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Everything posted by Fallout2AM
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New Vegas is full of hidden gems, it's easy to miss some, way more easy then with Skyrim. Thanks again! I will check this other mod you mentioned, fortunatly and I'm not into B-n-B so that's not a problem. :smile: Thanks for the feedback, but can you provide a screenshot of the record? My xEdit shows that not a single vanilla record was modified, I'd like to understand what's happening Also, Ragdolls' one is still made by me, I did it using the plugin of The Skeleton EDIT: Look: http://i65.tinypic.com/2vrto1s.jpg This seems the place, and the railroad's fine. But comparing it with the pic you posted on the other thread, I have a strong impression that your landscape is modified, look at the big rubble you have on the road for example. On a side note, if you like modding I would suggest learning the ropes with xEdit. It really helps narrowing down issues and provides better informations when it's time to understand where an issue comes from.
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make bodyMorph 1.x work in new vegas
Fallout2AM replied to TotesMcgoatsYo's topic in Fallout New Vegas's Mod Troubleshooting
And I answer here too. Please come in that thread if you need assistance, I usually answer in little time. But if you don't debug with me, it's hard to understand your problem. -
Requisites: - Latest NVSE(5+) - NVSE Extender(NX) - MCM(maybe not mandatory but strongly recommended) - Lutana (Optional) >Avaiable Plugins: RaceBodyMorph - A fully configurable plugin to randomize npcs. Requires latest NVSE and MCM BodyMorph Selector - A basic tool which allows to target a NPC (or PC if noone is targeted) and edit the single bone values via hud. Requires latest NVSE, MCM and UIO --- This is copy pasted from the description. There are links to every of these requisites and plugins, too. I also answer pretty fast on that thread. I suppose the one who wrote there recently it's you: I didn't answer you to the wrong thread, I answered to the right thread, since you wrote the same question in both. If you have some suggestion of something missing, then please write some constructive feedback and let's see if it's doable.
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I remember to have read once in some radio station guide, that if the song is in stereo it will play twice, once per channel
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I'd suggest a small script to avoid repeating. If I remember well, vanilla has it, it uses 3 variables, so that the radio will always play at least 3 different songs before repeating. Random values act a lil weird sometimes, I can see the same value 5-6 times in a row...
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How will you deal with a voiced protagonist?
Fallout2AM replied to Belthan's topic in Fallout New Vegas's GECK and Modders
Absolutely. But in general I believe there's a lot of talent around here. As Skyrim's fan, for example, I played many mods and... well, I believe that people like Christine Slagman or Viridiane (just to quote 2, but there's a lot), if they ever will decide to jump in post apocalipsia, I'm pretty sure that they wouldn't have problems in a duty like that. -
Did you try changing the declaration of Timer as float?
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Nuka-Cola Trucks Remote Explosive
Fallout2AM replied to Deleted5199727User's topic in Fallout New Vegas's Mod Ideas
I missed this one. That car is wondrous with no doubts :) but it would be a bit weird for the context, for the post apocaliptic mojave, it's very modern and clean! My first idea was a car made assembling existing meshes, so that I could have put them as recipe requisite, but then I found that buggy and I really thought it was wondrous for post apocalipsia and I fell in love for it. Both the solutions would be fine for me, it's a pity that specific buggy can't be used. -
I need to call 2 scripts from 1 activator
Fallout2AM replied to BarbyFN's topic in Fallout 3's Mod Troubleshooting
You can put a "fake" second activator, attach the second script which is written on an OnActivate block, and then in the first script use Activate to trigger it. I never used a solution like this since I mod NV and NVSE gives more possibilities, but I don't see why it shouldn't work, you can specify as parameter WHO is triggering it (I assume Player) and if the OnActivate block should run. However maybe there could be a smarter way to do that with FOSE and lists, it could deserve a look -
There's more than a way to retrieve a reference, based by the situations. For example GetSelf returns the ref ID when called inside an object script attached to the ref itself, or on a spell casted on the ref. Or you can retrieve the reference who's activating something with GetActionRef. Etc.etc. If you provide more details on what you are doing, maybe I could provide more help in the script itself.
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To me, it seems a problem with autowater. If you want to test this, take a random cell where you have the issue, but be very careful in identifying the exact cell in game first and then in GECK, or you won't understand if it's the case. Open the landscape editor and move the ground under the water a little, you just need to slightly modify it, some up or some down, nothing big. Save and go in game to check if something changed.
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My own mods don't work...
Fallout2AM replied to mrdefender1983's topic in Fallout New Vegas's Discussion
If you do it via console, you must use the hex ID of the quest, with "" i.e Set "05000ADE".MyVariable to 1 -
You can simply attach a quest script like this: Scn MyQuestScript int MyVar Begin GameMode Set MyVar to 2 StopQuest MyQuest End
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Fallout New Vegas Glitch
Fallout2AM replied to slowmotionshark's topic in Fallout New Vegas's Mod Troubleshooting
It's the height which is 0 (NVSE command: setNPCHeight) And fallout HAS races. -
How will you deal with a voiced protagonist?
Fallout2AM replied to Belthan's topic in Fallout New Vegas's GECK and Modders
The first one will happen anyway, in my opinion, and pretty soon. It's the first thing I thought when I've read the player was VA. There are some professional voice actings I've heard for Skyrim which I consider superior to vanilla - well there are some cases in NV too, the first which comes in my mind is your QV ghoul. Replacing the PC voice is different than voicing a quest, it gives a lot more exposure and doesn't involve choices like "ok I don't like that quest / that conflicts blablabla / so I won't install it". More or less, it will be like putting a 4k texture on the voice... -
Enabling an object with Havok enabled?
Fallout2AM replied to SGTbayk47's topic in Fallout New Vegas's Discussion
SCN EnableScript int bEnabled float fTimer Begin OnActivate Player if DisabledRef.GetDisabled Set bEnabled to 1 DisabledRef.Enable endif End Begin GameMode if bEnabled == 1 if fTimer < 2 Set fTimer to fTimer + GetSecondsPassed else Set bEnabled to 2 DisabledRef.PlaceAtMe FakeExplosion 1 SetDestroyed 1 endif endif End -
Enabling an object with Havok enabled?
Fallout2AM replied to SGTbayk47's topic in Fallout New Vegas's Discussion
You do that in gamemode. Something like this: SCN EnableScript int bEnabled float fTimer Begin OnActivate Player if DisabledRef.GetDisabled Let bEnabled := 1 DisabledRef.Enable endif End Begin GameMode if bEnabled == 1 if fTimer < 2 Let fTimer += GetSecondsPassed else Let bEnabled := 2 DisabledRef.PlaceAtMe FakeExplosion 1 SetDestroyed 1 endif endif EndPS for the model, you should use a specific model, it's named null-something, don't remember the exact name -
Enabling an object with Havok enabled?
Fallout2AM replied to SGTbayk47's topic in Fallout New Vegas's Discussion
You can PlaceAtMe a fake explosion, like I did for the havok bounce