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About amokrun1
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Simple question about cells
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
So I did two tests. There are two cells linked to one another. For the first test, I started in cell 1 and went through the door to cell 2 to test the teleport and once in cell 2 I couldn't advance at all, just stuck right at the entrance. Noclip mode through console and I advanced but then when I turned clipping on I warped back to the position I was stuck at. Test two, I loaded an old save where I was somewhere in the middle of cell 2. I started making my way to the entrance and then when I got to a certain point, maybe 30 paces or so, I warped back to the middle area I started in. Could move though. -
I just want to know what the limit is for an interior cell, dimension-wise, if any. I am working on a cell with a rather protracted cave network and upon testing I found my character makes it to a certain point and then warps back to a certain place in the maze. There are not that many objects added in, just the cave walls and such, but as I said the cave tunnel is very long.
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Help with a script for passing out
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Resolved. -
So basically I am trying to alter the script attached to the gate you activate when leaving the Sierra Madre and going back to the Mojave. The script as it is now gives an option to stay or leave when activated, and plays the ending slides, puts you back in the BOS bunker etc when the former is selected. What I want is to create an activator object(a totem) that behaves in the same way in that it gives a choice to stay or leave. But when leaving is chosen, I want the character to pass out and then the end slides play. It's pretty much the exact same event at the start of Dead Money, only placed at the ending. I have basically mashed two scripts together, one for the gas trigger at the DLC's start for passing out, and the gate script at the end. However, when attached to the script, it does not behave at all as I want. Here is what I have. Any advice would be greatly appreciated. scn NVDLC01SMGateMojaveSCRIPT ; JSH 10.11.10 ; Script that returns player to BoS Bunker in Mojave Wasteland. ; CES 10/26/10 ; Updating the script to move the ending slideshow from here to the Vault Elevator ;Variables Short bButton ;Grabs the button pressed for the message box short bActivated ;Tracks if the player has exited the DLC short StartUp short EndStartUp float TimerA float TimerB float TimerC float TimerD float TimerE float TimerZ ; Ending must have played at least once short bEndingDone ref rCountryRadio BEGIN OnActivate if (IsActionRef player) && (GetLocked == 0) ShowMessage NVDLC01TravelToMojaveMsg endif END BEGIN GameMode set bButton to GetButtonPressed if ( bButton == 1 ) && (bActivated == 0) && (StartUp == 0) DisablePlayerControls 1 1 1 1 1 1 1 Set bActivated to 1 Set TimerA to 1 Set TimerA to .2 Set StartUp to 1 endif ; Player gets gassed. if ( StartUp == 1 ) if ( TimerA > 0 ) Set TimerA to ( TimerA - GetSecondsPassed ) else player.AddScriptPackage NVDLC01PlayerKnockedOut Set TimerB to 2 Set StartUp to 2 endif endif ; Player hits the ground, dazed. if ( StartUp == 2 ) if ( TimerB > 0 ) Set TimerB to ( TimerB - GetSecondsPassed ) else Set TimerC to 8 Set StartUp to 3 endif endif ; Player slowly passes out. if ( StartUp == 3 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else imod FadeToBlackISFX Set TimerC to 5 Set StartUp to 4 endif endif ; Player wakes up. if ( StartUp == 4 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else StartQuest NVDLC01Ending player.MoveTo NVDLC01SlideshowMarker Set TimerE to 5 Set StartUp to 5 endif endif if ( StartUp == 5 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else Player.RemoveScriptPackage Set StartUp to 6 ;EnablePlayerControls endif endif ; Enable FNV Radio Stations on DLC end RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; ;Disable Country Radio NVDLC01Bartender.AlwaysShowActorSubtitles 0; ;Set up hologram vendors to stop showing subtitles NVDLC01HologramVendor1REF.AlwaysShowActorSubtitles 0 NVDLC01HologramVendor2REF.AlwaysShowActorSubtitles 0 NVDLC01HologramVendor3REF.AlwaysShowActorSubtitles 0 NVDLC01HoloDealer03.AlwaysShowActorSubtitles 0 NVDLC01HoloDealer02.AlwaysShowActorSubtitles 0 NVDLC01HoloDealer01.AlwaysShowActorSubtitles 0 StarletHologramVillaRef.SetNPCRadio 0 NVDLC01RadioStationRef; ;Stop the Starlet Hologram playing the Starlet Radio audio at the fountain ; NVDLC01RadioDisable ; Disable DLC Radio Stations on DLC End NVDLC01RadioStationChristineREF.disable StopQuest NVDLC01RadioChristine NVDLC01RadioStationDeanREF.disable StopQuest NVDLC01RadioDeanQuest NVDLC01RadioStationDogREF.disable StopQuest NVDLC01RadioDog NVDLC01RadioStationSpeakersREF.disable StopQuest NVDLC01RadioSpeakers NVDLC01RadioStationDeanMusicREF.disable StopQuest NVDLC01RadioDeanMusic NVDLC01RadioStationElijahREF.disable StopQuest NVDLC01RadioElijah RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. Player.ResetHealth PlayMusic EndSlideShow StopQuest NVDLC01ChristineBarkTimer player.MoveTo NVDLC01SlideshowMarker END
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What setting to override room markers in GECK?
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
I see, that's a drag. -
Just wanted to know if there is some adjustment that can be done so that when there are room markers it doesn't make the render window contents invisible. I am getting sick and tired of moving the roombounds and then replacing them when I have made my changes. I have adjusted the custom ini with bUseMultibounds=0 but it seems to have no effect.
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Thought I would post the script I have, abbreviated. This unlocks the object but when 9 are placed or when 19 are placed. 20 does not work. Maybe someone can see why? scn GBobbleheadStandScript begin OnActivate if IsActionRef player == 1 if ( BH10.HaveAGL == 1 ) AGLRef.Enable endif ; like this for each of the Bobbleheads if BH10.Carrying == 1 Set BH10.Carrying to 0 if ( BH10.HaveAGL == 1 ) AGLRef.Enable Player.RemoveItem BucksBobbleheadAGL 1 Set BH01.BobblesDisplayed to ( BH01.BobblesDisplayed + 1 ) if ( BH01.BobblesDisplayed == 20 ) playsound UILockpickingUnlock PlaySafeREF.unlock endif endif ;again, like this for each of the Bobbleheads else ShowMessage BobbleheadNone endif endif end
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Greetings, I am working on a mod with a Bobblehead search. I have a Bobblehead stand in a cell that I want to unlock a nearby door once all 20 Bobbleheads have been placed on the stand. It has to be once all positions on the stand are filled, and not simply when the last Bobblehead has been found and looted. I am using the vanilla BobbleheadStandScript but my efforts to tweak it have proven ineffective as to achieving the above. Can anyone please help me with this?
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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.
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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?
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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?
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Super simple script question
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Wow that is simple. Thank you! -
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
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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?
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How to manipulate teleport markers
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Thanks! I've been wondering how to do this for so long.