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SirIdiot

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Everything posted by SirIdiot

  1. No problem. I'm currently making a really advanced and easy to follow companion guide, I'll tell you when it's done if you ever want to make more companions (The guide will go over how to set up a companion and other stuff like setting up trust points ect)
  2. You have made sure that the script is in the NPC? Double check
  3. Ah but the thing is I need the paper. Is there any way I can add a collision mesh?
  4. Wait, by any change was Children of the Wasteland one of the mods you deleted?
  5. No the thing is, the message wont show up at all. It's an activator modeled as a note. http://newvegas.nexusmods.com/images/6251099-1360957737.jpg
  6. Now, I asked this on another forum and Llama asked me if I had a message. Yes, I did. But she's offline and this cant wait, sorry if I seem rude. The activator won't display an activate message when I look at it? What am I doing wrong. This is the script scn MISSINGNoteMessageSCRIPT begin OnActivate if (GetStage Missing == 10) ShowMessage MISSINGNote Set Missing.bNoteFound to 1 endif end
  7. This is my script scn MISSINGNoteMessageSCRIPT begin OnActivate if (GetStage Missing == 10) ShowMessage MISSINGNote Set Missing.bNoteFound to 1 endif end
  8. I made an activator and put it in a house but when I go to use it, no activate button shows up http://newvegas.nexusmods.com/images/6251099-1360949934.png
  9. Follow this, it's what I used when I first started companions. Once you get used to it, you don't even need to use it anymore. http://newvegas.nexusmods.com/mods/45278 Once you've followed that, use the links Xaranth gave you to make it more advanced
  10. I followed that but I get the red exclamation mark
  11. Ok, assuming you have any experience with GIMP, what do I do with the PowerArmor_n? Do I need to do anything to that?
  12. I've got a bunker and there's rubble that's blocking a hallway. After an event, I got a script ready. Would I be better to disable the reference or create a new cell and make it MoveToMarkerWithFade?
  13. It's not through dialogue is it? Ok, if so, create a new cell. Best would to just duplicate 1ECisternA In that cell, create a new XMarker. Put it in the render window and double click it. Type in a reference id e.g: NPCSwapMarker Now, where your npc is standing, create another XMarker and reference it something like OriginalMarker scn 000OceanusCityFIRSTQuest short escape Short DoOnce Short Flint1Disabled Begin GameMode if (DoOnce != 1) Set Flint1Disabled to 1 FlintREF1.MoveToMarkerWithFade NPCSwapMarker FlintREF2.MoveToMarkerWithFade OriginalMarker endif end That should work. Tell me if there's any problems
  14. Like the title says, I want an NPC to punch the player on a dialogue. How?
  15. Looks like he got there first :P My geck was having problems and the objects in the building wouldn't load.
  16. Sorry if I type bad my handfs are freezing. I've got a dialogue option and I want the npc to punch the player on that option. How do I do it?
  17. Alright. But you don't know how to apply the punch animation do you?
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