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JonesenoJ

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  1. Hello, during the past two weeks I spent a lot of time making this mod, probably around 100 hours, however now I no longer have time to wrap it up since I'm preparing for the next phase of my life. What this mod is basically a player house that is both simplistic and very much upgrade-able (aesthetically), there are also 4 NPCs to interact with. All of them are voiceless because I didn't get to that part yet :/ So if anyone want to do the finishing touches and upload it you are welcome to do so. Download Preview From memory, this is what's missing: -Some object textures (terminals, etc..) might not appear, this happened because I think when I extracted the meshes from the main BSA file, I didn't put them in the right directory, I edit it but haven't tested it yet. -Navmesh sometimes work, sometimes doesn't, however the problem could be in the NPCs themselves. External textures in use: Mirror (shaving mirror) Army Colt (44 colt) Thank you all and true to Caesar.
  2. I hate to be so random. but this whole thing has been overshadowed by another issue entirely, I will have to figure that out first. Cheers though.
  3. To be honest, I don't know at this point. But my guess is that there is something wrong with the navmesh.
  4. Dear Dubious, after placing both the COC and North markers in the cell, the NPCs seem to have settled down in their respective locations. I still don't know what those two markers affect NPCs exactly, but I'm just happy it works now. It seems the problem still persists, they will return to the upper-level after re-entering the cell. As for the NPC greeting, it turns out one of the other NPCs didn't have a GetIsID condition in his greeting, and that made things a bit messy, fixed it now. Lastly, I'm still clueless on how to edit a creature's skills, perhaps I can add an actor effect somehow that will grant it permanent bonus? The thing with geck is that it's a wonderful tool, easy to learn yet very difficult at the same time, one ought to stumble across the unspoken rules so often to build some basic understanding of what they are doing. However I certainly am enjoying this for now as much as playing the game itself, but I'm sure it will burn out like everything else eventually.
  5. Quick update, I had to re-download the DLC to get it to function properly, nothing else worked.
  6. Hello, So I have spent a lot of time (50+hrs?) working on this small mod, but it's somehow starting to fall apart in certain aspects, the NPCs for example, here is the issue: The cell consists of two parts, with a teleport door inside. If I re-enter the cell then enable the NPCs, they will teleport to the upper level, if I go directly to the NPCs and enable them, they will go to their respective xmarkerheading and stay there, but once I re-enter the cell they will appear at the upper level. (Don't know if this has anything to do with me generating the wilderness navmesh where the cell is.) https://imgur.com/a/GGOY53q Also, One of the NPC greeting is set to say something only once, problem is he never says that but rather go to the alternative directly before leaving the dialogue. 3 other NPCs share the same structure and this doesn't seem to be happening for any of them, making pinning down the problem a pain. Removed the greeting topic and now I can no longer add it back! And lastly, is there a way to alter a non human NPC' skills? Any help would be appreciated because I'm clueless at this point, and I have spent way to much time on this already...
  7. Yes I did, but I'm guessing it has something to do with their model that I have changed.
  8. For the life of me, I can't figure out why some of the activators aren't working.... Two are even identical (apart from the ids) and one works and the other doesn't.
  9. It's literally in the video description my dude.
  10. Do condition's work in messages? I get an "?" next to the index number.. Whatever it is, something isn't working right... nvm, i just copied something similar from the game.
  11. Hello again, I was wondering why I can't get my script to save when I add .enable to it, this is how my script looks. scn BrokenBot short button Begin OnActivate Showmessage 01RepairBot end Begin menumode 1001 set button to getbuttonpressed if (button ==1) 01ProtectronActivatorREF.disable 01ProtectronREF.enable endif end 01ProtectronActivatorREF is the activator I want disabled if the NPC is enabled. 01ProtectronREF is the NPC I want enabled. Thank you.
  12. Legion is what the wasteland needs, on the contrary to popular belief, they aren't just ruthless marauders here to plunder and pillage. Most merchants say that the Legion lands are among the safest in the wasteland to travel. Ceaser will eventually have his "Rome" which would be The Strip, and that is bound to change things fundamentally.
  13. That would work if I didn't have 3 messages show up for each case.
  14. Thank you for explaining it with such great detail. This is how my script looks now. String_Var "Furniture\Suburban\SubCouch01.NIF" if eval CouchREF.GetModelPath == "Furniture\Suburban\SubCouch01.NIF" Showmessage 01AlreadyDone Endif if eval CouchREF.GetModelPath == "Furniture\Suburban\SubCouchDirty01.NIF" && Player.GetItemCount Caps001 < 1000 Showmessage 01NoCaps Endif if eval CouchREF.GetModelPath == "Furniture\Suburban\SubCouchDirty01.NIF" && Player.GetItemCount Caps001 >= 1000 CouchREF.SetModelPathEx "Furniture\Suburban\SubCouch01.NIF" CouchREF.Update3D Showmessage 01AllDone Player.RemoveItem f 1000 Endif Btw i spent one hour looking for an error, turned out I used > instead of <.
  15. https://imgur.com/a/rZNlcEs You can see the file sizes and that they haven't been modified, except the .NAM
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