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amokrun1

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  1. I would really like to see someone create a remesh/retex for the Sierra Madre Martini, like just a tin can with some visible residue goop pooled inside and a hand-written sticker on the side saying Sierra Madre Martini. Super simple it would seem but I simply don't have the time these days to learn how to create a mesh/texture from scratch.
  2. Ah I see. So the button variable relates to the option selected and the buttonmenu variable relates to the copy of the message. So what do I need to set buttonmenu to? I need to set button to getbuttonpressed, correct?
  3. When creating a message box with menu buttons, the maximum number of menu buttons you can use is 10. Does anyone know if there is a way to add more than 10?
  4. I am attaching a script to a weapon to get a global value and it performs as I want but I only want it to run once. What is the command for this? I have seen DoOnce before but cannot remember how it was used. The script is as of now: Begin OnAdd Player set xGlobal to 1 End
  5. I want to make an adjustment to a mod that tweaks it so a warning of enemies occurs based on perception. How the script works is with the IsInCombat returning 1, which subsequently triggers the warning. I'd like to make it so two conditions need to be met for the warning to occur: the PC has to be in combat mode(the CAUTION/DANGER hud prompts are displayed), and the source of danger has to be out of the PC's line of sight, meaning any threat visible at the time the CAUTION/DANGER messages pop up will not trigger the warning. I think GetLOS is the command to use, but I don't know how to implement it into the script. Could someone help me with this?
  6. Thanks! I've been wondering how to do this for so long.
  7. How do you fine-tune the position of a teleport marker? It is clear how to move them with the mouse but sometimes I want to be more precise with their angle, like when you edit a reference and can work with the X Y Z numeric values.
  8. This has happened quite often to me. Not sure how involved you want to get but the fastest way to find the problem for me(if there are no visible conflicts to rule out first) is to open the gun's mesh in Nifskope and see where the textures are being mapped to in the nif file. It's kind of a pain at first when you haven't used Nifskope before but once you get acclimated with it, it will resolve this type of issue every time, or at least point you to the source of the problem. If you want to take the plunge, I can go into more detail on what to specifically look for in Nifskope. Also, use MO2 if you're not already, conflicts are very easy to see with it and sometimes completely rids the need of Nifskope for the fix.
  9. I have quite a few armor mods in my list but many of them the mod authors didn't create world models for, so I'd like to learn to do it myself. Trouble is I cannot seem to find a good tutorial on the subject. I found Kabyidon2's vid about it and though it was helpful in some manner, but I was unable to produce the desired result. I have also downloaded Bits of Nifskopery and upon a cursory perusing could not find what I needed. I will go through it more thoroughly when I have time, but I just thought I would post here in case someone had a suggestion on a more readily accessible resource.
  10. Hmm, this is not good news. I've been working with an esp-flagged esm and always with Geck Extender. I have an esp for this plugin as well, to override the changes at the end so most modifications should be ok but now I am concerned about the ones that aren't in the esp.
  11. Like the title says, any landscape changes or objects I move around from vanilla don't appear in the game. Actually, not entirely true, there are some changes that stick(like changing cells and loading doors, for example), but landscape in particular doesn't. What do I need to do for the changes to appear? EDIT: Seems it has to do with whether the changes are in an esm or esp, with the latter representing the changes accurately. So I will modify my question: why do the changes manifest through an esp and not an esm?
  12. I'd like to implement a temporary effect that disables the use of any ingestibles. I found the flags for disabling the pipboy interface, so that's covered, but I was wondering how I can disable the hotkeyed items from being used. There doesn't seem to be a flag for that. To be clearer, the PC will enter a temporary power state where they only have their fists and cannot access any weapons, chems, etc., even ones that have been hotkeyed prior. Is this possible?
  13. I should point out I am doing my class editing through xedit, which is where the tags are enumerated #0, 1, 2, 3. Maybe not the same in the GECK, I haven't checked.
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