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Be3lzeBot

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  1. Maybe you should take a look at Unity or Unreal, and start making your own small games from scratch.
  2. ^ But it makes the mod more than 10 times bigger. There are lots of small mods here that take up GBs because they didn't compress the audio.
  3. It's also somewhat easy to up the limit with the console, if you have any experience with it (+ selecting items while it's open). Is it 2 or 3 lines? One plugin less. edit: necro
  4. In case you didn't know it existed Edit : link straight to his part at 02:05
  5. This is a great idea... There must be countless possibilities behind the "Sarcastic" dialogue options. Howabout getting a / collection of female Arnold-impersonator/s (instead of Cameron(I don't even know who that is)). Or if the audio is hilarious, just use it for the female as well. -if a female downloads this mod, she's probably doing it for the Arnold voice, just like the rest of us w*****s...? Otherwise, wouldn't it be better with a seperate "Cameron" mod? Just some thoughts. Edit: Make sure to add a bunch of Arnie-in-agony sounds! :D One of the few mods I would be tempted to download straight away.
  6. It's channel-specific. It edits the "RadioDiamondCity" Quest. I considered adding an empty sound file instead, it might seem less dangerous, but then we would end up with Travis introducing a track that won't play (come to think of it, why not do both?...). I could add such an empty file....To make sure it goes away. Of course if some Radio-mod copied the song to their own folder, the song would appear again. But most modders probably just use the already existing "Sound Descriptor" in the CK, which uses the sound file that came with the game. Thanks for coming up with such a great idea (hope you don't mind I mentioned you in "Credits"). It was one of those "of course! why didn't I think of that!" It can't be more than 48 hours ago the last time I had another "oh no, not again!" experience. :D I will be using this mod myself. Edit edit: Or maybe replace the file with say the last line; "it ended when you said goodbye" THE END. Or would that be illegal in some way. I would be uploading a custom Skeeter Davis snippet. So maybe instead use a Robot voice that declares this song can not be played due to copyright issues. Or something. It would probably work better than an empty file, especially in case of custom radio stations that introduce the track.
  7. That song can make me so depressed... So here it is! https://www.nexusmods.com/fallout4/mods/38357/
  8. pics or it didn't happen. Seriously, someone might be able to say "Heey, that's my Mustard!".
  9. The teleportPlayer spells does ...something to the player, and any npc you use it on. If I remember correctly, teleportEffectOutPlayer makes them invisible, and you have to call the in-version to become visible again? I always use the non-player versions, as they seem purely cosmetic. You could replace your floating button with InstituteControlPanelButton01? -It has a foot.
  10. For the teleport effect, add a new SPELL Property, it should auto-fill if you call it "TeleportEffectIn". Then add this line somewhere around the moveTo line: Game.GetPlayer().AddSpell(TeleportEffectIn, false) ;silent
  11. Are you adding it as a script to the activator/button/whatever? If so, I think you just need to fill in the Properties... In the first script, there's 1 Property; "DestinationMarker". If you attached the script and it compiled, close the script and click on the Properties button. You should see "DestinationMarker". Select it, and tell it where & what your destination marker is.
  12. Load up Diamond City Expanded again, but this time don't set any files to "Active". When it's loaded, click save. You will now create a new .esp that is depending on Diamond City Expanded.
  13. I was sitting here with my first cup of coffee watching the top video and thinking "Yes, but what did he ADD?!??" as if though the game had always worked like this. :laugh:
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