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roland3710

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  1. I feel the need to complain and this forum seems like as good a place as any. Steam wasn't initializing so I uninstalled the program and reinstalled it. In the process of uninstalling, Steam deleted every file contained within the Skyrim directory annihilating all of my mods, including a fully-voiced mod that brought Monty Python's Quest for the Holy Grail to Skyrim, complete with quests and voiced companions. I wouldn't mind this so much but every resource used to create the mod was located in the Skyrim directory so I have lost everything, even the raw sound files and backup ESPs. If there's a moral to this I suppose it's to save regularly and store your backups outside of the Steam directory.
  2. Thanks for the advice. I'll try it out.
  3. My goal is to make it so that sleeping in a particular bed completes a quest for the player and adds a spell. Adding the spell works perfectly fine though dialog so I am pretty certain the problem lies with the script I have attached to the bed reference. While the script compiles successfully nothing happens after sleeping in the bed in-game. No quest update and no spell added. It seemed pretty straightforward but I am obviously missing something. The script is below and the script, quest and spell names have been replaced with X, Y and Z. At any rate I would appreciate any help anyone is willing to provide. Thanks.
  4. I've come up with a Star Wars mod that converts the most important Fallout 3 factions to Star Wars factions. I'm making this post in order to gauge interest so I can decide whether or not to go forward and make this mod public, which would first require me to get permission from the original file authors. These are the mod's features, which can be toggled independently: Enclave to Empire--replaces Enclave NPCs with Stormtroopers, Fleet Troopers, Engineers and Imperial Commandos Enclave to Clones--replaces Enclave NPCs with Clone Troopers and Clone Commandos Brotherhood of Steel to Rebel Alliance--replaces Brotherhood of Steel NPCs with Rebel Troopers Brotherhood of Steel to Clones--replaces Brotherhood of Steel NPCs with Clone Troopers and Clone Commandos Raiders and/or Talon Company to Mandalorians--replaces Raiders and/or the Talon Company with Mandalorian Shock Troopers You can follow this link for more images: http://www.flickr.co...in/photostream/ Please let me know if this interests anyone.
  5. So what I want to do is make a weapon use action points instead of ammunition. Essentially, I plan on doing this by not giving this weapon an ammunition type. Instead I want to attach a script to the weapon that causes the weapon to, when fired, execute a spell effect that drains the player's action points or, if the player doesn't have enough AP, drains an equivalent amount of hit points. At any rate, I made the script and spell effect but when I fire the weapon . . . nothing happens. Here's what I have: The script: scn WeapPsychUsed Begin ScriptEffectStart if player.GetEquipped WeapPsych if (isPlayerActionActive 3) player.CastImmediateOnSelf PsychicPowerUse endif endif End Here's a description of the spell effect. ID: PsychicPowerUse Type: Actor Effect Effect #1: Damage Health Range: Self Duration: 1 hour (changing this to 1 second made no difference) Magnitude: 30 Condition Run on: Subject Condition Function: GetActorValue Function: ActionPoints Comparison: < Value: 30.00 Effect #2: Reduce Action Points Range: Self Duration: 1 hour (changing this to 1 second made no difference) Magnitude: 30 Condition Run on: Subject Condition Function: GetActorValue Function: ActionPoints Comparison: > Value: 30.00 At any rate, I am completely at a loss as to what I'm doing wrong and would appreciate any help. Thanks.
  6. Hey, I was just curious if anyone knew how I might go about causing a certain race to move faster than the others, something similar to the effect that increasing an NPC's "Speed Mult %" stat accomplishes. Thanks.
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