nk911ea Posted July 21, 2009 Share Posted July 21, 2009 Ah, my apologies on the mispost, thank you however for the answer. Link to comment Share on other sites More sharing options...
benny00000 Posted July 21, 2009 Share Posted July 21, 2009 Does anyone know what face mod this is? http://i125.photobucket.com/albums/p62/Zanarken/Models.jpg Also, does anyone know what mod this is that allows you to carry a sword on your back/weapon on your side? http://www.fallout3nexus.com/downloads/images/5462-4-1245431330.jpg Link to comment Share on other sites More sharing options...
Warll Posted July 21, 2009 Share Posted July 21, 2009 Wrong topic, this is for much lower level help. Link to comment Share on other sites More sharing options...
Cipscis Posted July 23, 2009 Author Share Posted July 23, 2009 @Warll:Here is my response from your question on the GECK Wiki:I assume that you've checked that the token is being properly added to the player's inventory? It sounds to me like you should change the condition using GetItemCount from "Run On Subject" to "Run On Reference", and select the player specifically. If the condition is attempting to check GetItemCount on the terminal itself, then it will always return 0 so your condition will never be true. For those of you confused by this post, Warll posted a question on my user talk page on the GECK Wiki while the Nexus forums were down over the past few hours. For anyone interested in the question, here is a link to the page - User talk: Cipscis Cipscis EDIT: @benny00000:Warll is correct, that sort of question does not belong in this thread, please re-read the OP. Looking at the url of that image, I can tell you that it is posted alongside this mod:Fallout 3 Saram Hair 0.b by Kalindra04 @ Fallout 3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=5462The picture, entitled "Chandra 4", was posted by cyborgakadjmoose, so I would recommend that you contact them personally with your question. Here is a link to their user page - cyborgakadjmoose Cipscis Link to comment Share on other sites More sharing options...
Denizen Posted July 23, 2009 Share Posted July 23, 2009 I'm creating a mod to stop the radio stutter issue that a lot of people are having. It's worked but now when I press escape then unpause the game the radio plays no music even though it is still selected. At the moment to get music playing again I need to reselect the station I was using. I'm trying to find out how to write a script that can recognise when the game has been unpaused then reset the radio station that was playing previously but I don't know where to start, sorry I'm a noob to scripting. Link to comment Share on other sites More sharing options...
Warll Posted July 23, 2009 Share Posted July 23, 2009 Look at the pointlookout scripts, I remember seeing something about pausing radio stations. Actually the same script might be found anywhere in a quest where a radio is stopped. Sorry I don't know much more beyond that. Link to comment Share on other sites More sharing options...
Jenz Posted July 23, 2009 Share Posted July 23, 2009 Currently I'm working on a script that teleports the player into another worldspace sitting in a chair, much like the Tranquility quest there the player starts sitting in a chair. I've set the chair I wish to use as persistent refrence and the script works fine but the player appears next to the chair or standing on it, not sitting in it. I've looked into almost all the scripts concerning tranquility lane but I don't understand how they have managed to get the player sitting.Can someone explain to me how I make the player sit? Link to comment Share on other sites More sharing options...
Cipscis Posted July 23, 2009 Author Share Posted July 23, 2009 @Denizen:Now that there's a decent amount of discussion in the other thread that you opened, it's probably best to keep all further discussion there as well. For those interested in following this question, here is a link to the thread - Scripting help needed @Jenz:Looking at how the beginning of the "Tranquility Lane" section of the main quest is set up, it seems the only MoveTo is used to transport the player to the starting bench, which admittedly sounds a little strange to me given that the should start sitting at the bench. I would typically expect this to result in the player standing next to the bench, as you have experienced. Perhaps the reason this happens is because, when MoveTo is called on the player, they are already sitting in a chair? If this doesn't turn out to be the case, then you could try using the Activate function to force the player to sit in the chair, perhaps hiding the animation with an ImageSpace Modifier (see ApplyImageSpaceModifier). Cipscis Link to comment Share on other sites More sharing options...
Warll Posted July 23, 2009 Share Posted July 23, 2009 When I made my first mod I used moveto from a trigger to a bed, the player would then wake up from the bed as if they had been sleeping. Now I had als ran into some bugs regarding the camera but the point still stands, that somehow if you moveto the player will start off as using the object. Link to comment Share on other sites More sharing options...
Cipscis Posted July 23, 2009 Author Share Posted July 23, 2009 That could make sense - it would also explain why there is a completely unused and unreferenced XMarkerHeading next to the bench, which I believe is called "MQ04PlayerStartMarker", as the Bethesda scripter may have first called MoveTo to move the player to the marker, only to find that this doesn't cause them to sit at the bench. Cipscis EDIT: For anyone who was following Warll's problem that he mentioned to me on the GECK Wiki while the forums are down, the problem is now resolved and his mod has been uploaded:A Reasoned Argument 1.02 by Warll @ Fallout 3 Nexus: http://www.fallout3nexus.com/downloads/file.php?id=7962 Congratulations on your release! Cipscis Link to comment Share on other sites More sharing options...
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