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EsvDefcon

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Everything posted by EsvDefcon

  1. Working on alcohol recipes for The Defcon Corporation mod. Please save me from the boredommmm!!!
  2. Why would you need to do this? Just go to the dialogue tab, and select add/new in the bit on the left. Add the GREETING topic. Right click in the bow in the top right, and write whatever you want the guy to say when he starts speaking to you. Then, right-click the list, and select new. Rename this to whatever you'd like. Then, write more stuff that you want him to say. The prompt box is what the player selects ingame (the dialogue option). Do this as many times as you want. In the choices box for each topic, it's whatever topic that you want to be linked to this topic. You'll figure this out soon enough, and it'll get really easy to do properly. Just make sure that you use the choices box (the second one down), as the first one may cause some issues (like it has for me, in the past). In the coniditons box FOR ALL OF YOUR TOPIC, INCLUDING THE GREETING ONE: Right-click. Add GetIsID. Select your npc/creature in the list. Do this for everything (for best practice). This isn't easy to explain over the forums. I'd recommend checking this out, but it's basically just a longer explanation of exactly what I've just told you:
  3. Sure thing. So, basically, you want to open up the GECK. If you've never used it before, then go to file>data... and select only falloutnv.esm, and the mods that you want to edit (you can scroll down and find their .esp files. If you wanted to combine all of them into one follower mod, it would be possible, you'd just have to save all of your changes into one plugin file (you CAN'T upload this to the Nexus, though, not without the mod authors' permission). Anyway, you want to set one of them as your active file (you'll have to do this one at a time). Then, you're going to have to search for the NPC/Creature. I an't be of much help here, but basically just go to the windows on the left, type in their name, and select all in the list of categories below the search bar (select all at the end, or it'll search all of Fallout NV's stuff, and likely take about 20 seconds to load up). Once you've found the npc/creature or whatever you're editing, go to it's AI Data tab and set it's aggression to anything you like. Unaggressive means that it won't fight back, aggressive means that it will fight back, very aggressive means that it'll start attacking anything hostile, and frenzied means that it'll kill the hell out of anything that it sees. You need to find it's faction next (check the tabs at the top), and remove any factions that it's in (unless they've got something to do with the mod). Then, add a new faction. You could add it to the playerfaction, or make an entirely new one. I'd recommend doing this for all 3 companion/follower mods, and then adding them all to the PlayerFaction. Then, just save the mods (individually|), load them up ingame, and have fun with your 3 new friends, who now shouldn't try to maim each other. Hope this helps :)
  4. Well, I'm developing a mod where you run your own drug/alcohol empire, which controls all of the substances of the Mojave. You can sell drugs, alcohol, and other various chems to the bars, casinos, and hotels of New Vegas. Oh, and you also have your own personal army (including robots) at your disposal. You can command your lab staff, cook drugs, etc. It's still very WIP, but you can get the early version here: nexusmods.com/newvegas/mods/55961/?
  5. It's actually most likely that Stings is in a faction, which the other companions don't like. If you have a GECK, then I would be happy to tell you how to check, and then fix this issue.
  6. Yeah, so making a mod to improve on the game engine's physics is possible. But, where parkour is concerned, what exactly does everyone have in mind? Building parkour courses? Or adding the ability to jump onto buildings (really easy to do), or possibly to climb them (pretty easy to do- concerning the actual scripting- but really hard to actually create, and sync the animations themselves, or it would only look good in 1st person). I'm just a little bit confused with what everyone is actually looking for here.
  7. Hey, I'm looking for a voice artist who would be interested in voicing a radio DJ/presenter. I am looking for a young American/Australian male to help out on this project. All interested please apply below or shoot me a PM on the forums. For some more info: The radio station will be added to my main mod (nexusmods.com/newvegas/mods/55961/?), in the form of an entirely new radio station. It will be similar to Radio New Vegas, but I will be basing it on electro/house/dance/dubstep, for those gamers who are more interested in current music than the selection which is already available ingame (not that I don't like the ingame music, I just thought that a change might be nice for some).
  8. If it doesn't work, make sure that you're using the GECK Powerup. It helps a lot (scripts never used to compile for me, so I installed the powerup and NVSE, and they started to work again). Just search for the Geck Powerup on the nexus.
  9. It wouldn't matter, you can use the geck id which you gave it in scripts.
  10. I think he means making NPCs use weapons with mods attached to them, not weapons added by mods. Unfortunately, weapon mods only work when used by the player, at least visually. If you were to do this, then you could just take the nif of a weapon with a mod and add it to a new weapon model, set up a new weapon ingame, and then give that to npcs. In theory, anyway- I guess it would probably take a while if you were to go through and do it this way.
  11. I've had some really high caps for testing, and never really encountered any issues, but the thing with working with larger numbers is that they can often become too long for the game to actually be able to deal with. I'd probably say that 30000 is a bit excessive anyway (after all, not many transactions are going to require 30000 caps in one go).
  12. Wouldn't be too hard to do, in fact I'd love to give it a go if I ever have some spare time. The actual shapeshifting would be easy to implement (as all of the skeletons/models already have animations). The only issue which I can think of is the camera changing depending on which creature you are.
  13. I don't know about adding perks (never tried it), but it might need a numerical count. Try adding a 1 after the perk ID. E.g.: player.addperk 010cca5c 1 Probably won't be the case, but it's worth a shot.
  14. Firstly, do they transform into a custom supermutant (sorry, I don't know the ID you called)? Or is it a vanilla one? Because what I would recommend doing is having it transform into a custom supermutant (just to prevent any collision with the vanilla ones), and make sure that it is added to PlayerFaction. Your custom faction may work just fine, but as long as a creature/NPC is in the PlayerFaction then it will act friendly to the player. You may also want to set it's aggression to aggressive.
  15. Try running it through Photoshop, just to make sure. I doubt that this will make much of a difference, as you said that you can work fine with other .dds textures, but it's worth a shot.
  16. Don't run it on target, run it on a reference, and set that reference to player. That will get the sex of the player for you.
  17. OR you could just make a variable which increases with each kill, and use a GetQuestVariable condition to move the quest onto the next stage, when this variable is equal to a certain number. It would be a whole lot simpler. Hm, I'm a bit new to GECK, do you have an example on how to go about this? Sure, it's really easy to do: Scn KillXScript Short XKills Add this script to your quest. Then, make a new script: Scn TotalXKillsScript Begin onDeath Set KillXQuest.XKills to KillXQuest.XKills +1 End Assign this script to whatever you want X to be (a ghoul, for example). The names aren't important, just make sure that where I've put KillXQuest, you put the name of your actual quest.
  18. Thanks, I'll take a look. I actually tried this yesterday, and turned down the fade, but I'll give the other setting a look through too :)
  19. OR you could just make a variable which increases with each kill, and use a GetQuestVariable condition to move the quest onto the next stage, when this variable is equal to a certain number. It would be a whole lot simpler.
  20. Not entirely sure what you mean, here- you don't have to go through a loading screen to get into the house ingame? But it is an interior cell in the GECK?
  21. Ok, so I'm working on lighting my main mod. I've been having this problem for ages now, and I just haven't been able to solve it. Basically, two walls in one of my interior cells light really brightly, whereas the other two don't. And I'm not just talking about two walls, I mean any wall (or anything, for that matter) which is being lit from the two bright directions. It's hard to explain, so please take a look at this screenshot: http://i.imgur.com/tSniimF.png So, if you know how I can fix this (it isn't happening in any of my other interior cells, so idk why it should be here), then please let me know asap! Thanks!
  22. Hey, I'm taking some time off working on the main mod for a little while (only a couple of days while I work on this new, smaller mod). I'm now building a new companion mod, to tie in with the story of my main mod. Essentially, it adds a new variant of those badass sentry bots into the wasteland, which is also available as a player companion. And I need someone to voice it. If you can create great-sounding robot lines, then that'd be perfect. But, as I'm not exactly counting on that many people to be able to do this, then just tweaking your lines to make them sound a little more fitting is more than acceptable enough. I'm not looking for the cheesy robot voice either, though- I'm trying to create a futuristic death machine here. So, if you'd be interested, please leave a reply below, or send me a PM on the forums. It's going to be done on a first-come-first-served basis, really, so please let me know that you want to help out ASAP! Thanks again, Josh.
  23. Sorry about that, it actually doesn't matter anymore, I've just managed to fix it- for some reason, they needed to be assigned to a subcategory, so I just stuck them into chems. This seemed to work.
  24. Hi, I'm working on a mod at the minute (obviously), and I'm trying to implement custom crafting recipes. This is absolutely no problem, but I don't want them to be crafted at a workbench- I've made a custom chemistry set for the lab recipes (I don't really want to give too much away here, basically it's to make chems). This is the script which I assigned to it: scn DCLabRecipesScript Ref User Begin OnActivate Set User to GetActionRef If GetActionRef != Player User.Activate Elseif GetActionRef == Player player.showrecipemenu DCLabRecipes EndifEnd Yep, this works fine You hit 'e' and it open up the crafting interface (I added a new crafting recipe category). I assigned all of my recipes to have this category. When you open it up ingame, you can see all of the recipes. I have a high enough science skill for the requirements, and all of the required ingredients. However, none of them are available to craft. So, anyone got any ideas for me, please?
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