Nick2kman Posted March 3, 2009 Author Share Posted March 3, 2009 Well it looks like some one has found out how to add buildings to the game in a way, but it looks like it lacks door Teleporting and it will Probible cause Save Bloating and clipping. ill study this new mod and see what i can use in makeing mine a better mod. Doent these 2 mods look some what the same? http://www.fallout3nexus.com/downloads/file.php?id=4440 http://www.fallout3nexus.com/downloads/file.php?id=3938 Link to comment Share on other sites More sharing options...
Nick2kman Posted March 9, 2009 Author Share Posted March 9, 2009 Just a kwik note im going to use remote building form the settlers mod in the next update for the build buildings ive studyed it and improved it. Link to comment Share on other sites More sharing options...
Nick2kman Posted March 9, 2009 Author Share Posted March 9, 2009 Note im going to have to use a activator for the door but, i can set the activator to act like a real door. I might have to change my script packages for the doors to be used as doors. Link to comment Share on other sites More sharing options...
Nick2kman Posted March 11, 2009 Author Share Posted March 11, 2009 Updated the Mod to 0.0921 fixs are in the Details. || \/ http://www.fallout3nexus.com/downloads/file.php?id=3938 Link to comment Share on other sites More sharing options...
Nick2kman Posted March 11, 2009 Author Share Posted March 11, 2009 looking for a good way to add a promt to a topic responce. for the recruitment system.there is a way its just i dont want to add topices to all the Responces of the GREETING. I was able to addtopic to a scriptquest dialog but it had to go straight to GREETING when i talked to a NPC instead of Prompting it in the list. but that might be useful for the Actors that arent hostile and dont have the Conditions for you to into act with. Learning string setting now too whats cool about them is it will add your script variable to any Dialogue or script so if i have 1+1= 2 b+a=c it will say 2,c in the Dialogue or book text i dont know about messages, or i think that does that. Link to comment Share on other sites More sharing options...
davidzaccaro Posted March 11, 2009 Share Posted March 11, 2009 This Is going to be Kick Ass :thumbsup: Link to comment Share on other sites More sharing options...
Nick2kman Posted March 14, 2009 Author Share Posted March 14, 2009 Got you News I got the Recruitment System Built but It still needing Tweaking, for Exaple if you hire a NPC and that NPC has Dialogue for a Quest then the New Dialogue will Replace the old and some Quests whont end or start. http://www.fallout3nexus.com/downloads/file.php?id=3938 Link to comment Share on other sites More sharing options...
Nick2kman Posted March 14, 2009 Author Share Posted March 14, 2009 Im Studying How to Move Objects the way they need to be moved in for my Demo. Plus tuneing up the Recruitment System so that it works Better. Link to comment Share on other sites More sharing options...
Nick2kman Posted March 15, 2009 Author Share Posted March 15, 2009 Time to relaxe it 1911 time to relaxe ive been working on this mod script all day well i also worked on my car drove some friends around but mostly worked on the Fricken mod i sure hope this new script works like a dream for the the building system Ya so i didn add any "." till now. Want to see it its Hardcore maybe it crashs fallout 3 but i havent tested it yet havent had time to and im still working on it in this state.scn SRBuildBaseScriptQuest ;Ingredant variables short Activated short Build short Reset short Stage float Setup ref ActiveMarker ;Distance Variables dont need Ads or Cos float distance ref Dist ref NegDist ref DPZ ;found a way to add to thing but i might need a workaround for Negitive numbers Fake distance ref pd ; players xyz positions storage ref py ref px ref pz ; players Angles storage ref az ref ax ;Timers float Timer float fQuestDelaytime BEGIN GameMode if ( Activated == 1 ) && ( player.GetItemCount SRTownHallBP 1 ) set Build to 0 set ActiveMarker to 0 set Stage to 1 set fQuestDelaytime to 0.01 endif ;Stage 1 Sets up the building system if ( Stage == 1 ) && ( ActiveMarker == 0 ) && ( Activated == 1) set NegDist to 319 endif if ( Stage == 1 ) && ( ActiveMarker == 0 ) SRTHallBuildToggel.moveto Player SRTHallBuildToggel.Enable set py to player.getpos y set px to player.getpos x set pz to player.getpos z set az to player.getangle z set ax to player.getangle x SRTHallBuildToggel.setpos x px SRTHallBuildToggel.setpos y py SRTHallBuildToggel.setpos z pz SRTHallBuildToggel.setangle z az SRTHallBuildToggel.setangle x ax set Stage to 2 endif ; Stage 2 Controls if ( Stage == 2 ) && ( player.getdistance SRTHallBuildToggel < 1000 ) && ( player.getdistance SRTHallBuildToggel > 500 ) ShowMessage SRBuildM1 if ( Stage == 2 ) && ( player.issneaking == 1 ) SRPMarker.moveto player set ActiveMarker to 1 if ( ActiveMarker == 1 ) set Stage to 3 player.setforcesneak 0 set Activated to 1 endif endif elseif ( Stage == 2 ) && ( player.getdistance SRTHallBuildToggel >= 1001 ) && ( activemarker == 0 ) ;Run if you want to end SRTHallBuildToggel.Disable SRPMarker.Disable set Reset to 1 endif ;Stage 3 Measurements and diststances if ( Stage == 3 ) set Distance to player.getdistance SRPMarker ShowMessage SRBuildM2 endif if ( Distance <= 319 ) && ( Stage == 3 ) set DPZ to SRTHallBuildToggel.getpos z+Distance ;i get the Z of SRPTHall then add the Distance if it gos to far SRTHallBuildToggel.setpos z DPZ ; it will go Negitive elseif ( Distance >= 320 ) && ( Stage == 3 ) set DPZ to SRTHallBuildToggel.getpos z-Distance ;now instead of positive distance its Negitive set DPZ to SRTHallBuildToggel.getpos z+NegDist ;Now i need some way to fake the Distance back to 0 SRTHallBuildToggel.setpos z DPZ ; so -Distance + Z + 319 should put it back at almost 0 if ( Distance >= 920 ) && ( Stage == 3 ) endif endif if ( player.issneaking == 1 ) && ( Stage == 3 ) set Stage to 4 ;good enof endif ;Stage 4 rotate the building if ( Stage == 4 ) set Distance to player.getdistance SRPMarker ShowMessage SRBuildM3 endif if ( Distance <= 359 ) && ( Stage == 4 ) set DPZ to SRTHallBuildToggel.getangle z+Distance ;i get the Z of SRPTHall then add the Distance if it gos to far SRTHallBuildToggel.setpos z DPZ ; it will go Negitive elseif ( Distance >= 360 ) && ( Stage == 4 ) set DPZ to SRTHallBuildToggel.getangle z-Distance ;now instead of positive distance its Negitive set DPZ to SRTHallBuildToggel.getangle z+NegDist ;Now i need some way to fake the Distance back to 0 SRTHallBuildToggel.setangle z DPZ ; so -Distance + Z + 319 should put it back at almost 0 if ( Distance >= 920 ) && ( Stage == 4 ) SRTHallBuildToggel.Disable SRPMarker.Disable set Stage to 0 ;ends the stuff set Reset to 1 endif endif if ( player.issneaking == 1 ) set Build to 1 endif ;Build the fricken building already if ( Build == 1 ) set Build to 0 SRTHsuperMarker.MoveTo SRTHallBuildToggel SRTHsuperMarker.Enable set py to SRTHallBuildToggel.getpos y set px to SRTHallBuildToggel.getpos x set pz to SRTHallBuildToggel.getpos z set az to SRTHallBuildToggel.getangle z set ax to SRTHallBuildToggel.getangle x SRTHsuperMarker.setpos x px SRTHsuperMarker.setpos y py SRTHsuperMarker.setpos z pz SRTHsuperMarker.setangle z az SRTHsuperMarker.setangle x ax set Reset to 1 ShowMessage SRWORKS endif if ( Reset == 1 ) set ActiveMarker to 0 ActiveMarker.Disable set Build to 0 set Activated to 0 set Reset to 0 set Stage to 0 SRTHallBuildToggel.Disable SRPMarker.Disable set Stage to 0 ;ends the stuff SRTHallBuildToggel.placeatme SRTownHallBP endif ;credits to arcoolka END And it all saved in geck with out Errors, I am goning to test it good tomorrow. and if need me fix it. Link to comment Share on other sites More sharing options...
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