Xaranth Posted January 3, 2013 Share Posted January 3, 2013 YAY! I can't wait for release. ^.^ Link to comment Share on other sites More sharing options...
Ironman5000 Posted January 4, 2013 Author Share Posted January 4, 2013 (edited) Thanks :happy: Kudos for the help :thumbsup: Anyway now that's cleared up I thought I would update with some more pics,Werewolves and Were-Stalkerhttp://img842.imageshack.us/img842/6972/ffes.jpg Alien Assassins will use their own alien blades and can be collected, plus I restored the Mothership Zeta weapons for this factionhttp://img825.imageshack.us/img825/5157/screenshot152c.jpg Roughskin, a unique boss disguised as a ghoul. Kill him to gain his mask that will disguise you as one of them just like FO3http://img833.imageshack.us/img833/9468/screenshot156j.jpg Pack Rats will accompany some merchants as well as the Pack Bighornershttp://img834.imageshack.us/img834/2985/screenshot160z.jpg Failed FEV Subjects will be friendly with super mutants and centaurs, using melee combathttp://img705.imageshack.us/img705/8383/screenshot161y.jpg More to come! :biggrin: Edited January 4, 2013 by Ironman5000 Link to comment Share on other sites More sharing options...
Xaranth Posted January 4, 2013 Share Posted January 4, 2013 Waaaaant. Is the Pack Rat supposed to have Proton Eyes? Link to comment Share on other sites More sharing options...
Ironman5000 Posted January 4, 2013 Author Share Posted January 4, 2013 Waaaaant. Is the Pack Rat supposed to have Proton Eyes?It just as glowing eyes like the normal ones...not sure what proton eyes are :unsure: Link to comment Share on other sites More sharing options...
Xaranth Posted January 4, 2013 Share Posted January 4, 2013 Oh, to me they look like the blade of the OWB Proton Axe Link to comment Share on other sites More sharing options...
Ironman5000 Posted January 4, 2013 Author Share Posted January 4, 2013 OK, well just FYI I am not going to use any DLC content for this mod. I want this to have no dependancies and to be compatible with everything :smile: Link to comment Share on other sites More sharing options...
breathemetal Posted January 4, 2013 Share Posted January 4, 2013 Dude, this looks superb. Cant wait. hurry up! lol Link to comment Share on other sites More sharing options...
Ironman5000 Posted January 7, 2013 Author Share Posted January 7, 2013 OK noticed another bug in the mod that needs stamping out, hope someone can assist me? These guys were put together using CMF Companion Tutorial by Darkfirebird and seem to work fine including AI and UI, but for some reason in testing when I fast travel or coc (console) travel all the placed companions appear with me at the new location before I have even approached them. Needless to say until I work this out I can't keep them :sad: If anyone could offer some assistance I can upload the WIP esp for you to have a look, compare to the linked tutorial and see where I went wrong? I'm almost certain it's a very small edit that is needed but I have a habbit of overlooking things sometimes. Link to comment Share on other sites More sharing options...
Xaranth Posted January 7, 2013 Share Posted January 7, 2013 (edited) OK noticed another bug in the mod that needs stamping out, hope someone can assist me? These guys were put together using CMF Companion Tutorial by Darkfirebird and seem to work fine including AI and UI, but for some reason in testing when I fast travel or coc (console) travel all the placed companions appear with me at the new location before I have even approached them. Needless to say until I work this out I can't keep them :sad: If anyone could offer some assistance I can upload the WIP esp for you to have a look, compare to the linked tutorial and see where I went wrong? I'm almost certain it's a very small edit that is needed but I have a habbit of overlooking things sometimes. Make sure their Follow packages are disabled at the start. You may have to force-change the packages and call evp on them. Edit: 'Cause Homonyms are little b****es Edited January 7, 2013 by Xaranth Link to comment Share on other sites More sharing options...
Ironman5000 Posted January 7, 2013 Author Share Posted January 7, 2013 (edited) I'm not sure what to edit for this, from I see in the script the follow package is only active on talking the reference which is the companion. Maybe it has something to do with the Map Marker feature near the bottom of the script? Or I thought maybe it could be this, If Self.GetDistance Player >= 5000 ; Just in case it gets lost. Self.MoveTo PlayerBut surely this is triggered on activating them otherwise they would appear next to me from the start :confused: Here is the script anyway scn I5KSharptoothScript ;Name of the script. Change to something you want short Follow ;Is it on Follow short Stay ;Is it on Stay short Activated ;For use with the buttons short Button ;Same as above short IsSneak ;Get is in Sneak ref self ;Itself Begin OnLoad set self to GetSelf ;Set the Reference to what you placed this on. SetIgnoreFriendlyHits 1 ;Does it ignore Friendly Hits? Default yes End Begin OnActivate ;When you 'talk' to it If self.GetDead == 0 ;If it isnt dead, proceed If IsActionRef Player == 1 ;Is the person or object 'talking' to it is player, proceed ShowMessage I5KMessageFollowerSharptoothCommand ;Show this message box. Set Activated to 1 ;Sets 'used' state so it will not repeat EndIf ; OPTIONAL if you want them to know if the pet is unconcious elseif self.GetUnconscious == 1 ;Is the person or object is Unconcious ( Essentials ) ShowMessage I5KMessageFollowerSharptoothUnconcious ; END OPTIONAL ; NOTE: The below only works if you DON'T want your companion to be 'immortal' aka cannot die. elseif self.GetDead == 1 ;If the above failed to check, is the this ref dead? If so proceed, if not next statement. Activate Endif End ; OPTIONAL for Companion being hit by the Player Begin OnHit Player ;if you shot it or hit it with anything If Follow == 1 || Stay == 1 ;checks to see if its a teammate to you. if not this wont go. ShowMessage I5KMessageFollowerSharptoothHit ;the message to show when it is hit. optional. delete this if you want. Endif End ; END OPTIONAL Begin GameMode if GetPlayerTeammate == 0 ;Loops each time it is not a Teammate. ( Avoids some bugs like them attacking passives etc without being provoked. SetPlayerTeammate 1 endif If Activated == 1 ; Do NOT touch unless you know what you are doing. Only edit the commented lines. set Button to GetButtonPressed if Button > -1 set Activated to 0 if Button == 0 Set Follow to 1 Set Stay to 0 ;OPTIONAL for the Map Marker If IsInInterior == 0 I5KRefMMSharptooth.disable ;Change Companion001MM to your Map Marker REF Endif ; END OPTIONAL evp set Activated to 0 elseif Button == 1 Set Stay to 1 Set Follow to 0 ;OPTIONAL for the Map Marker If IsInInterior == 0 I5KRefMMSharptooth.MoveTo player ;Change Companion001MM to your Map Marker REF I5KRefMMSharptooth.enable ;Change Companion001MM to your Map Marker REF Endif ; END OPTIONAL evp set Activated to 0 elseif Button == 2 If Follow == 1 OpenTeammateContainer else ShowMessage I5KMessageFollowerSharptoothNoFollow ;Change to your NoFollow message. evp set Activated to 0 endif endif endif endif If Follow == 1 && self.GetUnconscious == 0 && self.GetDead == 0 If Player.IsSneaking == 1 && IsSneak == 0 Set IsSneak to 1 evp elseif Player.IsSneaking == 0 && IsSneak == 1 Set IsSneak to 0 evp endif If Self.GetDistance Player >= 5000 ; Just in case it gets lost. Self.MoveTo Player Endif Endif End Edited January 7, 2013 by Ironman5000 Link to comment Share on other sites More sharing options...
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