Jump to content

pndr

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by pndr

  1. https://www.nexusmods.com/fallout4/mods/3878/ follow the instructions for save to save
  2. if you are using music from the 1940's then you're going to run into copyright problems if you live in the United States, but if you live in Europe or Asia that may not be a problem. Unless your using public domain music of course.
  3. Those look really great, as for the texture swap thing, I'll ask some of the other cascadia people, they tend to know all sort of stuff
  4. I need a little help getting this ring to work right, it shows up in the ck, but not in game. I must have made an error somewhere, but I'm not sure where. https://drive.google.com/open?id=0B7uGcxSUfA-vcXVrRFVKU0hWSEU
  5. I will do, but I think tour message box is full. Thank you.
  6. Mikka999 I was wondering if you would be willing to be an adviser on a Fallout project, The Colonial Project. We have a lot of questions and would be very grateful for any advise you could give us, on things like world space generation, as you do amazing work. Our website, that has some of the work we have done. http://colonialproject.strikingly.com/
  7. I have many questions. How big will the world space be? What kind of Factions, quests, weapons, and settlement objects will be included. Why choose Miami and not a tropical paradise island? Are you open to new ideas, like having the palm trees give off radiation because in real life they soak it up from the soil. Will you be willing to work with somebody that has just the basic creation kit skills?
  8. REScript seems to be controlling what you are looking for. It seems to creating arrays to set the quest stages and then a papyrus fragment seems to set the quest stages. Fragments:Quests:QF_MinFlareGun_00157CA4 I really can't help you anymore then that as I can read papyrus, but can't really write it.
  9. If possible would it be possible to create a new side faction of Scavengers, with its own faction quest line. I was thinking like the College of Winterhold quest line. The player character would start as a new member and progressing through the quest line wold unlock new perks, a companion, weapons, and craft able settlement objects with unique functions. I also would like maybe a new player home. I have some skills with the creation like creating interiors, editing containers and npcs, so I would be willing to help. I would would also be willing to learn new things in order to help out.
  10. I'm can read papyrus okay, but writing it is another story. I'm sure I have made a bunch of errors , so any help would be greatly appreciated. This script is based of the WorkshopLightboxScript that controls the build able light boxes. Scriptname AdamTimer extends WorkshopLightboxScript Event OnTimer(int aiTimerID) If aiTimerID == cyclingTimerID int cyclingType = GetValue(WorkshopLightboxCyclingType) as int if cyclingType == 1 iNewColor = Utility.RandomInt(0, LightColors.Length - 1) debug.trace(self + " pick random color " + iNewColor) iNewBrightness = Utility.RandomInt(0, LightBrightness.Length - 1) StartTimer(5) EndIf EndIf EndEvent function SetColor(int iColor = -1, int iBrightness = -1, bool bStopCycling = true) if iColor == -1 iColor = GetValue(WorkshopTerminalLightColor) as int endif if iBrightness == -1 iBrightness = GetValue(WorkshopTerminalLightBrightness) as int endif ; set cycling type to 0 - no cycling if bStopCycling SetCyclingType(0) endif String animString = GetAnimString(iColor, iBrightness) if animString ; save color SetValue(WorkshopTerminalLightColor, iColor) SetValue(WorkshopTerminalLightBrightness, iBrightness) debug.trace(self + " setting color to " + animString) PlayAnimation(animString) endif endFunction function SetCyclingTime(float cyclingTime) if cyclingTime <= 0 ; turn off SetValue(WorkshopLightboxCycling, 0) StartCycling(false) else SetValue(WorkshopLightboxCycling, cyclingTime) StartCycling(true) endif endFunction function SetCyclingType(int cyclingType) SetValue(WorkshopLightboxCyclingType, cyclingType) if cyclingType == 0 StartCycling() endif endFunction function StartCycling(bool bStart = true) ;/ float cyclingTime = GetValue(WorkshopLightboxCycling) if cyclingTime == 0 ; get and set default value cyclingTime = cylingTimeDefault endif if bStart && cyclingTime > 0 StartTimer(cyclingTime, cyclingTimerID) else ; cancel timer CancelTimer(cyclingTimerID) endif /; endFunction function CycleToNextColor() int iCurrentColor = (GetValue(WorkshopTerminalLightColor) as int) int iCurrentBrightness = (GetValue(WorkshopTerminalLightBrightness) as int) iCurrentBrightness += 1 if iCurrentBrightness >= LightBrightness.Length iCurrentBrightness = 0 iCurrentColor += 1 if iCurrentColor >= LightColors.Length iCurrentColor = 0 endif endif SetColor(iCurrentColor, iCurrentBrightness, false) endFunction
  11. Like what kind of 3d models, if anything simple I can probably squeeze them out between work and school?
  12. http://www.nexusmods.com/fallout4/mods/14782/?
  13. there is a mod for that http://www.nexusmods.com/fallout4/mods/14782/? no talk about money ever
  14. https://www.youtube.com/channel/UCqpsPQez-087WLASWk1Ai-w/videos might be a good place to start
  15. There is no map I don't think. It would have been nice, but I have not found one. Defending the checkpoint is just a side quest, and it does show in the misc. task in data. I would also like to control those sites and build upon them. There is a really good one near the military base where you blow the brains out of a certain somebody during the main quest. That spot has several power armor stations and one power armor.
  16. Several sets of armor like the black ops armor are missing pieces. So would it be possible to fill the missing pieces with the current tools?
×
×
  • Create New...