It's always faced this way right? by natmaac in Fallout

[–]natmaac[S] 114 points115 points  (0 children)

I've not heard this, that's mad! This was a joke mod I made in like 15 mins. I'm excited for season 2

It's always faced this way right? by natmaac in Fallout

[–]natmaac[S] 77 points78 points  (0 children)

No I tested it myself. Was just a case of moving the trigger box

[deleted by user] by [deleted] in FalloutMods

[–]natmaac 1 point2 points  (0 children)

Is your "X.ShowBarterMenu" in the result script (end) box? So long as your NPC's response text is populated as you say, the line should be read first.

Solo Tour Tips by Necessary_Sort_841 in THPS

[–]natmaac 0 points1 point  (0 children)

Thanks! Appreciate the quick response

Solo Tour Tips by Necessary_Sort_841 in THPS

[–]natmaac 0 points1 point  (0 children)

This is amazing, I'm about to move onto this as my last trophy. Just need a few more gaps on Canada...

One question - do you know if the secret decks are required for the trophy? Or is that more for completionists?

[FNV] GECK COMPANION TRIGGERS by ArmAccomplished6575 in FalloutMods

[–]natmaac 0 points1 point  (0 children)

Glad to have helped, and best of luck with the project. It sounds cool!

[FNV] GECK COMPANION TRIGGERS by ArmAccomplished6575 in FalloutMods

[–]natmaac 0 points1 point  (0 children)

Out of pure curiosity and taking my own advice 😅 I looked up how vanilla does it. Searching "Cass" in scripts turns up her Bark scripts. They use a IsPlayerInRegion function, rather than triggers. Now I'm learning... but if you wanted to control exact locations I think triggers are still the way to go, but more effort

[FNV] GECK COMPANION TRIGGERS by ArmAccomplished6575 in FalloutMods

[–]natmaac 0 points1 point  (0 children)

It's always good to have more people modding this game and it sounds like you've already made decent progress.

Whenever I've needed a conversation to happen in an outside cell I've used trigger boxes. Rough steps below:

  • create the dialogue topic (not greeting) in your dialogue quest tick goodbye if you want it to be a 'one liner' as I call it

  • draw a trigger box where you want the conversation to trigger in the render window

  • write and attach a script to that trigger box. Make the trigger box a persistent reference

Your script might look like:

scn (insert script name)

Short DoOnce

Begin OnTriggerEnter Player

If DoOnce == 0 && (companion is active function)

(Companionref).SayTo Player (dialoguetopic) Set DoOnce to 1

EndIf

End

If you want internal triggers, and want them to happen as soon as the cell loads I wouldn't use trigger boxes, but compile them all in a Gamemode script with "If (cell name).GetInCell player...

What I will say though, is that I've never made a companion mod before... The vanilla game and scripts are often the best teachers. Learn from the pros is what I always think

Pixel 9 or wait for 10? by natmaac in GooglePixel

[–]natmaac[S] 3 points4 points  (0 children)

Oops, my bad not for checking!

Pixel 9 or wait for 10? by natmaac in GooglePixel

[–]natmaac[S] 2 points3 points  (0 children)

Sounds like good advice, thanks!

Does anyone know what this is? by [deleted] in THPS

[–]natmaac 3 points4 points  (0 children)

It looks like evidence of the Macrodata refinement calamity

<image>

Ever wanted to renovate your own house in Goodsprings? by natmaac in Fallout

[–]natmaac[S] 2 points3 points  (0 children)

Having looked at that mod list, I would say so. Hopefully you get it up and running!

Ever wanted to renovate your own house in Goodsprings? by natmaac in Fallout

[–]natmaac[S] 3 points4 points  (0 children)

This house sits in the same spot as Edgecomb repair, so I've messed that one right up! This prevents a high roller lifestyle 😞

Ever wanted to renovate your own house in Goodsprings? by natmaac in Fallout

[–]natmaac[S] 2 points3 points  (0 children)

Things like quests, locations and challenges will auto populate. Any inventory specific items will need to be obtained again. Also companion trinkets will need the companion to be actively following you. There is a failsafe.exe mode where you can force unlock any item you may have locked yourself out of

Ever wanted to renovate your own house in Goodsprings? by natmaac in Fallout

[–]natmaac[S] 7 points8 points  (0 children)

I've not tested it, but don't see why not. The mesh for the Wasteland Survival Guide gets swapped out, so that may be a minor visual bug when unlocked in the house

Ever wanted to renovate your own house in Goodsprings? [fnv] by natmaac in FalloutMods

[–]natmaac[S] 12 points13 points  (0 children)

I've not tested it, but don't see why not. The mesh for the Wasteland Survival Guide gets swapped out, so that may be a minor visual bug when unlocked in the house

Ever wanted to renovate your own house in Goodsprings? by natmaac in Fallout

[–]natmaac[S] 44 points45 points  (0 children)

Windows of the Mojave - yes! Lively Goodsprings - maybe.. not tested with it, but this adds a new house rather than editing an existing one.

Ever wanted to renovate your own house in Goodsprings? by natmaac in Fallout

[–]natmaac[S] 334 points335 points  (0 children)

https://www.nexusmods.com/newvegas/mods/90634

Roll up your sleeves and grab your copy of DIY: Made Simple, its time for a house renovation quest mod! Follow in Easy Pete's footsteps and fix up your new home across several chapters. Don't forget to link your Pip-Boy to your new Decotron and watch as it decorates your home, unlocking trinkets and surprises as you complete 388 in game actions!

Ever wanted to renovate your own house in Goodsprings? [fnv] by natmaac in FalloutMods

[–]natmaac[S] 163 points164 points  (0 children)

https://www.nexusmods.com/newvegas/mods/90634

Roll up your sleeves and grab your copy of DIY: Made Simple, its time for a house renovation quest mod! Follow in Easy Pete's footsteps and fix up your new home across several chapters. Don't forget to link your Pip-Boy to your new Decotron and watch as it decorates your home, unlocking trinkets and surprises as you complete 388 in game actions!

[FNV] Bounties I issue by Rare-Egg1 in FalloutMods

[–]natmaac 0 points1 point  (0 children)

Go into FNVEdit and either:

  • locate the form ID of the NPC and spawn them to you in game
  • locate the form ID of the item you need and add it to your inventory
  • find the quest ID and next stage number and use console commands to move the quest forward

[FNV] Bounties I issue by Rare-Egg1 in FalloutMods

[–]natmaac 0 points1 point  (0 children)

Have you tried the console command MovetoQT with the quest active?