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cjm81499

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Everything posted by cjm81499

  1. Hello, I am working on a small quest, I already have a note mod up, so I am somewhat familiar with scripts and all that. But on this mod, I want it to start by talking to an NPC, so I imagine it would be in the result script of the dialogue option, right? Anyway, the ID for the quest is "0AOD" the ID of the NPC is "0MichaelHenderson" If it works, I'll give you credit when the mod is uploaded, and a kudos to your profile (if you care about that kind of stuff) Thanks!
  2. Hello, I, and someone else are in the early stages of making a fairly large quest mod. Involving a *custom made* Vault, Vault 85. And what's a Vault without a Vault suit for each citizen. So, we were hoping someone could help us, by making a Vault 85 jumpsuit for us. You would get all the credit deserved for your effort, and it behoove the mod tremendously. Thank you, message me or reply if you will help us, or you have anything to say or ask. Thank you, -cjm81499
  3. Hello, I am in the midst of making a Fallout: New Vegas quest mod. I didn't know what to name it prior to starting so now it's just "Mod.esp" and I feel like that would be confusing to people who download it. Would it be okay if I just re-named it to, for instance "*Modname*.esp", or should I make a backup file first, or...? I'm just wondering because I put a lot of time into the mod, and I intend to put much more into it, thanks!
  4. You could always install them yourself, but if not, try updating Nexus Mod Manager, make sure you have the latest version (Same with Steam and Skyrim.) AND make sure its installed in the correct directory. If that doesn't work, I don't know what else to tell you :/
  5. Hello! I recently made a companion mod, and am looking for a voice actor for him. His name is Bill Warren, and he's a bounty hunter from California. There's around 35 lines of dialog, but a good amount of them are just things like "Goodbye," and "Hello," and stuff like that. But there IS a few lines explaining backstory and such. The companion is done, and all need (want) is some voice for him before I upload it. I do plan to eventually add a quest to the mod, but it won't need anymore dialog from Bill. It's not exactly the role of a lifetime, but I will give you full & complete credit. And it could be good practice if your attempting to do it professionally or something. I'll shut up now, thanks! P.S. PM me if you are interested. Or write that you're interested in the forum, and I'll PM you the dialog or something. Thank you, And remember, War, war never changes.
  6. Oh, okay Oh, okay. Sounds easy enough. And I guess I should make a second greeting, and put the initial one at top-level?
  7. Hi. I don't know if I worded the question right, but I need help. I made an NPC, and when you talk to him initially, it starts a whole string of dialog. And after you speak to him, I wanted him to be a companion (not anything fancy with a companion wheel, just follow you.) And then after the initial string of dialog, I ant you to be able to like ask him questions, and stuff. Not just keep repeating the same huge string of dialog over and over. Ho would I do that? Thanks!
  8. Vault 87 (From Fallout 3) was my favorite vault of all time. I have always dreamed of roaming the Wasteland in an armored Vault 87 Jumpsuit. If perhaps that's possible. Maybe someone could make it, I have no idea at all how to use NifSkope or GIMP or whatever, so I can't really make it myself. But I feel like most people would enjoy that, considering how awesome Vault 87 is.
  9. Hello! I have been working on a Fallout: New Vegas quest mod for awhile. The quest involves you finding a dead body, then having to go past obstacles and collect clues for where the next note is, inevitably leading to the treasure. The first objective is where I' having trouble. When you find the corpse, the quest starts. And you have to go to the Nipton Town Hall and kill someone. BUT! when (you) kill him, the quest marker just points at his corpse. I want the objective to end when the NPC dies, and the next one to start. Script for NPC: scn JWD Begin OnDeath SetStage 0VaT 10 End JWD = scn 0VaT = Quest Name 10 = Quest stage I want to end when he dies (And by the way, the NPC's name is John Warren (ID = JohnWarren) I've tried and tried, but have been stuck on this for a while. I'll be checking this a lot, so if you need info or any scripts or anything I'll post them. And if you help me, you'll get due credit if and when the mod is published, and anything I can ever do for you. Thanks! :D
  10. Hello, everyone. I am in the midst of creating a quest mod. I had it so the quest would start when you walked into a primitive, with a script attached to it. Then the other day I attempted to fix another problem I've been having (may be the cause?) , I have not touched the NPC, nor the Primitive or script. Now the quest won't start. Script: "scn 0VaTstage10triggerSCRIPT begin onTriggerEnter player if getStage 0VaT < 10 setStage 0VaT 10 endif end" 0VaT = Quest name 10 = First objective I have tried for hours to locate (and solve) the problem, but to mo avail. I appreciate any help, and if you help me solve the issue, I will give you proper credit. Thanks!
  11. Alright. The quest stage 10, the log entry is empty, and the result script is "SetObjectiveCompleted 0VaT 10 1" But it does not seem to be working.
  12. Wait, it did not save. When I put in the result script, and close it, it does not change. It stays "SetObjectiveDisplayed 0VaT 10 1"
  13. I put SetObjectiveCompleted as the result script, but the objective does not end when John Warren dies.
  14. Okay, so I put that exact script on John Warren. Under ID and Name. IT didn't work though, when he dies, the objective doesn't end, and the arrow just points at his corpse. Should I put it on the actual quest too, or...
  15. Hello, I am attempting to create a New Vegas quest mod. I want an objective to end when an NPC dies, and a new on begin. This is the script I have right now. "scn JWD Begin GameMode If 0JohnWarren.GetDead == 1 SetStage 0VaT 10 EndifEnd" JWD = Script Name 0JohnWarren = ID of NPC I want dead for the objective to end 0VaT = Quest name 10 = Quest stage I want to end when he dies When I save and exit it says "Do you want to save the current script? current=" which means it's wrong. I've been trying for awhile to get it right, but I just can't figure out what's wrong with it. Thanks!
  16. Oh! Thank you! it worked (the first part). I'm having a bit of trouble with the script thing, but I'm sure I'll figure it out. Thanks so much!
  17. Hello everyone! I am creating a quest mod. But I'm having a problem I've been stuck on. You see, the quest starts when you pick up a note off a dead NPC's body. Then I wanted an objective marker going to the Nipton Town Hall, second floor, where you kill an NPC and get a note on his body. But I don't know what I did, and there's an objective marker, but it just leads to a random wall, in the Nipton Town hall, not the NPC I want it to point at. So what I'm asking is, how could I make it so an objective marker leads to the NPC, and have that objective end when the NPC is killed. Thank you, and sorry for the confusing question. I'm pretty new to modding, and stuff. So again, thanks! (P.S. if your reply does help, I'll give you credit when I upload it) -cjm81499
  18. Hello. I'm new to making meshes and weapons and all. i'm decent at best with the GECK, and only have basic knowledge of NifSkope. I'm working on a quest mod currently, and was hoping to add a new meshed and maybe textured weapon (nothing great, just good enough to draw people in). I've looked a lot on Google and YouTube, but can't find a good tutorial. if anyone has a good one like a link, or just write it in the comments maybe, I would be very grateful, thanks!
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