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vaanknight

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  1. Perhaps she's simply wearing a set of clothes that are NOT physics enabled, since the core outfits replace the whole body whenever a character is wearing them. Did you test her while naked? Do the sacrifice and check that out first.
  2. You need a custom body like CBBE for Curie for it to work, I'm pretty sure. If she's using the vanilla body Bethesda gave her (and that IS the case if they happened to make her synth version a different race than the usual humans), then she's lacking the bones for the bounce to activate. Get a physics enabled CBBE and replace Curie's body mesh with it.
  3. Hope there's a known solution to this already, since I'm pretty much new in FO4. Most of the time, whenever I start any dialog with an NPC, instead of naturally turning to face them, my character flickers away or to the side, rotating instantly like you can see in this video. Admittedly here the issue is pretty tame, but most times she completely faces away from the NPC in question. I'm guessing it's a skeleton issue? I'm using the latest ZaZ Extended Skeleton 6.0 from Lovers Lab. Any insight is appreciated.
  4. zEdit does it automatically and as far as I can tell, flawlessly. All you have to do is tell it which two esps (or as many as you want) you need to merge into 1. Here's the GitHub
  5. Actually, you might want to keep your plugins script free when they're not really necessary. A much cleaner way is to simply edit the NPC's entry in the GECK so its base health is 0, like so: Do that and they'll load up dead no matter how when and where you put them. Mid-playthrough or not.
  6. I kind of wanna make this. With scripted random hauntings like the dolls above the storage bin, or the ghost victim pouring from the wall. If only I didn't have a massive project bag on my back. I'll keep it in my back pocket for Halloween 2023.
  7. That did it... Wow, something so simple. Gamebryo truly is the gift that keeps on giving. Thank you very much man.
  8. None, it just won't save or compile at all. I'm loading the Extended GECK with NVSE, btw. Oh wait, yes it does say: SCRIPTS: Script '00VKholosummon', line 4: Script command "00VKAliciaHoloRef.enable" not found.And I just noticed this in the log, I'm guessing I need to do something to correct this? The script function list doesn't have all the names filled in.
  9. Hi all. I've been modding for a while now, but I've barely touched scripting until now. I'm making a requested mod in New Vegas that needs a custom hologram. I've made the model and it looks and works fine in the GECK. What I want is to be able to summon this hologram upon equipping a ring (armor piece already modeled and added), and dismiss it when the ring is unequipped, giving the illusion of an emitter. This is what my script is for. I saved an empty version of it first so I could assign it to the ring (and the hologram, if you guys tell me I need to) and now I want to add the actual function. This is what I wrote: ScriptName 00VKholosummon Begin OnEquip PlayerRef 00VKAliciaHoloRef.enable 00VKAliciaHoloRef.moveto playerRef 00VKAliciaHoloRef.AddToFaction FollowerFaction 1 00VKAliciaHoloRef.SetPlayerTeammate 1 00VKAliciaHoloRef.SetFactionRank TeammateFaction 1 00VKAliciaHoloRef.SetIgnoreFriendlyHits 1 End Begin OnUnequip PlayerRef 00VKAliciaHoloRef.disable End It won't even save, so clearly I'm doing something wrong. I added the hologram to the unplayed TestTrap cell so there's a reference, which I named 00VKAliciaHoloRef, as written above. Is this correct then? Do I even have to? Should it be simply 00VKAliciaHolo? While I more or less understand a script well enough to edit it (I have with other mods) I know next to nothing about producing a brand new one. Any advice you can offer would be GREATLY appreciated, my dudes.
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