15gudasc Posted February 25, 2014 Share Posted February 25, 2014 Hey guys! So I'm going to release an update for the Torn City, but before I do, there's one more thing I wanna fix. I want to make a boat that transports the player to the city, such as the barge transports the character to the Fort, or the rowboat transports people to the nuked Legion camp (from the Lonesome Road DLC). I noticed that the barge to the fort is actually a door, while the rowboat for the Legion camp is actually a scripted activator. I made a working script, so really I can do this either way, but theres still one problem. How do I make a door with the model of a static object? I want the door (or scripted activator) to have the model of Boat01a? I've looked around forever and tried a couple different things, but nothing seems to work =( Any ideas as to what I can do? Thanks guys! =) Link to comment Share on other sites More sharing options...
jazzisparis Posted February 25, 2014 Share Posted February 25, 2014 1. Check which model (NIF file) Boat01a uses, then extract it from Fallout - Meshes.bsa.2. Create a new Activator and use that NIF file as the model. Activators behave much like statics, except they can be interacted with. Link to comment Share on other sites More sharing options...
15gudasc Posted February 25, 2014 Author Share Posted February 25, 2014 I was able to extract and file the NIF file no problem, and I assumed the path for the NIF file would be: Computer...FalloutNewVegas/Data/Meshes/Vehicles. Is that where the Boat1a NIf file should be? That's where it is, but it doesn't seem to do do anything, even though I have Boat1a as the model for the activator. Link to comment Share on other sites More sharing options...
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