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failmuseum

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  1. Well it came from finding out about the function "AddTopic", I know it could be used for the small scripts that can be used when a topic/choice is selected in existing dialogue (Example: the script that sets the white glove society honorary membership to 1 when speaking to Marjorie with high strip fame), but I guess I made a logic leap that there was a function for if a specific topic was chosen it would activate a script. To make it more clear I thought something like this exists: a script to begin on either gamemode or if a specific npc was talking, then a condition to check for X (the topic/choice, the perk I have, and which NPC is speaking), then it would add a topic/choice if the conditions were met. I figured that there had to be a reason that function exists due to it be fairly redundant otherwise. I guess I shouldn't have said "know".
  2. Hi I'm thinking about making a mod that adds a few perks to the game. There a few points in the vanilla game that I would like have these perks appear in dialogue and offer alternate solutions for quests like the other perks, special, or skills. I'm fairly new to using the GECK, but I am able to directly change the vanilla quests to add these options. The reason I am asking for help is mostly because I know directly editing the vanilla quest's dialogue is a bad idea due to it causing incompatibilities with other plug ins that edit the same NPC/quest. I also know that you can use scripts to add topics whenever tagging "Top-Level" isn't good enough. What I need help with is: 1. How would I go about adding topics via scripts in the first place 2. How would I add my own topics (with scripts) after choosing a vanilla topic (let's use the line where you lie to Marjorie about being a cannibal from "Beyond the Beef" as an example. Say I wanted to have the option to apologize for lying after saying the lie, how would I add that topic using only a script.) 3. Can I/How do I add more choices to existing choice branches (Example, the white glove food vendor in the gourmand will give two choices after the greeting, either "goodbye" or "let me see what you have". I want to add a third choice to that with a script, so I don't have compatibility issues with any other mods that edit that NPC's dialogue.)
  3. After the complete reinstall and manually installing the body mod, it's working now I must have screwed with one of the .ini files or something that was causing the issue, because I've tried reinstalling the game without removing the documents folder and it wasn't working, but now it is. Thank you so much for your help.
  4. The textures didn't work for me Thanks for trying to help anyway, I really appreciate it. I've gotten it to work on this computer in the past, but I'm struggling this time. I'll try a completely fresh reinstall of New Vegas then, including a new folder in documents. I did get the files so you can remove the upload. EDIT: There is one thing I forgot to mention that might narrow down the issue. The BNB armor replacer's textures worked (the armor and clothing themselves, not the skin), the only issue I'm having is with the skin texture. I'm not sure if that helps, but it might be worth mentioning.
  5. I must have installed the mod incorrectly then, because I am still having issues even after all of the previous steps. I'm not sure what I'm doing wrong though, since the meshes are present, it's just the textures that are missing (The same with BOG, and that fomod comes with the download). Thanks for your help. Should I do a clean reinstall of New Vegas?
  6. Thanks for helping me, but I'm still having the issue after placing it into the data folder.
  7. Hi, I'm having some trouble getting body mods to work with in New Vegas. I'm trying to use the Bnb body, but no matter what I try I end up with a result identical to the picture bellow. I've been trying everything I can to fix this. I have tried installing via a fomod, I've tried installing manually by just placing the meshes and textures I want to use (they are the textures that came with Bnb) into the data folder, I've tried turning archive invalidation on and off again multiple times, my fallout ini file is not read only, I've changed bInvalidateOlderFiles=0 into bInvalidateOlderFiles=1 in the ini, I installed the compatibility skeleton (attempted both manually and by making a fomod). This is the only mod I have installed in my game apart from NVSE and the 4GB patcher. I've also tried the same with BOG body (while BNB was uninstalled), but I've gotten the same lack of success,
  8. That works thank you! One other quick question though, what do you mean exactly by "save it globally" in regards to "save_global_event_target_as"?
  9. Is there a way to make an event chain where a new character is created and also used in a scope in a later event in the chain? To make it a bit clearer, I've got an event chain that should go like this: event 1 (create character, first character gets event 2) -> event 2 (first character in the event gets an opinion modifier of the created character, first character gets event 3) -> event 3 ( first character gets chance to be impregnated by the created character, event chain ends) but currently goes like: event 1 (create character, first character gets event 2) -> event 2 (first character in the event gets an opinion modifier of themselves, first character gets event 3) -> event 3 ( first character gets chance to be impregnated by themselves , event chain ends) The major problem is my main character is still both the FROM and ROOT scope in the second and third events, and since the created character didn't exist until after the first event, to my limited understanding, FROMFROM won't work.
  10. Interesting, It's only causing problems when the file is installed in my mod. I tried running the validator, but I couldn't see anything that would be causing a problem like this. It's not giving me many parsing issues, It's been pretty much all just been a small error I made a few times when giving a special boarder to events. I'm getting a lot of invalid Char id notifications, but I'm not sure why since the events are as a whole working. EDIT : Somehow fixing that one parsing issue resolved the problem, I have clue why exactly.
  11. I'm having a bit of a problem with my events. Sometimes, after I would add a few events to a page, the game would no longer recognize the events anymore (as in, the game can't find them when I try to use the console to force them to start). However, if I cut and paste the events not being recognized into a new event file, they will suddenly work. My current event that I'm working on is suffering from this, but it's even worse than the other times I've had this happen. The file will now ONLY recognize the first event on the page, anything else will not . I've checked the event brackets to make sure that I didn't add another event inside of one that already existed and there is a unique namespace given to the events. Here is an example of what I'm struggling with. The download has two files, one is the script that is fully functioning because it only has one event on it, and the other is the same file but with a really small event after the main one that only has one option that doesn't do anything. The second event on the other file doesn't get recognized by the game's console. Broken Event Files.zip
  12. I'm making a mod, but I'm having some trouble with one of the traits I'm making. The trait would more or less remove the attraction opinion of other characters with the gluttonous trait (basically someone who doesn't mind gluttony). I could just make it so characters with the trait have an opinion boost with people with the gluttonous trait, but then that creates another problem where the character will have a higher opinion of a gluttonous character that they are not attracted to vs a gluttonous character that would be attracted to. So a straight male character’s relationship buffs would look like this: female glutton -15 (attraction opinion penalty) + 15 (glutton opinion offset) = +0 opinion total male glutton -0 (attraction opinion penalty) + 15 (glutton opinion offset) = +15 opinion total I really don't want to edit a vanilla file just to tweak the gluttonous trait if I can help it. I'd really appreciate the help.
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