@ MajorCyco, regarding "I rated this an eight. I agree that a tent is a good idea, but come on look at it. If you were wondering the wasteland, would you hump all this stuff? What does all this stuff weigh. Even if the tent poles were ultra lightweight aluminum, that would still be mega-bulky. Hard to sneak around, do hand-to-hand, etc. when you are loaded with all that gear. Suggest if you leave the tent as is, to get a pack brahm. Another idea would be to use a smaller pup tent."
Speaking as an ex-boy scout, there are plenty of tents available that pack up small enough to stuff into the muzzle of that rocket launcher that I also manage to sneak around with and carry without much difficulty ">
<Quote: To Elanthil01 : Thank you for the advice, but I'm having a few problems getting variables to save, I think it may be a vista bug, I cannot set any values to placeatme functions at all. It is really limiting what I would like to create.>
Simply fixed: Create a quest. Just call the quest 'myplacetostickvariables' and set it to run at game start.
Open the quest up, click next to the place where you assign a script, select to create a new script, give it a name (scn followed by a name), then hit enter twice and just enter your variables using the format:
short variablename1 short variablename2 etcetera
Save the script, close the quest, REOPEN the quest, go back to the script field, click on the dropdown box, and navigate through the list till you find the name of the script you just created, click on it, make sure the script name now shows correctly in the attached script field of the quest, close the quest, save your mod.
to CALL your variables from a script or a result field in a dialog, etc:
nameofquest.variablename
For example:
if myvariableslist.somedumbthing >= 1 playsound somegoofysound
seems quite a few people are complaining about its... size.. and difficulty in choosing a location big enough for it..
i still remember the summonable living quarters mod of oblivion..
what it does, is summon a 'door' (some activator actually.. just looks like a door) and when u activate it, u enter an interior space(the home), and the door in the rest of the world dissapears. when u exit that space, it dumps u where u activated the door.
shouldnt be too hard for you since you already made the scrips to place an activator where you dropped the instructions..
the tranquility lane door appears in mid air too.. so perhaps you might want to take a look at that mesh..
To MajorCyco: I made this mod because it was requested,and I think to rate it based on realism is a bit silly,seeing as how you can carry a mini-gun,flamethrower,missle launcher,mininuke,countless caps and meds in your pip-boy.
To Chaostos:There are mods for those things already....http://www.fallout3nexus.com/downloads/file.php?id=1872......http://www.fallout3nexus.com/downloads/file.php?id=1710
To everyone : I will be adding some basic furniture to the mod soon,portable bed,chairs,table and a map marker.
Major it's a game man, dont rate good mods bad because it doesnt seem realistic. Big mutants, land still radiated 200 years later by atomic bombs, ATOMIC bombs. F3 isnt realistic at all, nor should it be. Thats the whole point of gaming, to experience fantasy you cant experience in real life.
Wow, this is really cool! The only thing I'd like to see is a cot/bed/sleeping bag inside that counts as an owned bed, if that's possible. I'm using basicneeds mod so portable sleeping like this would be great, much prettier than the other mods I've seen, and a bit more realistic than my guy throwing down a big mattress every night.
22 comments
Speaking as an ex-boy scout, there are plenty of tents available that pack up small enough to stuff into the muzzle of that rocket launcher that I also manage to sneak around with and carry without much difficulty ">
Simply fixed: Create a quest. Just call the quest 'myplacetostickvariables' and set it to run at game start.
Open the quest up, click next to the place where you assign a script, select to create a new script, give it a name (scn followed by a name), then hit enter twice and just enter your variables using the format:
short variablename1
short variablename2
etcetera
Save the script, close the quest, REOPEN the quest, go back to the script field, click on the dropdown box, and navigate through the list till you find the name of the script you just created, click on it, make sure the script name now shows correctly in the attached script field of the quest, close the quest, save your mod.
to CALL your variables from a script or a result field in a dialog, etc:
nameofquest.variablename
For example:
if myvariableslist.somedumbthing >= 1
playsound somegoofysound
seems quite a few people are complaining about its... size.. and difficulty in choosing a location big enough for it..
i still remember the summonable living quarters mod of oblivion..
what it does, is summon a 'door' (some activator actually.. just looks like a door) and when u activate it, u enter an interior space(the home), and the door in the rest of the world dissapears. when u exit that space, it dumps u where u activated the door.
shouldnt be too hard for you since you already made the scrips to place an activator where you dropped the instructions..
the tranquility lane door appears in mid air too.. so perhaps you might want to take a look at that mesh..
To Chaostos:There are mods for those things already....http://www.fallout3nexus.com/downloads/file.php?id=1872......http://www.fallout3nexus.com/downloads/file.php?id=1710
To everyone : I will be adding some basic furniture to the mod soon,portable bed,chairs,table and a map marker.
I'm a portable tent, bedroll, campfire kinda guy. Thanks.