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AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
I didn't change anything, but I've found a workaround that's okay. I set the weapon to unequip at < 15 AP. But again I don't know why your script won't work. -
Naming a Companion
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
No, I want the player to name them -
I need a script which will allow the player to name a companion from dialogue
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AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
I'm not using a game controller. I don't know why, but it's letting me fire under the required AP. I think it might have something to do with AP being able to go into negative numbers. -
AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
I'm sorry, but that part doesn't seem to work :( -
AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
It worked thank you so much. Do you know what I'd add to the script in order to make the weapon unusable at less than the required ap? -
AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
I know how to name a script :P I just wasn't launching GECK from NVSE. I greatly appreciate your help, and will try this immediately -
AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
I have NVSE, but I've never used its scripts. -
AP as ammo
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's Mod Troubleshooting
They won't save. Idk what's wrong with the script, sorry. I just copied and pasted. -
Hello everyone, I was wondering how I could make a weapon consume action points after or during use.
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Help with sword mod
MrProfessorSir replied to MrProfessorSir's topic in Fallout New Vegas's GECK and Modders
Actually I'd simply selected the wrong thing in a GECK drop down window. The mod now works fine. Thank you though :) -
If anyone could help me with this I would seriously appreciate it. I have a sword model which I'd like to use for a daedra quest, but it isn't working properly. When the weapon's equipped the game acts as if the character's unarmed, and the animations won't work. Instead the player will just punch. Someone please help me fix this.
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How do I make the death of an npc trigger the next stage in my quest mod? I need GetDead GojiraREF = 1 to set stage 30 of my quest but I'm not sure how to do this. Also, the companion is unable to use his claws once he's hired, & I'm not sure how to fix this. This is my 1st mod. I'm coming back to it, & it'd be nice to post the last update & be done.
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