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stgsoviet

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Everything posted by stgsoviet

  1. Looks like you found a solution, but just so you know, if you want to remove the default responses, set the npc's voice to "voice do not record" or none.
  2. I saw this thread, and thought, hey, I could do this. So I did. Here ya go: http://www.fallout3nexus.com/downloads/file.php?id=13203
  3. Thanks kjmarket, that was pretty simple. You were right, I added returns and it fixed the problem. Script to open and close animating doors: scn DullesGateSwitchScript short openstate Begin OnActivate if (GateDullesOuterRef.IsAnimPlaying == 0) if (openstate) == 1 GateDullesOuterRef.Playgroup Backward 1 GateDullesInnerRef.Playgroup Backward 1 set openstate to 0 return endif if openstate != 1 GateDullesOuterRef.Playgroup Forward 1 GateDullesInnerRef.Playgroup Forward 1 set openstate to 1 return endif endif End
  4. You can't drag them from the item window into your mod. However, there are two ways to make a collision marker: The first way is this: copy an existing marker, and paste it into you cell. Copy is ctrl-c, paste is ctrl-v. Or you can click on of the buttons to the far top right of the tool bar. They crate collision planes, cubes, and circles. Click the button, drag you mouse in the render window, and click again. Here's the wiki if you get stuck: http://geck.bethsoft.com/index.php/Creating_Primitives (It was down when I posted this though)
  5. Unfortunately, yes, you do have to hand make the navmesh. Using "generate navmesh" is mostly broken in the geck. Heres the wiki article: http://geck.bethsoft.com/index.php/NavMesh_Generation The tutorial on how to make them it pretty good though: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh
  6. Alright, so I'm useing 2 Washington monument gates in my mod, and want them to be able to be opened, or closed when you hit a switch. I basically copied the script the terminal uses to open/close the real Washington mon gate, but when I activate the switch, the gate opens, and on a second press loops back the opening animation. I figured the variable wasn't updating or something, but the kind of variable I used didn't matter, script, quest, another object, it didn't work. I didn't try a global variable as a here they cause bugs and such. Any help is greatly apprenticed, thanks. scn DullesGateSwitchScript short openstate;old script varible Begin OnActivate if (GateDullesOuterRef.IsAnimPlaying == 0) if (dullesmerchantquest.openstate) == 1; GateDullesOuterRef.Playgroup Backward 1 GateDullesInnerRef.Playgroup Backward 1 set dullesmerchantquest.openstate to 0 endif if dullesmerchantquest.openstate != 1 GateDullesOuterRef.Playgroup Forward 1 GateDullesInnerRef.Playgroup Forward 1 set dullesmerchantquest.openstate to 1 endif endif End
  7. Well, i'm pretty sure you could use fo3edit as well. But its cool that beth made it easy for once.
  8. If you enabling/disabling lots of objects (like it sounds like you might be) you might want to use enable parenting. http://geck.bethsoft.com/index.php/Reference#Enable_Parent Basically you link all the refs to the parent, which you then use actually enable/disable on.
  9. I bet this could be done. Possibly mounting the mini-gun somehow? I might try to work on this once I'm done with what I'm doing now.
  10. Why do you need a script? The "respawn" check-box refills the contents of the container. By default it does it every 3 game days.
  11. I can think of one: http://www.fallout3nexus.com/downloads/file.php?id=11188 But other then that, your golden. Just to be safe, you still might want to follow pkleiss's advice.
  12. It's coming along. I have all the city interiors and exterior done. I'm adding npc's now, then I've still got to make the caves, then quests. It's gonna be a while.
  13. @TheChan Yep, that would work great. @neunen Or, you could chop it in half, making the stalk and the cap separate, and just add the havoc to the cap. Then I could set it up so the full stalk is replaced by the "cut" one. I don't really know if some lone stacks would look good though. Finally, you could make some whole new model. Something like http://wwwdelivery.superstock.com/WI/223/1...1566-410534.jpg would look noticeably different -and sweet- on a cave wall. Let me know what you want to do. Thanks a bunch -stgsoviet
  14. Every wondered why the cave fungus uses the iguana bits model? Well for a city mod I'm making, the inhabitants main source of food is fungus grow in irradiated caves, and I wanted to make at least some of the fungus "pickable." Well, you can imagine my depression when I learned that using static meshes as a food item doesn't work so well. I need to add collision to the wasteland fungus 06 model, yet have no clue how to do this. Here's the plan that solves both of these problems, make a simple fungus model, maybe just the vanilla fungus "cap" with the stalk chopped off? -And just replace the the cave fungus model. Short and Sweet: Who wants to make a better cave fungus model?
  15. Is there any way to make static collections out of dlc added content?
  16. I know this issues has been throughly solved, but i can find an answer through search, so what is the accepted solution for the race bug that causes added nps to have bright white arms and bodies despite their race? I have a hazy memory of sometime around May of hearing that marking it as an esm fixes it? It might even have been fixed in 1.7, I'm still using 1.6.
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