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LithianLord

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Everything posted by LithianLord

  1. http://www.thenexusforums.com/index.php?/topic/456954-werewolf-power-toggle-onoff/
  2. I keep wanting to say, "that is suck a stupid idea because it would break the mechanics of the game." Every time I typed it though I end up replacing with, "all I want to do now is be a dragon."
  3. Well, it shouldn't be so hard either, you just have to add the info where you display the name of the object while passing you cursor over it. You could do it that way just fine. I am more thinking of replacing the standard pop-up text with a "box of information".
  4. Oh god someone make the first suggested change exactly that way. Perfect UI. EDIT: Talked to my room mated and he came up with a good point. Basically someone needs to allow key confirmation on the stupid mouse-only "do you want to do this? yes/no" options.
  5. I agree. First one shouldn't be too hard. Write down actual stat information in the item description box and bam. Second one seems a bit trickier though, out of my area of knowledge.
  6. I'm going to be back into modding for Skyrim. The second I can use a creator kit ill be trying to release wanted mods before we have 1000 nude mods filling the site. The reason you should care is that I play extensively as a werewolf and I agree that it is too limiting. The official game guide states that outside of a few dungeon puzzles you can play as a werewolf the entire game if you wanted. I call rubbish on that. So I will be releasing a mod in two parts for this issue that should please you all. The first is going to be a very basic on/off system. I'm going to change it so that you can simply use the power as many times a day as you want without the bloodlust time-limit. The second is going to be more involved with my own personal preferences. I want to have a system where you can change as many times a day as you want, but with a more complex bloodlust system. Now we don't have the creation kit so I am unable to check exactly how they have the system. What I wish is that you can stay in werewolf form as long as you like, but if you don't feed your stats diminish. I would like to see bloodlust as a "Rage" system more than a "kill everything as fast as possible" system. That way you can hunt with wolves in the wild or whatever, run across the map with the insane speed a werewolf has, but if you don't feed over a period of time you will slowly lose either buffs or attack bonuses. Tell me what you think. Either way I'm going to make the first the day the creation kit comes out, so hold on. That one will be easy. Also I will probably make more werewolf-friendly mods. Because oh man I love this system.
  7. Getting Requiem all set up.
  8. Well the thing I am doing here is completely removing all gate meshes and combining all areas of the strip into one world space. It is more difficult than anticipated because the NPC still consider the worldspaces to be separate even I removed all separators and re-navmeshed. I have not had the time to work on it much, but it is more of a learning experience.
  9. Well I agree that we need a tutorial showing how to combine the two, even for personal use. I support this endeavor.
  10. UPDATE: I have been messing around with the NAV-mesh quite a bit and have made progress. So far I have removed the glitch where NPC disappear when moving from one "Section" to another. My big accomplishment is now NPC can travel between sections. I had watched a NCR NPC walk from the TOPS section across to the Lucky38 where the gate would have been. Current problem: NPC will not recognize the player in the other sections. Everything seems to be ok until the player goes across what would have been the gate barrier and then all the NPC seem to run to the Freeside gate to try and follow. The major problem with this is companions can not follow the player across sections. I cannot identify the source of this problem so if anyone has any ideas let me know. Otherwise I will continue to work on the Nav-Mesh but it is shaping up to be working better than expected.
  11. UPDATE: I have been able to make the strip into one seamless area without much added lag, but still encounter problems. I have decided I cannot do anything about the teleporters so I am simply removing them. I will need to go through all the scrips associated with them and re-write them to allow NPCs to move around the strip without them breaking or standing in one spot. IF I can get this all working (It should be done soon, but I am rusty at the GECK) I will not only add this mod to the Nexus for everybody, but continue to update it when I remove further barriers like the one in Freeport. My overall hope is to expand Vegas outside its small constraints.
  12. Hey all, need some advice here. I am currently working on a mod that removes the two separators on the strip to merge the three sections together. Removing them works perfect and the whole strip feels a lot better with them gone. My problem is the door teleporters are heavily bound in certain scripts. They also appear in-game as an invisible wall. Is there a way to remove those teleporters from appearing to the player so the NPC can use it while the player cannot identify it in-game? Or is there a "correct" way to connect NPC markers together when removing a teleporter? The result with removing everything is the Securitrons stand around in the wrong positions, the hookers seem to be fine, but all other NPC are nowhere to be seen. I only have experience with adding things not removing them. This is the single thing I want to change about NV, so help/advice would be greatly appreciated. TL;DR How do I remove door teleporters without destroying NPC move markers.
  13. Thanks mate! I owe you a beer. I have been looking forward to this since Fallout 1.
  14. Because FO3 was made for the CoD kids on the consoles with no real attention to any sort of real stat system with a "do anything with no concequence" way of doing everything. FO1-2 are both serious RPing games where your stats and decisions matter. Along with the fact you could really do anything. Choose a slaver? People treat you as such and the entire game "good" factions will attack you. FO3 you just get bad karma. All factions in FO1-2 were neither good nor bad but had real personalities and decisions. FO3 it's Brotherhood=good Enclave=bad. FO3 even just bent the lore over and changed everything to some extent, the worse being the Brotherhood in they make a "we left the others" excuse to make them saints when they were Aholes in FO1-2. Same could be said for the Enclave in that FO1-2 they had some good aspects to them that actually made you question yourself when attacking them. I could go on, but long story short FO3 is an amazing game with endless posibilities with the GECK. It just destroys most of what has made FO1-2 memorable so everyone can play it. Though I say the same for Morrowind to Oblivion. Rubbish game.
  15. Not that it matter much to Fallout 3 (or does it?) but Fallout New Vegas is going to have a huge faction system letting you become friend or foe with every faction depending on what you do. Kill a raider? Your raider faction score lowers and they treat you worse. Help the citizens of New Vegas? Discounts (I am guessing) and they treat you better. I can't wait myself just for that reason alone.
  16. Anyway to end Playsound on certain trigger? I was thinking removeScriptPackage but nothing I find really helps. I'm trying to run a loop sound only when player is in a certain cell.
  17. No. I'm not sure that I can explain more clearly than I have already attempted. A sound is like any other object. If you create a piece of custom armor then you first create its object name in the GECK. Say I make KevlarVest as a new armor. I open an edit window for a new object, give it an item ID like KevlarVest and then I list the directory locations of the .NIF and .DDS files that are my custom files. Then I don't have to include those directory locations in a GECK script, just the Item ID. ( player.additem KevlarVest 1 ). It is the same routine with sound files. if DoOnce == 0 PlaySound KevlarVestHit set DoOnce to 1 endif Oh I apologize. I mis-read it and now it all works fine. Thank you for the help :thumbsup:
  18. Thank you. Got that all except the Begin GameMode. That was my problem. So for the PlaySound SoundName i would write a snippit of: if DoOnce == 0 PlaySound \Data\Sound\fx\FXMySound.wav set DoOnce to 1 endif ?
  19. Yeah, Khet's is the best. I either never noticed or he changed it in the newer version. Either way, ifWasteland is the perfect solution. EDIT: Ok, what would be really helpful right now is for someone to give me a brief explination on how to get this working. I want this to start right as wasteland==1 but it is not working. Do i place this script somewhere special, or am I being special for not getting it to work?
  20. If i had a custom wav file, how would I then get it into the GECK for listing? And thank you for the code snippit, that helps me a lot. I was not aware, then it completes all Vault Quests? ---------------------------------------------- This is my current code. Is this correct or any suggestions? ScriptName UVBQuestScript Short DoOnce Begin OnTrigger if DoOnce == 0 if ( Player.GetInWorldSpace Wasteland == 1 ) set DoOnce to 1 endif Short DoOnce Begin OnTrigger if DoOnce == 0 PlaySound SoundName set DoOnce to 1 endif begin onTrigger player if getStage UVB76 < 1 setStage UVB76 1 endif End
  21. Hey all, i need quick help with a piece of script. I am still learning scripting so if I am unable to do something specific, just let me know. First, I would like it so my script starts after the player has left vault 101. Does anyone know an easy way to do this as: 1. A player using Alt Start does not finish Escape! so I cannot just have it check for completion 2. A quest delay would be inconvenient to players who download and want to play right away. Unless there is a way to have the delay check in-game time instead of running on its own counter. Second, I would like it to play a sound file after the delay check. I am using the code: Short DoOnce Begin OnTrigger if DoOnce == 0 PlaySound SoundName set DoOnce to 1 endif Obviously let me know if this is wrong, but my main question is what do I set SoundName. I assume the exact file location? Or just the sound name in the sound folder? Last I would like it to start a new Quest, but I think I got the handle on that one. Thanks in advance.
  22. this a set location or a changing one? making explosions happen at a specific place is easy to do with script.. there is just the question of HOW you want this location to be selected. Just a set location. Drop bombs on an exact location each time the button is pressed. Nothing fancy, I just can't seem to find out how to do this. :sweat: ok this is a really easy thing to do my friend.. gonna tell you the theory behind it rather than doing it for you though.. first you need a reference.. if there is one where you want the explosion to happen.. great.. otherwize find your location in geck and add a invisable marker where you want the explosion to happen. x-markers are perfect for such a thing. (under activators) give this x-marker a ref name so the explosions have a specific ref to look for. k now that the designator is taken care of the rest is a piece of cake. find a switch (one w/o animations i.e. levers is best) make a script for the switch liiikkkkeee: scn mycarpetbombexplosionscript begin onactivate designatorREFnamehere.placeatme typeOFexplosionYOUwantHere 1 end finally select this script in the switch's edit window place the switch in the world.. and your done. start the game.. go hit the switch.. everything should work. I really appreciate the help! This gives me some great ideas on some things I can try to do. Another question though, is it possible in script to make an action (press button or such) require items or caps? Say you need X caps to operate the button, the script checks your inv and if you have enough it activates the button and subtracts the said ammount from your inv?
  23. this a set location or a changing one? making explosions happen at a specific place is easy to do with script.. there is just the question of HOW you want this location to be selected. Just a set location. Drop bombs on an exact location each time the button is pressed. Nothing fancy, I just can't seem to find out how to do this. :sweat:
  24. Looks great, I like what you did with the photos. Though I suggest write a bit more. Of course a picture is worth a thousand words... You can check my (dead) one out in my sig for ideas.
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