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Everything posted by larryrathbun
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Great: MessageEX sounds like what I am looking for. Followup Question: Is there any benefit to doing this versus using message objects. i.e. performance better one way versus the other? Of course the mod would require NVSE if I used it, but then so does everything.
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I am working on a mystery mod where there is a lot of evidence to find. Basically this means there are a lot of activators, some of which enable other objects (searching for evidence) if checks are passed. As a result, I anticipate a LOT of messages. For example, searching a file cabinet has three possible results: 1) The player passes a skill/attribute check and finds some item. "You notice... blah blah blah." 2) The player passes a check based on a dialog result earlier and finds the item. "Suspicious because Bob told you about the files, you search and find.. blah blah." 3) The player passes neither and does not find the item. "The drawer is filled with papers, none of which seem important to you." The player can try again later. I want each result to display a message for the player, and I want all of them, even items that will never have anything useful to appear equally important, so all must be in the same format. Does that mean I have to create a message object and use ShowMessage for every possible outcome on every item? That means over 100 message objects. Can I write the messages into a script and have it display a message window without making a message object? I have seen a few messages which are sent a variable (achievement messages), can I feed a string of text into a message as a variable? If yes to either (or both) can someone provide me the name of a script in the game that works in this way so I can see how it works?
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OPAL object pallettes fallout new vegas
larryrathbun replied to blackromanceyour's topic in Fallout New Vegas's Discussion
Yes there is a good compilation on the Nexus. I cannot find it right now though. Edit: Found it. http://newvegas.nexusmods.com/mods/35971 -
I am starting to script my mod, and I need a whole lot of variables to represent items being moved around and dialog options. I have considered a couple of way to do this, but am not 100% sure if they will work. 1) A quest script. Can I reference a variable in a quest script from outside that quest script? It seems intuitive, but maybe because the question is so basic no-one has explained it. Does this work, so long as itemvariable is declared as an INT in DPQuestScript? scn DPObjectScript begin OnActivate if DPQuest.itemvariable==1 ;dosomething end end 2) A token with an attached script full of variables. Some basic method, but use an object script to hold the variables. If the other doesn't work, I don't see why this would. 3) Making a whole ton of tokens, 1 for each item/variable - I do not want to use this method. 4) Global variables - I don't like globals in general. Everything will be inside this mod and limited to several internal cells. There will be one or two things handled outside those cells, I intend to use a token for that.
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Sorry, double post due to internet error.
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start quest when hitting level XY
larryrathbun replied to Darios81's topic in Fallout New Vegas's Discussion
You could add to the level up script. Have it check to see if the player's level is 20 or greater (I don't know how here and now perk would affect this, and it would make it compatible for people already past 20) and then start the quest. Use the getLevel function. -
A couple of GECK questions
larryrathbun replied to larryrathbun's topic in Fallout New Vegas's Discussion
Thanks. I was more wondering if there was a benefit to assigning textures in NifSkope. Is there any gain by doing it that way versus in the GECK? Next question... I am trying to Havok a dead body into a specific position. I can ALMOST do this, but the instructions I found say to hold down Left Ctrl and Left Alt and try to click on a collision point on the NPC. This work about 1 times in 10. Is there an easier way to do this? Also, I can't get the body to lay flat. It seems that there is an invisible pillow under the head. I manage to grab the head collision point and pull it down, but it just snaps back up when I let go. Can Havok the body elsewhere and then move it? It might be easier. Thank for all the help everyone. This is my first major mod, and theres a lot of little things that aren't explained clearly. -
A couple of GECK questions
larryrathbun replied to larryrathbun's topic in Fallout New Vegas's Discussion
Here you go.....I tested it in game and it works perfect.....bounces around just like the drinking glass and makes the same sound. The drinking glass texture is a bit dark for this model so you might want to re-texture it but it's good to go. edit: or you can lighten up the alpha channel and make it a bit more translucent. I just realized I forgot to change the glossiness. In nifskope, click on the palette next to NiMaterialProperty and change glossiness to 30. Thanks, that was totally unexpected. I appreciate it because it was a little thing that was just going to bug me until I got around to doing it. I am finally getting a chance to work on my mod today, my little boy had minor surgery and I've been watching cartoons with him since he got home. He's on lortab and it's kind of odd seeing a 5 year old who is a little stoned. Hopefully tomorrow I can post a success story about these three issues. EDIT: The WIne Glass has been a complete Fail for me. I have retextured, adjusted both alpha and glossiness, and no matter what I do it looks like a smoky shadow of a wine glass in game. I am ecstatic about the model, it is perfect, but I simply cannot texture it correctly. The Radiation issue was in fact caused by the world water being radiated even though the placeable water was not. Changed the world water type to my custom one and the radiation disappeared. Finally, I changed all those items to statics, I don't really want this mod to provide a monetary gain, there isn't any combat, so the only items which may be used up are mentats (cuz you might not be smart enough to solve the mystery). My newest challenge is I have some changed textures. I think I know what caused it but have no idea how to undo it. I made a new static object out of some existing ones. 1) I retextured an existing object in my test cell (a separate mod I use to test items). 2) I then turned them into a SCOL. 3) I pulled the mesh of the SCOL and made it into a new static object in my actual mod. One of the original pieces which I used to build the SCOL I also used in the actual mod as well. That item has the texture from the SCOL in the game, but doesn't show any retexturing in the GECK. . How can I return it to it's default texture? Finally, I have been retexturing by hand (assigning new textures in the GECK.) Would assigning the textures to the meshes in NifSkope provide any tangible benefit? -
A couple of GECK questions
larryrathbun replied to larryrathbun's topic in Fallout New Vegas's Discussion
I was afraid of that. I think I will slightly redesign things to move that openable box to a different table or shelf and see if it is far enough away. I have done this several times. I have been told that Oasis Water is radiation free but even that gives rads. Maybe the issue is elsewhere. I'll be working on it today. I can find a retextured wine bottle but not a simple glass. It is such a minor part of the mod, just cosmetic, that I don't want to expend any more effort on it. I guess it will end up on the list of things to tweak when I get near the end of the project. Thanks for your help. -
How to open GECK with NVSE
larryrathbun replied to DoctaAwesome's topic in Fallout New Vegas's Discussion
This is in my shortcut's target line. Maybe it will help you figure it out. "C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas\nvse_loader.exe" -editor It look like -editor needs to be outside the quotes. I am using the power up with NVSE, -
Good evening, I am working on a mod and am having a few issues. 1) I have a shelf full of items (basically a wet bar). On top of the is a custom item I built and scaled. Basically, a box with a small lid you can open. The problem I am having is when I open the lid, the havok physics make all the liquor bottles and such go everywhere, even though the lid doesn't actually touch any of them. Is there a way I can disable havok on all these items without going in and changing the meshes in NifSkope? I just want to prevent the lid from triggering that. 2) I cannot figure out how to remove radiation from water. I have made a new water type and set the spell effect to None. I then made a new placeable water object and set it to my (supposedly) non-radioactive water. I still get 1 Rad / sec. 3) Last for now. Has anyone made a wine glass object for New Vegas? I have seen them in other places (mainly Oblivion), but the permissions are set to never allow the object to be ported. I could go ahead and learn Blender, I know there is a wine glass tutorial, but I just don't want to do that. This mod is taking enough of my time as it is. Thanks in advance.
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Getting a regular ol' radio box in GECK?
larryrathbun replied to Zands's topic in Fallout New Vegas's Discussion
It's an activator. Select Activator and filter on the word "radio". -
Movable player home problems.
larryrathbun replied to BlueVault's topic in Fallout New Vegas's Discussion
How many objects are going to be enabled/disabled each time? Or did you want the entire house to move and not just have a door that moves? this only really works if you are have a door that "moves" and transports you to a common interior. -
Of course, any zombie mod would have to have zombies keep coming until decapitated or brain destroyed. I don't know if the existing construction set can handle missing limbs and such and zombies crawling towards you one the ground by arms only. Sounds like a lot of custom animations, custom skeletons, and scripting. However, props to you if you can do it.
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Movable player home problems.
larryrathbun replied to BlueVault's topic in Fallout New Vegas's Discussion
I take it you will have several objects in the Wasteland that will be disabled when the ship is "somewhere else"? If you want to do that, all you have to do is pick one object in each location to be the parent. All the other objects for that location can be set to be enabled by that parent object. Your script can then disable the parent (much easier then disabling each object individually), and all the others will go with it. Then you just make sure your door script has a variable so when you leave your ship, it teleports you back to the enabled one. Each time you enable one location, you disable all the others and then change the script variable. If that isn't what you wanted to do, then I didn't understand the question. -
Hi all. I am working on a mod where I need to make one area (a hallway) very dark for one short part of a story. Rather than make the entire cell very dark and then lighting up everything else, is there a way to set the cell lighting to what I want in most of it and reduce the light in one area? Like a reverse light source. A dark source? Alternatively, I could mod this one area as a new cell and make that very dark, using a script to move from the light one to the dark one and then back. I just thought of that as I typed. That would work, I guess. It is only about 5 minutes of play time, almost a cut scene where the player will find one or two objects. The more I type, the better that idea seems. I think I'll go with the alternate area solution, fits other things I would want to do. So. Just for my info, in case it is needed elsewhere. Is there a way to REDUCE light in one area of a cell? Thanks in advance.
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I am having difficulty getting all idles to work. I have set up some idle markers (wall lean, pushup) and those work, the NPC will do them while sandboxing, but I tried to make a custom idle marker (drawing on a blackboard) and it doesn't ever run. I cannot find this idle used anywhere in the game to see how it is supposed to be setup. I figure I am making a very basic mistake, but the tutorials I've seen don't seem to cover this. Any thoughts?
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Trying to find a list of idle anims
larryrathbun replied to larryrathbun's topic in Fallout New Vegas's Discussion
How did I miss that? I was editing an existing marker and deleting the ones I didn't want. I never tried to add a new one to the list. I just couldn't find the existing marker containing the one I wanted. Maybe this is why I shouldn't do this in the middle of the night. Thanks. -
Hello all, I am working on my first NV mod, and I am looking for a list of all idle animations and furniture which can be interacted with in sandbox mode. I am looking for a specific animation but a lust of all would be great. Has anyone made such a list, with the geck name and a short description. ie. DefaultStandingArmsFoldedIdleMarker - Character stands with arms folded. I am specifically looking for an animation where a character looks at an area (a blackboard) and either studies it or writes on it. I am tying to make a NPC look like he/she is drawing or painting. I am pretty sure I have seen the thoughtful studying idle before. Any thoughts? Thanks.
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I have two more suggestions re: the tagging system. 1) Automatically place a tag (Tagging Blocked) on accounts that are blocked from member tagging. This would remove them from the "Files without Tags" list and encourage authors to allow tagging. 2) Add a "Moderation" tag to files under moderation automatically. This would have the same effect. The tag could be removed when moderation ends. It would also allow us to filter those out during our searches if desired. Thanks.
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I just came across a bug with the tag blocking. I was going to go into a category and sort by endorsements to clean up those without tags, as I tend to DL the more endorsed mods. So I blocked all tags. When I went to categories there were no files viewable in any category. All files were filtered. Shouldn't I have been able to see all the files without tags? Thoughts?
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A quick comments and a request. For everyone complaining about censorship, I am a bit confused. We censor ourselves everyday. I do not watch slasher flicks because I don't enjoy them. I don't read romance because it doesn't interest me. I don't download skimpy armors because I don't want to. Claiming that tag exclusions in the searches is the same as censorship means that classifying books in the bookstore into categories is also censorship. I don't have to look through the romance section to find mysteries. That isn't censorship it is efficient organization and classification. Nuff Said. With that out of the way, could we get a "quest" tag? Also a Tag for each DLC to identify required DLC? Thanks for all the hard work