Fallout New Vegas

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Radioactiv

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radioactiv03

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24 comments

  1. jakeamhughes
    jakeamhughes
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    any information you could provide on your implementation would be wonderfully helpful. i shall of course dissect the esm but hearing first hand any particular tricks used would be a boon
    1. jakeamhughes
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      may iask did you use any software to produce your ui xml or did you make it the old fashion way by editting line for line, im interested what the options are with InjectUIXML
    2. radioactiv03
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      Just vscode for the xml
      InjectUIXML allows you to inject any xml file into any loaded game menu
  2. zackstrife2
    zackstrife2
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    It would be interesting if someone could use this to replace the lockpicking minigame for safes. I always thought it was a waste that they had a keypad on them but no way to use it
    1. radioactiv03
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      Coming soon™

      Keypad Safe Mod
    2. zackstrife2
      zackstrife2
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      Awesome! Thank you! I'll have to check it out
  3. opikokew
    opikokew
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    This looks so good hope modders use it 
  4. Devinguy77
    Devinguy77
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    This is so fucking cool man looks awesome 
  5. PlatinumShad0w
    PlatinumShad0w
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    This looks so cool. Thank you for sharing it. Though I have to ask how can it be a modder's resource when the permissions are so restrictive?
    1. radioactiv03
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      because I didn't check them before publishing :) basically do whatever you want with it
    2. PlatinumShad0w
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      No worries then. Happens to the best of us. Hope I didn't come off too aggressive. I can't wait to see who's the first to add "0451" somewhere in the game.

      Oh I forgot to ask, is it possible to make codes longer than 4 digits or might it be in the future?
    3. radioactiv03
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      I can certainly look into it :)
    4. sugma88
      sugma88
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      Nexus's default permissions are super strict for basically no reason.

      There are lots of broken mods from 2013 that can't be fixed because they have strict permissions and the authors are no longer available to contact.

      IMO fully open permissions should be the DEFAULT, it encourages a healthier modding community.


  6. DiZco12
    DiZco12
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    This mod has dirty edits to Doc Mitchell's house and overwrites a quest in-game causing issues.
    1. deleted184142613
      deleted184142613
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      Wanna elaborate or is this just lies?
    2. DiZco12
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      In xedit it shows that instead of making an entirely new quest to handle the scripts, it overwrites a base-game quest which can cause issues.
    3. radioactiv03
      radioactiv03
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      Will fix now, I thought I made a new quest
  7. WhirledNews
    WhirledNews
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    Pretty cool! If only it could prevent assassins from entering only damn door to my base… 
  8. Asesinamen
    Asesinamen
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    So as is, could you one do stuff like:

    1) Set a script (or part of it) to run if a wrong code has been introduced thrice in a row.

    2) Set different codes to produce different results.

    2) Designate a random code as valid on a per-playthrough basis, and have it also be mentioned in a note.

    ?
    1. radioactiv03
      radioactiv03
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      1) Probably not right now, but I can add it

      2) It will only set 1 code per activation - You can setup a counter so that the code changes the second time you interact with it and so on

      3) Probably since the passcode is handled by the modder. They'd just need to generate 4 random digits on NewGame and then pass those to the set code function
  9. FlexXGopnik
    FlexXGopnik
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    I always wondered how such a simple thing wasn't already part of FNV, thank you I hope this and the book menu thing  that was made a while ago on the nexus are elaborated on further in the future.
  10. sugma88
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    really cool resource, hope it seems some use in a big quest mod in the future.

    i really like when games let you skip stuff by meta-knowledge of passcodes on 2nd playthroughs