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About jedp15

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Insurgency: Sandstorm
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I've just discovered an issue where NPCs won't trigger conversations with you unless you're on the same "plane" or level as them - it doesn't matter how far you set the trigger distance in the ai package. I'm trying to get an NPC to talk down to you from the top of a cliff but it simply won't work no matter what I do. Anyone know a way to get this to work?
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Hi, so I'm attempting to create a perk with Ede's enhanced sensors, but I don't want the player to have the ability if Ede's already your companion. So, I'm trying to add a condition that checks if Ede's a companion or not. When you add the "GetPlayerTeammate" Entry Point condition, there's no way in the GECK or xEdit to set a target actor, which is completely retarded. Clearly I'm missing something. Anyone know ho to make this work or have an alternative method?
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I discovered casting call soon after posting this. We'll see how it goes
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Why does nobody make house mods anymore ?
jedp15 replied to SaintTitusofGual's topic in Fallout New Vegas's Discussion
I use anything from RemcoVerbeek. He released a home back in May. There's over a dozen since then. As for me, I'm actually looking to release something in the next couple weeks. -
Hey there, Just stopping by to ask if anyone knows of a good place to recruit voice actors for mods? And if YOU'RE interested in voicing a great part in a quest mod (and an older female), let me know!
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So, I've yet to play the DLC but I'm making a quest mod for it. Don't ask just go with it, lol. I'm struggling to find info online about the timeline of events. I need to get a full picture of the timeline so I can create some accurate dialogue for the quest. Can someone give a brief(ish) rundown of the plot beginning with the sack of New Canaan until the player arrives in the canyon? Specifically looking for what happened to the New Canaanites after the sack, how long before they got into Zion did the White Legs arrive, and where are they once the player arrives? Looking in the game files, the only NPCs are JGraham and Daniel. Where's the rest? Thanks in advance!
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How to manipulate teleport markers
jedp15 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
No problem, took me awhile to find it too haha -
How to manipulate teleport markers
jedp15 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Like a door teleport marker? You hold "Alt" before using the mouse - it allows for more fine-tune adjustments. -
It's me again, lol. So this time I'm trying to get a specific battle music to play and then stop after combat. Getting the music to play works, but getting it to stop at the end of combat isn't working. I've tried a couple different approaches (OnTrigger) and (GameMode), but neither work. Here's one of the scripts I tried: scn AerieQuestFightBeginScript Short DoOnce float Timer Begin OnTriggerEnter Player if DoOnce == 0 SetMusicState 1 AerieAudioMarker1REF.disable PlayMusic AerieBattleMusic AerieFightSpawnMarker.enable SetStage AerieQuest 80 ShowMessage AerieFightWarnMssg set DoOnce to 1 elseif DoOnce == 1 set Timer to Timer + GetSecondsPassed if ((Timer > 10) && (player.IsInCombat == 0)) || (Timer > 190); battle music stops if combat stops or stops if the song ends. SetMusicState 0 AerieAudioMarker1REF.enable; re-enable background music AerieTriggerFightREF.disable endif endif end ====================================== The highlighted portion is the problem spot. Basically, the script refuses to recognize if the player is not in combat. I've tried player.isincombat; player.isincombat 0; player.isincombat == 0 - nothing works. The song will stop after 190 seconds so I know the Timer is working fine.
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How to Add Custom Music for a Quest
jedp15 replied to jedp15's topic in Fallout New Vegas's GECK and Modders
Figured it out. Didn't see the Audio section in the object window. Basically, to use the function "PlayMusic" on custom music, you need to create a new "Music Type." Here's the script that ended up working: scn AerieQuestEndMusicScript float Timer short DoOnce Begin GameMode if DoOnce == 0 SetMusicState 1 AerieAudioMarker1REF.disable PlayMusic AerieEndMusic set DoOnce to 1 elseif DoOnce == 1 if Timer < 360 set Timer to Timer + GetSecondsPassed else SetMusicState 0 AerieAudioMarker1REF.enable StopQuest AerieQuestEndMusic endif endif end ------------------------- If you're looking to do the same thing for a quest, you need to create a custom quest that's NOT start game enabled and put a decent delay on it (like 8 seconds), so when your main quest ends, the song won't play until at least a few seconds after. In the main quest's last stage result script, you put StartQuest (the ID of your song quest). Voila. -
So, I've just finished making a quest and want to add custom background music that plays once it's done. Looking in the GECK, none of the vanilla music is listed anywhere other than the AudioMarker(s) placed around the world. I just want to play the song once and have the game revert back to the previous music from the AudioMarker, but at a loss on how to go about this. Wrote a preliminary script, though I don't know if I'm on the right track: scn AerieQuestEndMusicScript float Timer Begin GameMode SetMusicState 1 AerieAudioMarker1REF.disable PlayMusic AerieEndMusic if Timer < 360 ; a little longer than the song (about 6 minutes) set Timer to Timer + GetSecondsPassed else SetMusicState 0 AerieAudioMarker1REF.enable endif end ----------------------------
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Scripting and Help Diagnosing 100% Crash
jedp15 replied to jedp15's topic in Fallout New Vegas's GECK and Modders
@UndeadMartyr No the script is fine, it's the actual quest objective, i.e.: "Go here and pickup this object at X location". If the objective's too many words, the game will crash when it tries to complete it. So there's like a hardcoded limit to how long it can be. But it's something you just have to play around with. Safe bet: don't make em too long lol. -
Scripting and Help Diagnosing 100% Crash
jedp15 replied to jedp15's topic in Fallout New Vegas's GECK and Modders
So, the crash was caused by the "too long" quest objective and not the script. It turns out there's a character limit that of course the GECK doesn't warn you about. -
Scripting and Help Diagnosing 100% Crash
jedp15 replied to jedp15's topic in Fallout New Vegas's GECK and Modders
Upon further testing, I found it was only... SetObjectiveCompleted AerieQuest 30 1 that was causing the crash. The only thing I can think of to cause it is if the game isn't able to check off a quest objective if it has too many words - it was a long quest objective. Will test to see if it's the case... -
Hi, I've been working on a quest project and during testing, I get crashes 100% of the time when a script runs from an activator. I put in Crash Logger and it gives me the same: "GAME CRASHED AT INSTRUCTION Base+0x00AC6BFE IN MODULE: D:\SteamLibrary\steamapps\common\Fallout New Vegas\FalloutNV.exe" for every crash. The script for the activator reads: scn AerieCleanupScript short Button Begin OnActivate if GetActionRef == player ShowMessage AerieCleanupMssg endif end begin MenuMode set Button to GetButtonPressed if Button == 0 imod FadeToBlackISFX SetPCSleepHours 2 AerieCleanupMarker.enable AerieActivatorFixGateREF.enable AerieActivatorCleanupREF.disable AerieStaticCleanupREF.enable SetStage AerieQuest 40 elseif Button == 1 CloseActiveMenu 1 endif end This script does what it's supposed to, but when I add this within the "if" statement, it crashes: SetObjectiveCompleted AerieQuest 30 1 if GetObjectiveCompleted AerieQuest 40 == 0 SetObjectiveDisplayed AerieQuest 40 1 endif If I just have this line of code without any of the other stuff, it crashes. If I only have: SetObjectiveCompleted AerieQuest 30 1 SetObjectiveDisplayed AerieQuest 40 1 It crashes. I've put this code within the quest result script, and it crashes. I have stage 30 and 40 setup along with quest objectives for them. I just don't understand since the same line of code worked for the other stages.