the base IDs from the ref IDs. Your script command is accurate in itself, but it might be trying to disable a baseID instead of your ref because of that? I'm not sure how it would let you save your ref ID if it was a duplicate, but maybe just try adding the "ref" at the end, saving your reference, then try calling it properly in the script and see if that fixes your error (or gives you another one). But like I said, your "refID.disable" in itself is correct.
  13. There's a sticky post for this. The forms are a bit slow for this, though. Have you tried Casting Call or Fiverr?
  14. A lot of companions have a "hasbeenhired" and a "ishired" conditions. The first indicating if they have ever been hired previously, the second meaning if they are actively following the player. If you copied one of these followers and didn't realize you had both conditions, you might be switching the wrong one on/off in your hiring/dismissal. Also, if you have multiple possible dialogue answers to your "hiring" dialogue, like a randomizer between "okay", "let's go", and "right behind you", make sure that all three have the proper End Result script, and not just your first one.
  15. He defined the needed quest variables in his quest script. Looks like initially, he copy/pasted from another quest script, and those variables were mapping over to his quest. Adding his own will automatically make them appear in this dialogue variable box.
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