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CyberSpyder

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  1. Yes, that is indeed how the function appears to, um...function. Though the skill name for melee is actually MeleeWeapons. Incidentally, I should thank you for your tutorial site - the bit on using loops in Fallout scripts was supremely helpful in expanding what I could do.
  2. Looks like using AddFormToFormList instead of ListAddForm fixed the problems with the form contents disappearing between sessions. Now I've just got to figure out why the weapon level-up menu fails to show up sometimes, and I'll be in business...
  3. I was able to get it to work. Bit of a kludge - but you can turn the baseid into a refid by briefly spawning a copy of the weapon behind the player with "set weaponrefid to player.placeatme weaponbaseid 1 100 1." Then you just grab all the information you need off weaponrefid, disable it, and mark it for deletion when you're done. However, I've run into another problem - the form list I'm using to record what the player's signature weapon is seems to be clearing itself out when I save and reload, which is...unexpected. IsWeaponSkillType itself seems to work fine; in testing, it was properly able to identify melee and explosive weapons.
  4. It's actually implemented with perks that apply when the player is using a weapon of the chosen type. I only have the baseid because of the way I have to determine what weapon the player is using, GetEquippedObject, which returns baseid instead of refid. Obviously, I can't put a script on the weapon in the GECK, since it could be any weapon in the game. In theory, I could use SetScript to apply a generalized script to an arbitrary weapon...but in order to that, I'd need the RefID of the weapon, and the fact that I don't have the refID is the whole problem. Not to mention that doing so would replace any script already there, which for some weapons could severely impair their functionality.
  5. I hope I'm just missing something obvious here - I'm working on a mod allowing players to establish a 'signature weapon,' which will become better as they accumulate kills with it. I'm having some trouble, however, with the script in which the weapon is chosen - there's a fair bit of work to be done in recording just what kind of weapon it is, and it seems as though my script gives up halfway through. It compiles correctly, but when in-game, it just...stops. EDIT - I've figured out part of the problem. I'm grabbing the weapon with the NVSE function GetEquippedObject 5, which returns the Base ID of the player's equipped weapon. Unfortunately, since it's a base ID and not a reference ID, it appears that I can't call functions with it...and when I try, as with if wepref.IsWeaponSkillType Explosives, the code just stops executing right there. Am I stuck? Is there a way to call functions like IsWeaponSkillType or IsInList or GetIsID when all you have is the base ID?
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