Misc. Mod questions (Animation, bugs, code)

Post » Thu Sep 11, 2014 4:00 am

Ok I've been working on a quest mod for about a year now (work off and on) and I've got a few things that I'd like to get sorted out.

Firstly I want to animate a lift to move up and down (In the same cell/ not going to a new cell) when a button is pressed, would the animation be scripted or does it have to be attached to the model? If its the model would that be done in Blender or NifSkope?

Secondly I have want a message box to appear at the start of the mod (Begin GameMode) when the game is loaded, I have the script written and attached to a start-up quest but the box won't appear

Heres the Script

SCN ModStartUp

short MessageShown

Begin GameMode

If [player.getincell GSDocMitchellHouse == 0]

If [MessageShown == 0]
ShowMessage ModStartUp
setstage ModquestA 10
player.additem modstartup01 1
player.additem Modstartup02 1
set MessageShown to 1
endif
endif
END
Lastly their is a bug that has plagued me since the begging of development I added a custom/edited model and texture of Ashur's Power Armor form The Pitt, (yes it was imported to NV properly, or maybe not) and for some reason his left arm hangs stiff at his side sort of at an angle, while his attack animations are functional his walking and idle animations are messed up, also there is a small floating BoS mesh symbol floating above the same arm where the shoulder pauldron used to be, the weird thing is the mesh isn't part of the model and doesn't show up in nifskope.
Like always any and all help is welcome and appreciated so if you know anything I'd Love to hear it.
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Alex [AK]
 
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