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chaosislife

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  1. In response to post #28991079. #29030704 is also a reply to the same post. What I'd like even more is if mods remained available after a modder gets booted for forum related reasons.
  2. As the title reads, I'm trying to figure out just where the follower hunting bows are added to the housecarls. It's definitely not in the outfits on the actors inventory page as I've changed their outfits to null and added the inventory in the outfit list to their regular inventory. This seems to work quite well for getting Adrianne to wear better armor and not get killed by vamps every five minutes. The problem is that now every time I dismiss Lydia a "followerhuntingbow" is added to her inventory and she strips naked much like she would if she were reloading her now nonexistent outfit. I've looked at the factions and I can't find anything in there that pertains to faction equipment. The only thing I can think of is a script, but she's got none attached so it would have to be one that runs independently and keeps track of all followers states. Does anyone have a clue here? Edit: ok so apparently it doesn't actually work for Adrianne either......I left the cell and reloaded a bunch of times and it worked then, but after being away from town for awhile I returned to find her buck naked, which kinda sucks for that weird part of my mind that wants her to wear clothing....(srsly, somethings messed up with that part)....maybe a script to add and remove a piece of armor from her would get her to wear her shiny new ebony?
  3. I got in finally, but my morrowind profile is showing files for new vegas? I've got files for both btw.
  4. Try it like this : begin Daywalker short state short OnPCEquip short doOnce if ( PCVampire != 1) ; if player is not a vampire, don't do anything return endif if ( OnPCEquip == 0) if ( state == 0 ) ; if the ring is not equipped, don't do anything yet return else Player->AddSpell, "Vampire Sun Damage" ;Player->AddSpell, "Vampirism" if ( doOnce == 1 ) return else MessageBox "You feel the sting of the sun once again." ; remind the player that the Sun hurts again set doOnce to 1 ; to stop the script form looping set state to 0 ; to allow the reapplication of effects once equipped again endif endif else if ( state == 0 ) ; do these steps if equipped Player->RemoveSpell, "Vampire Sun Damage" ;Player->RemoveSpell, "Vampirism" MessageBox "You feel as though the night travels with you." ; let the player know that the Sun doesn't hurt set state to 1 ; to show that it is equipped set doOnce to 0 ; to allow reversal of effects once unequipped endif endif end Daywalker with the add / remove vampirism spells commented out it should allow you to remove the sun damage while still showing as a vampire. Remember, the sun damage is the only part you really want to remove.
  5. If you don't have a problem with regular ghouls it might not be a bad idea to replace the ferals with them, even if they're still hostile the battles would be more interesting as well as the loot. As for the nightkin, I'd replace them with standard supermutants myself but you could again use ghouls or perhaps some human standard "mutants" with tweaked out stats and special abilities.
  6. yup, that'd be what I want. i want to capture the enemies not kill them. Would adding and then removing the raven faction cause them to revert to their previous behavior? I prolly don't want to inadvertently pacify the entire mohave fiend population.....then I wouldn't have anyone to be a generally horrible bastard to. Cept the NCR targets....er.....people. edit 2: Actually, now that i think of it, both of them could be incorporated into the same one. Give them the raven faction till they wake up and then load the fight or flight decider. Keeping in mind that i haven't got the slightest clue what i'm talking about......could it all be added to NPC's as a AI package via a script for compatability?
  7. I like to play various with both the slavery mods and companions at the same time, problem is that even if you equip your companions with fatigue weapons they will continue to beat or shoot unconsious targets until the target dies. What I'd like is something that targets any unconscious NPC and sets them to a friendly or neutral disposition so my slaving party will stop attacking them. This would also be helpful for anyone trying to get through the game without killing everything in sight.
  8. because this kill any sense of immersion of doing so . also, it's tedious. I'd rather have them disappear on death an just drop their gear to the ground.....or maybe a tweaked alien blaster or plasma gun that allows me to dust dead bodies kinda like a zat'nik'tel.
  9. So I decided to set up a bat to spawn all five of the behemoths at my location and when they spawned I found out that Behemoths don't get along that well. Turns out that three of them actually hate the bare-chested unarmed one and when they spawned together they all went after him and ignored me while the other one ran for the hills.....literally. I'm not certain if the one that ran looked any different from the three that attacked the nekkid one (cuz by the time I got a look at him he was a dot on the horiozon), I'm pretty sure the four that didn't get beat down all had the three skull necklaces and the skirts and I know at least two of them had the cages on their backs that I assume are there so they can be ridden. It'd be nice if the wiki had pictures of each Behemoth with their IDs so I could tell which one is the runt of the litter here. Edit : I caught up with the one that walked off and it doesn't have a cage on its back....it also seems to have stalled its trip just outside of fort liberty as I followed it (after a quick shot from the dart gun to slow it down) and watched it follow a somewhat guided path as opposed to simply running around like mad.
  10. Ya, I've always thought it was a bit odd that everyone's just wandering around stepping over a corpse like they're just a napping hobo. I've noticed that some people stay and others don't tho, just recently I went through and killed everyone in Megaton but Moira and the kids before blowing it up and on the return trips to visit Moira before I was ready to say goodbye to the place I couldn't find most of the bodies I left around. (unless I dusted them and forgot about it?)
  11. Be nice if there was a toggle immortal mode tho, I'd like to see lightning jumping out of a raider when I blow his head off.
  12. I think part of the problem is that we're confusing just how much power the propaganda might have had in this timeline. For instance instead of the whispers and accusations of communism we had they might have had outright executions of anyone even suspected of being a communist. Since the games historical data pretty much says that these people were overly violent before WW3 hit that's pretty likely. A power like that would surely effect the arts since anyone who tried to write new music or produce any form of art that wasn't strictly "American" would probably be accused of being a communist and been subsequently executed. The same would go for any other cultural differences, from what I recall of history the the cold war era wasn't a great place to be different in in our timeline, in this one different would have been a fatal disease.
  13. The part where he started talking about getting your head bitten off by a dragon made it a bit obvious that he wasn't talking about FO3 console commands.
  14. Bearing in mind that i don't actually code the second one looks like it would cause an error somewhere to me. Shouldn't if statements have an else? Would it just run a loop without one? Would it still try to run the second if check if the first failed? if it ran the second one and found no inventory wouldn't it just delete any critter living or dead that had no inventory?
  15. How about making a disable gun, basically a gun that's set up so that whatever it's projectile hits (except for the ground itself) gets disabled....or basically vaporized?
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