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JonesenoJ

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Everything posted by JonesenoJ

  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
  16. The information about the function is really not well explained, is there a thread or guide I can read?
  17. I'm assuming you mean clean the DLCs with FNVEdit or such?
  18. Doesn't work, I am not out of bound, because there is nothing up or down from the ground level, but as I said, I even tried to teleport to one of the cells within the DLC, and it just took me to another location on the same plane. Also I forgot to mention but this is how the slideshow looked at the beginning of the game https://i.imgur.com/Lb01NE0.png
  19. Operating System: Windows 10 Pro 64-bit Processor: IntelĀ® Core i3-5005U CPU @ 2.00GHz (4 CPUs), ~2.0GHz Card name: IntelĀ® HD Graphics 5500 Memory: 4096MB RAM DirectX Version: DirectX 12 Native Mode: 1366 x 768(p) (60.000Hz) Drive: D: Free Space: 635.8 GB / Drive: C: Free Space: 117.2 GB GECK message log when I load the main game and 4 main dlcs Vortex Script Extender Plugin Error Steam Game Version: 1.4.0.525 Game Directory: D:\SteamLibrary\steamapps\common\Fallout New Vegas Steam Directory: C:\Program Files (x86)\Steam Plugins Load Order In Vortex: FNV DeadMoney HonestHearts OldWorldBlues LonesomeRoad GRA ClassicPack MercenaryPack TribalPack CaravanPack YUP Base Game + All DLC oHUD UnofficalPatchNVSE YUP NPCFixes Base Game + All DLC Lucky 38 Terminal Fix Lucky 38 Container Fix JustDynamicCrosshair FOVSlider JustLootMenu ClarityDarkNights TheModConfigurationMenu VanillaUiPlus Nexus Mod List: GeckExtender The Mod Configuration Menu One HUD Yukichigai Unofficial Patch Fov Slider UIO - User Interface Organizer JIP LN NVSE Plugin Clarity - Dark Nights Unofficial Patch NVSE Stewie Tweaks INI Stewie Tweaks NVTF NewVegas Tick Fix Just Dynamic Crosshair Just Loot Menu Lucky 38 Lights Bugfix Lucky 38 Companion Container Lucky 38 Balcony Lucky 38 Reloading and Cooking Lucky 38 Suite Terminal Fix Vanilla UI Plus New Vegas Vortex Archive Invalidation New Vegas Script Extender Also Using: FNV 4GB Patcher
  20. Use the resurrect command in console to revive dead NPCs/Creatures and JIP Companions Command and Control to forcefully recruit said NPCs/Creatures into your army.
  21. Thank you, now I can finally make my house upgradable and spend the 200k caps I've got.
  22. Hello, as you've read in the title, could it be possibly done? I've looked around in the functions section and some forums but couldn't find anything. Thank you.
  23. I think equipping head armor and previewing it might crash it if it doesn't fit but I will definitely be saving more often,
  24. Hello, so I started up Sierra Madre recently, but as soon as I enter the area I seem to be out of the world, like this: https://i.imgur.com/CFj7PtT.png I tried to teleport to a cell, that didn't work, I've also restarted my PC. And it's not like I'm fallen down of the world, there are still some items and NPC at this level, even when I enabled free cam mod and went up, it was all the same. I even managed to walk outside of the map with nothing happening. https://i.imgur.com/OX5NePK.png Would appreciate some insight on this.
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