[REQ] Wieldable Torches for New Vegas

Post » Fri May 13, 2011 7:06 am

http://planetfallout.gamespy.com/mods/196/Wieldable-Torches


I'm new to the whole G.E.C.K. thing and I would like to wet my feet by porting "Wieldable Torches" by RegentEagle until I get his permission to release it on New Vegas Nexus and here. Any idea as to where to start aside from the very obvious G.E.C.K. manual which I am currently reading.
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Julie Serebrekoff
 
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Post » Fri May 13, 2011 6:23 pm

Never tried that mod. But I do have a wee bit of experience on converting the mods for nv.

Use wrye flash. Click on that mods master, which should be um fallout3, this will automatically change it to fallout new vegas. Save and your done.

however, I think your going to have more issues, last I heard reference variables can't be stored in object scripts for new vegas. Which may or may not cause issues depending on how the torches were made. If it is an issue, you can get around it by using script extender :P

edit: I am curious to know how this turns out for you!
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Marquis T
 
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Post » Fri May 13, 2011 8:23 am

Never tried that mod. But I do have a wee bit of experience on converting the mods for nv.

Use wrye flash. Click on that mods master, which should be um fallout3, this will automatically change it to fallout new vegas. Save and your done.

however, I think your going to have more issues, last I heard reference variables can't be stored in object scripts for new vegas. Which may or may not cause issues depending on how the torches were made. If it is an issue, you can get around it by using script extender :P

edit: I am curious to know how this turns out for you!




Thanks for the reply. I'll try your method and if worse comes to worse, I'll study the mod in G.E.C.K and try to recreate it for NV. I just hate the stupid radius that the pipboy light provides when it should be directional based one whatever direction the pipboy is facing.
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Nina Mccormick
 
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Post » Fri May 13, 2011 12:02 pm

HA!!! I got it working using TESsnip and the Geck. Now I just have to add it to leveled loot lists and perhaps a few npc's and I'll be all set! Screen shots and a youtube video coming soon.



EDIT: PICS ARE UP!


http://img148.imageshack.us/slideshow/webplayer.php?id=falloutnv20101127155052.png
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[Bounty][Ben]
 
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Post » Fri May 13, 2011 5:54 am

however, I think your going to have more issues, last I heard reference variables can't be stored in object scripts for new vegas. Which may or may not cause issues depending on how the torches were made.


You heard wrong.

Example from a original script:

scn KhanSnifferScript; If the player is disguised as a member of The Khans and he's detected by a special; sniffer character, the character sounds the alarm.ref MyHandlershort DoOncebegin OnStartCombat Player	if (GetQR DisguiseFactionPulseQuest == 1) && (IsSpellTarget DisguiseFactionPulseActorEffect == 1)		sendAssaultAlarm Player GreatKhansFactionNV		sendAssaultAlarm Player VKhanSnifferFaction		set MyHandler to GetLinkedRef..

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MISS KEEP UR
 
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Post » Fri May 13, 2011 8:11 am

http://www.youtube.com/user/RegentEagle

I have formally asked for permission to port the modification over to NV for public use. I already have it fully working, just tweaking the loot tables and adding the torches to vendors right now.
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Dylan Markese
 
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Post » Fri May 13, 2011 12:07 pm

Sounds great!
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Chris Ellis
 
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Post » Fri May 13, 2011 7:18 pm

Does anyone know how to get NPC's to use a certain item once it becomes dark? Like in Oblivion when certain NPC's started using torches after dusk while they walked around.
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Marina Leigh
 
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