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Posts posted by TheTalkieToaster
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Character -> Actor Values.
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...is this your first mod? Hint: You may want to learn to use the GECK first before you launch into projects with no idea of how much time and effort they will require.
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You can do shields like that, by just making them armour that adds DT- there's an F3 mod the name of which escapes me that adds shields made from roadsigns. That's definitely a viable solution, just not a particularly interesting one to implement.
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I'd think thematics trump dreary realism.
This is a good idea, and conveniently I was already working on a shield mod for melee characters- where the shield would be used as a weapon, and take damage for you when hit. The new mesh I was using was a tad unreliable so I never actually implemented it properly, but it should be possible to use a car door.
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I refer you to my previous post.
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Looks like it works fine when the menus get reloaded then. You could try calling the function ToggleMenus twice using the NVSE command con_ToggleMenus, to see if it reloads them.If I press escape twice (go to menu, and then go back), the hand shows up:http://i825.photobucket.com/albums/zz180/mGlushed/ScreenShot46s.jpg
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No. It's an engine bug.
E: It's not just the missile launcher- grenade launchers and any other non-hitscan weapon with a 'Missile'-type projectile (e.g. bullets, fired grenades, basically anything that isn't a laser and doesn't bounce) with attached explosion deal no projectile damage when fired out of VATS.
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Not to my knowledge, they'll only ever appear in the GECK with it holstered.
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Er, no, that's entirely wrong. It's easy to prove so; Missiles and HE Missiles use the same explosion art, but HE missiles have a noticably wider area. Try it yourself- make an explosion using ExplosionGeneric with radius 1.
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A somewhat more straightforward way would be to just find Explosions in the GECK and change the radius on one? If you change the Editor ID as well, it'll create a new one.
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You can call the AddTopic script command to add a new topic as top level as well, for future note.
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If you'd bothered to make your post legible, perhaps I would've bothered to read it properly. If you write like an idiot, I will assume you are an idiot.
As-is, it should be working; is the esm actually flagged as a master?
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You're using decimal, not hex. Hex goes 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F -> 11, 12, 13 etc.
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Just look up Time Functions on the GECK wiki.
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The 1gtequip/Unequip/holster animations should specify which bone they parent the grenade to in their text keys (in lines like 'prn: Bip01 Pelvis' followed by 'Attach'). You should be able to change those fairly easily, I would think.*
*speculation
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Impossible.
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You must set a mod as Active to edit it. You cannot edit content from one .esp in another .esp.
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Necro much? We can't tell what mods are on a given weapon*, so we can't remove them**.
*, ** this can be faked with specific 'one of a kind' weapons and fancy new scripted ones but it's not doable for 'A generic gun'.
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That was my thought too, but then your brain has a very distinctive voice, which you'd really want to keep or it just wouldn't feel right.
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By starting off point I meant 'Give us at least the tiniest bit of information', your post could've been about a modder's resource off Nexus or a 3ds resource pack off some other site.
Since they've already in the correct format there really is no need to ask any questions. Open the GECK, poke around, it's all obvious. If you want to add them as for example statics, browse to the statics and poke around. If you don't know what a static is, browse to the statics and look at them.
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...some sort of starting-off point would be helpful here. What sort of meshes? What format? Have you tried yet and got stuck, if not, why not just give it a try and then ask when you've got specific issues to bring up?
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Well, the Brotherhood would wipe its databanks afterwards to prevent anyone else getting any information.
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Weeeeell, it *might* work as scripts address variables by index (so 'set ScriptedVar.mod1 to 1' is actually 'Set the Nth variable on ScriptedVar to 1') and if both compilations have the same script text the variables might have the same indexes, but that's the kind of stuff that generally should be avoided as it's very liable to break. NVSE has mod inter-operability features for the same reason it has weapon damage alteration, and keypress watching; because people needed them and they weren't in the default game.
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What? That doesn't make any sense. The Fallout universe hit the 50s, then... continued being 1950s-styled for the next 110 years. The nuclear apocalypse didn't happen until 2070...Well, and also atomic warfare tends to put a damper on things like..social trends. So the Fallout universe hit its version of the 50s and then stopped because everyone was dead or hiding out underground.

How do I make an NPC's head explode, using a script.
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