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Survival Mod: Need help


Swordfish42

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Hey guys, this is my first forum post on nexus, so tell me if ive started this thread in the wrong place

 

I'm making a F3 zombie mod (Yes i know it's cliche, but i think it's good) It's going to be in a simulation in an unfinished vault and it won't be easy. You get points for killing zombies and can spend points on traps, weapon upgrades, opening new areas, etc. I'm trying to keep as close to fallout lore as possible, and retain the classic fallout dark humor

But i've had some problems.

Can someone please tell me how to...

  1. Make a zombie that explodes when it gets too close or is shot? I can do the 'if shot' part, but not the 'too close' part.
  2. Create a one way solid object? by that i mean a static or activator than you can walk through on one side but not on the other, similar to how interior cell pieces are designed, but i want them to be see-through on both sides as well. The reason is that i want to make zombie spawn points inaccessible, or leaving the main building impossible, but still allowing zombies to come in.
  3. Make actors 'teleport' in and out with the blue flash like in OP:Anchorage? My scripting skills are pathetic, and i can't understand the scripts they attached to the anchorage soldiers.
  4. Create collision walls? I have no idea how to, and when i try to make them, they don't appear in the render window.

 

Also, is the idea so boring and overused that i shouldn't continue with it?

Thanks for any help

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You can't just load 2 plugins, use parts from one, and have it show up in the other. That'd be nice but it doesn't work that way.

Create a new vault door in your plugin, and use the texture from the blank vault door for it. You can do that either by extracting the vanilla vault door mesh and changing the texture path in nifskope, or create a new texture set in GECK and applying that to the new vault door you created.

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You can't just load 2 plugins, use parts from one, and have it show up in the other. That'd be nice but it doesn't work that way.

Create a new vault door in your plugin, and use the texture from the blank vault door for it. You can do that either by extracting the vanilla vault door mesh and changing the texture path in nifskope, or create a new texture set in GECK and applying that to the new vault door you created.

 

thanks man! well that means i don't have to completely abanon this project!

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