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jedp15

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    Insurgency: Sandstorm
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  1. This post has nothing to do with radio stations. Just because people have different tastes shouldn't be a limiting factor in discussing it. But you're probably right about people not being active here.
  2. I posted this in the general discussion but didn't get any responses, so will try here. So I'm looking to see what music overhauls people have used/enjoyed and what you'd recommend! There's some seemingly good ones I'm eyeing right now, but sort of stuck in indecision mode. Looking for something that enhances (adds to) or replaces the soundtrack and fits the theme/landscape of New Vegas. Here's the four I'm looking at: from the nexus: A Music Addition - Revised by Crygreg DV's Custom Soundtrack Project - Wasteland Music by DeutscherVolker from other places: Gunetwork: Atomic Audio Overhaul by PorcusGrunzus Youtube: Western Ambience Overhaul by DarkPopulous Anyone used these and can comment on their quality, or any others you'd recommend? Thanks!
  3. If the title makes any sense; basically I remember a utility mod on the nexus that allowed the merging of two texture files (of the same world item/object/creature, etc), so it produced a custom texture with your desired colors and edits that matched an HD retex in quality. Basically, there's so many great mods with custom textures that base their retex on vanilla's low resolution textures. When combined with hi-rez texture packs of vanilla objects, it creates a jarring eye-sore. The solution: combine the modded texture with an HD texture from your favorite texture pack so the custom textures match the rest of the world! I can't find it on any of my hard drives, but hopefully it's still out there!
  4. I'm trying to give a child a follow &/or travel package (follows mother) but the child just disappears. Sandbox packages seem to work, however. So I'm just wondering what the limits are for children when it comes to their ai. I know they obviously can't use certain furniture/idles (like chopping wood, using smelter, etc) but didn't think a simple follow package would give me trouble. Any help is greatly appreciated.
  5. I'm trying to create a travel package where an NPC goes to a location and plays an idle, and once they've played the idle, it completes and they move onto their next package. The problem I have is they won't complete it unless I've given the package enough time. I want the package to be governed by the travel and action only, and take however much time it needs. Some people play on different timescales anyway so it makes no sense to define the time it will take since it will be different for everyone.
  6. Thanks for the reply, guess I'll have to watch some scripting tutorials :)
  7. When creating a package you have a tab labeled "Idles" that lets you assign idles to characters using the package. When selecting idles, you can preview an actor, and I assumed so you can preview what the animation looks like (seems pretty logical, right) however, there's no button or option to preview the animation. The CK wiki has nothing on this topic and I'm left wondering if it was a feature left out for some reason. Any help is greatly appreciated!
  8. Yeah it failed to compile. The part I showed is just a small fragment in a much larger script. The reason it needs to be scripted in is because according to the events of the story I'm merging into the quest, the weapon is supposed to be "taken" from a slain NPC much later on. I'd rather keep it simple, so maybe the script property would work. You wrote "Fragment scripts must have all properties added to them via the property window before they can be compiled." I'm not sure how this would be done, do you mind showing me :smile: lol Here's the beginning of the script up to the point I showed you It's confusing because none of the things in the fragment I'm trying to change are mentioned as properties beforehand (like the pDLC2VendilSeverinBattleOutfit is not set as an outfit property), yet the script works. This is what I would try just by looking at what was written earlier in the script, but yeah, have no idea what I'm doing lol. ;BEGIN ALIAS PROPERTY EnchEbonyGreatswordFire05Alias ;ALIAS PROPERTY TYPE WeaponAlias WeaponAlias Property Alias_EnchEbonyGreatswordFire05 Auto ;END ALIAS PROPERTY
  9. Okay tried it within the original script and it failed. Like I said I'm NEW to scripting. Need to know verbatum what to do. Here's what I put
  10. Thanks so much for the help, will try it out and see how it goes. Edit: so where in the fragment script do I place the "myForm" code? Right before ";END CODE" where I placed my original code? Or do I have to create a new script?
  11. So I'm creating some guard patrol packages that take them through some city gates (which have pull-chain activators) and I guess I realize I need a script to have them use the chain activator once they pass by it (or else they'll just bash their head against the gate) so they can open the gates to get through. Also it would be even better to have them close the gate behind them on their way back. Any script help is greatly appreciated.
  12. Hi, I have a simple question about landscaping. I'm trying to remove some painted on "shading" (not textures) that's overlaid on some ash textures in Solstheim. So far I've tried looking in the quad textures (by hitting the "I" button), but there's no option to delete these. Here's the image. You can see the dark spots & burnt shaded spots. https://drive.google.com/file/d/1z3QW_YL57onmfCspNbr6QgDI3auUBFDJ/view?usp=sharing
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