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CaptMitch

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  1. I have been very busy working on a team mod putting roughly 10 hours a day in on it. I am sorry that i have not responded but i am sure you have noticed i have not been on the forums for the past couple weeks due to this fact. I have no problem giving help where i can but sending me messages calling me names is not a good way to get my help! I have spent a lot of time on this forum helping a lot of people and never once has one called me names for not being around to help. With that being said there are a couple ways you can do this. You can attach a script to the weapon that looks something like: scn ref Self int SneekOnce int StandOnce Begin GameMode set Self to GetSelf If (Player.GetEquipped Self) If (Player.IsSneaking == 1) if (SneekOnce == 0) SetProjectile ; put your beam effects here SetCritEffect ; put your crit effect here set SneekOnce to 1 set StandOnce to 0 endif else if (StandOnce == 0) SetProjectile ; put your beam effects here SetCritEffect ; put your crit effect here set SneekOnce to 0 set StandOnce to 1 endif endif endif END or you could make 2 weapons one with the effects of standing and one with the effect of sneaking and have them swap out depending on sneaking or not. Would look something like: scn ref Self int SneekOnce int StandOnce Begin GameMode set Self to GetSelf If (Player.GetEquipped Self) If (Player.IsSneaking == 1) if (SneekOnce == 0) Player.AddItem (weapon ID here) 1 Player.RemoveItem (weapon ID here) 1 Player.EquipItem (weaponID here) 0 1 set SneekOnce to 1 set StandOnce to 0 endif else if (StandOnce == 0) Player.AddItem (weapon ID here) 1 Player.RemoveItem (weapon ID here) 1 Player.EquipItem (weaponID here) 0 1 set SneekOnce to 0 set StandOnce to 1 endif endif endif END Now with all that being said you have burnt your bridge with me by calling me names and you will NOT receive any more help from me. It is NOT a requirement for me to take time out of my busy day to help you and you should not act like it is a requirement for anyone to help you.
  2. oh, ok. thank you. Gotten to the stage where I don't know what to do next... :/ F*&(*&*(*^* Cap'n, I'm back... have some questions for you... :whistling: Wow been like a week lol F*&*(^*&*&%&^ HP! LMAO! i would not own a HP if it was the last computer in the world lol I have a Asus G73sx that i bought from some guy on ebay that had no idea how to fix it lol..I got it for $150 AND COST ME $3.45 TO FIX lmao!!!!!!!!!!! LOVE EBAY SOMETIMES
  3. scn GSChemistrySetScript short Button float Timer Begin GameMode if (Timer > 0) Set Timer to Timer - GetSecondsPassed endif END begin OnActivate if IsActionRef player if (Timer <= 0) ShowMessage GSChemistrySetMsg else If you want a message for timer put here (but you will have to change the buttons below) endif end BEGIN MenuMode 1001 set Button to GetButtonPressed if ( Button == 1 ) player.AddItem Stimpak 5 Set Timer to 86400 elseif ( Button == 2 ) player.AddItem Psycho 1 player.AddItem Buffout 1 player.AddItem Mentats 1 player.AddItem NVSteadyChem 1 player.AddItem NVReboundChem 1 Set Timer to 86400 endif END
  4. On not one to ask about nif and dds files but if you have scripting questions feel free to ask
  5. remove SetDestroyed 1 from the script scn GSChemistrySetScript short Button begin OnActivate if IsActionRef player ShowMessage GSChemistrySetMsg endif end BEGIN MenuMode 1001 set Button to GetButtonPressed if ( Button == 1 ) player.AddItem Stimpak 5 SetDestroyed 1 elseif ( Button == 2 ) player.AddItem Psycho 1 player.AddItem Buffout 1 player.AddItem Mentats 1 player.AddItem NVSteadyChem 1 player.AddItem NVReboundChem 1 SetDestroyed 1 endif END
  6. Thanks... Well you COULD sort it with a script and a second forms list but it would not really be worth the effort. you could refwalk through one forms list and add to another while removing the ref from the original list, once all ref's are moved you could run through the new list sorting (as needed) and adding the ref's back to the original forms list and removing the ref's from the second list. but as i said not really worth the effort unless the forms list was so big that it lagged up your computer but then you would run into a bigger problem with lag.
  7. Long answer incoming because I don't know exactly what it is you are wanting to do: If you've used items that are furniture instead of statics so that they have idles on them (the purple ghost people you see in the Geck and are usable by the player), then NPCs will use them when players have the NPCs sandbox in the house. Capt Mitch is right, that if you have a specific NPC in mind, that you are building for the house, then you need to put a package on the NPC so they can use the furniture (they will also use stoves that are furniture, there's a wall lean piece of "furniture" that they will use, etc). A sandbox package will allow the NPC to use all of the items with markers within the radius of the sandbox package. The other thing you can do is put idle markers in the house. An idle marker is a marker you drop somewhere that gets the NPC to stand there and do stuff like cross it's arms, look at something, pick its nose, etc. If you make a package for a vanilla NPC (like one of the companions) it might be a good idea to put that option on a switch (like you would with a light; but with an appropriate script on it). That way a player could choose to put the companion(s) on sandbox in the house with your package(s) or not. A lot of players use other mods to get their companions to sandbox and forcing sandbox packages onto companions, if the player already has a mod to do it, might cause conflict problems. Also, not everyone is going to want auto sandboxing on entry. what she said. ;P
  8. oh, ok. thank you. Gotten to the stage where I don't know what to do next... :/ What are you trying to do? Cap'n, I'm back... have some questions for you... :whistling: Wow been like a week lol
  9. Good information to know!....Thanks!
  10. You could always go into the GECK and edit or make a new combat package for the NPC/Robots you want to look for cover. All you have to do is edet the Look for cover part of the Combat Package.
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