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Monster Wars - New Vegas Edition


Ironman5000

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@quacko: That looks much better thanks, only slight clipping around the ears but I don't mind at all I am really happy with your fix :thumbsup: I will add you to my credits list now.

 

@luthienanarion: I think you are right about the FO3 face but that's not something I know how to do yet so I will go with quacko's fix for now, I will get applying the script next and add you to the credits also :thumbsup:

 

Thanks for the assist I really appreciate it, with this mod focusing on alternative monster encounters I figured this would be an ideal addition :smile:

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You'r more than welcome, it took me about 5-10 minutes to correct and test in game, so it wasn't really that big of a problem, and about the ears, that isn't a clipping issue, but holes cut for the ears in the mesh :) Edited by quacko
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Here you go ironman5000, i have just pulled the ghoul mask through 3ds max for you, and it should work and look correctly now, it was merely a question of scaling it up a bit,

and Luthienanarion, i took the liberty of stealing that ghoul faction script you posted here, for my own mod, since i was looking to do the exact same thing to some armorpieces

and you just saved me a couple of hours work trying to figure that one out :)

I'm glad you came along to save us, quacko! My own skills at scaling and translating meshes are crappy at best. I'm glad you find the script useful.

 

@luthienanarion: I think you are right about the FO3 face but that's not something I know how to do yet so I will go with quacko's fix for now, I will get applying the script next and add you to the credits also :thumbsup:

It's a simple script, so feel free to use it however you want. I doubt it's much different from the FO3 mask script.

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well as i said, it took me about 5-10 minutes to fix and test, so it wasn't all that big of a problem, and i had just had a revelation half an hour or so before i did it, and thought when i saw the problems you had with it,

that id put my newfound knowledge to the test :)

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I'm really looking forward to seeing this come out, would be more than happy to help in any way I can, testing, etc.

 

Maybe we can get djmystro and dogtown1 to allow us to add patches for the mods that require MoMod to allow these monsters instead :)

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I'm really looking forward to seeing this come out, would be more than happy to help in any way I can, testing, etc.

 

Maybe we can get djmystro and dogtown1 to allow us to add patches for the mods that require MoMod to allow these monsters instead :)

 

I am actually consulting with dogtown1 to use a few MoMod assets for this project, you will be able to use both this and Momod at the same time with no conflicts as any additions to vanilla spawns will be done via script.

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I'm really looking forward to seeing this come out, would be more than happy to help in any way I can, testing, etc.

 

Maybe we can get djmystro and dogtown1 to allow us to add patches for the mods that require MoMod to allow these monsters instead :)

 

I am actually consulting with dogtown1 to use a few MoMod assets for this project, you will be able to use both this and Momod at the same time with no conflicts as any additions to vanilla spawns will be done via script.

 

Well, as dogtown1 is now banned, I don't see MoMod being unlocked, ever. I wish we could simply get a copy of it, then get a real list of things we'd need to remove from it to make it 'ok' by the rules again. Not sure if that's likely to happen, however.

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UGH!

 

I could use some assistance with a script i'm having difficulty with, it's for adding the monsters to the levelled lists. I've been playing with it for a while but must be missing something, i've been trying out an example from this page (at the bottom) but I think I am screwing up the structure.

 

I tried using the same script for adding items to item levelled lists but didn't work. If someone with any skill in this area would have a look at it for me it would help me out a whole lot, otherwise I will just have to manually edit the levelled lists.

 

This is the attempt I tried using the item script as the base (the 'I5KMonsterQuest' is the quest trigger)

 

scn I5KMonsterLeveledListScript

short iDoOnce

BEGIN GameMode

if (iDoOnce == 0)
 AddCreatureToLeveledList EncRobotEnclave I5KEnclaveSentryDroidLv12 16 1 100
 set iDoOnce to 1
 StopQuest  I5KMonsterQuest
endif

END

 

Edited by Ironman5000
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GECK Wiki says addCreatureToLeveledList only takes three parameters.

 

So it should be: addCreatureToLeveledList EncRobotEnclave I5KEnclaveSentryDroidLv12 16

 

Also, use sqv in game to check your QuestVars - it should show iDoOnce as having a value of 1. If it doesn't and the quest doesn't show as 'Running', then there's a problem with your quest start trigger. Try making a clean save, disabling your mod, making a new clean save, then re-enabling your mod.

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