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Fallout2AM

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Posts posted by Fallout2AM

  1.  

    Oh, wow! Never would have guessed that mod was your problem. Thanks for reporting back about it.

     

    FYI: "Ragdolls" mod by MadAce (now v4.0) incorporates the "Havok Bounce" script which performs a similar "corpse fix" function. "Ragdolls" has it's own skeleton that doesn't support B-n-B, but suggests (under "Issues") that you just overwrite it's skeleton with your B-n-B version. You might want to try using that instead of the separate script provided with "The Skeleton". (More bang for the additional slot.)

     

    As for FNVLODGen, you're welcome. Just one of the many things that make the game better but you are not likely to come across unless you read something that points it out or dig into some rabbit-hole like "texture replacements".

     

    -Dubious-

     

    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.

  2. 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.

  3. 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...

  4.  


    and usually such talent doesn't come on the cheap.

     

    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.

  5. So what kind of car would it have needed to be? Maybe I can dig through my stuff to find something. I do have this little car that I love, even if it's not really lore-friendly :smile:

     

    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.

  6. 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

  7. 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.

  8. 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.

  9. 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...


  10. 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
  11. 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
    End

    PS for the model, you should use a specific model, it's named null-something, don't remember the exact name

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