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larryrathbun

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Everything posted by larryrathbun

  1. 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.
  2. 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,
  3. 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.
  4. It's an activator. Select Activator and filter on the word "radio".
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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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