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Alasyre

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  1. Yes, I forgot about that aspect. Fallout's juxtaposition of future technology with 40's technology gets pretty confusing. Good call.
  2. Yeah, I used MB and GB for example only. I was thinking touse petabyte for Hd and terabyte for RAM, or would be better Exabyte and Petabyte? Dual-Core CPU 1.2ghz No one really knows how much "space" a human brain has, which is what I would think to use as a basis. I say the higher the better, because exabytes and petabytes are huge quantities that most people will never deal with, so it gives the impression of "wow, that's advanced," in my opinion. Either way would make sense, really.
  3. This looks awesome. I would suggest using larger numbers for your Hard Drive and RAM sizes, since it's an AI and should at least be better than a human's ability to store data. Maybe 1 EB (exabyte), 2 EB, or 4 EB for Hard Disk, and 1 PB (petabyte), 2 PB, and 4 PB for RAM? I mean, it's hard to imagine an android running around with worse specs than my PC.
  4. If they did that, why not just make their own FOSE and patch it in? Is there any reason -not- to have FOSE as a basic component? Well, *Valve* wouldn't be making anything exclusively for F:NV, period. Obsidian would have to be the ones doing what you suggest, which wouldn't have been a bad idea. My information is probably fourth-hand, anyway. I can't speak to it's trustworthiness. It would make sense, though, given the trouble FOSE had with GFWL coupled with its phenomenal success.
  5. The word is that Valve contacted the creators of OBSE and FOSE so that Steam-compatible versions would be available, so maybe it'll be sooner than we expect.
  6. BadPenny, that script displays the message properly, but doesn't do anything after that. Dyadya_Fedor, the first script you posted had the same problem as BadPenny's, the message displayed, but nothing else happened. I didn't try the second one yet. It seems like I shouldn't need a quest to make it work. Any other ideas? I really appreciate the help, guys. Edit: Cipcis' validate program says that both of the scripts have an "Invalid blocktype for Begin statement on line 14" and line 15 for the second script, which is the Begin ScriptEffectUpdate.
  7. The script works, it only affects the target once and stops after. It's actually already linked to the weapon by a weapon enchantment. I'm not good at scripting, to be honest. This script is "borrowed" and modified for my purposes. Anyway, what it does is this. If in an exterior cell, hitting a target with the weapon triggers the original script, launching the bomb at the target. What I want is to delay the bomb for a few seconds. It works like this: Target is hit, object effect (linked to the weapon) engages, which engages the base effect, which uses the script I posted. The bomb then drops onto the target. Oh, and I used the intStage because that is what was posted on the site you mentioned. I'm really out of my league here. Actually, I barely understood the tutorial. Like I said, I'm no scripter.
  8. I must not be understanding something. Using the information in the stage delay tutorial, I came up with this: scn SCRIPTNAME float fTimer int iStage begin gamemode if isininterior == 0 elseif fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 0 set iStage to 1 set fTimer to 10 showmessage SCRIPTMESSAGE elseif iStage == 1 placeatme SCRIPTEFFECT, 1 endif end However, this does nothing at all. What am I missing?
  9. I've got a simple script that uses "placeatme" to drop a bomb on an enemy upon successfully striking them, like with the various artillery mods. I'd like to add a10 second delay between the actual attack and the script effect. What would I need to add to the script to make this happen? The script is as follows: scn SCRIPTNAME begin gamemode if isininterior == 0 placeatme SCRIPTEFFECT, 1 showmessage SCRIPTMESSAGE endif end Thanks!
  10. Yeah, I considered that option. For my purpose, however, the Gauss rifle is a bit bulky looking. It's purely aesthetic, and probably nit-picky on my part. Thanks for the input, though. But realistically, it wouldn't even need to be the exact scope from the Gauss rifle. It could be any old scope with the Gauss reticle. I'm kind of surprised there aren't more scoped laser rifles. I found one, but the texture left something to be desired.
  11. Just wondering if anyone would be willing to put together a mod that adds a Gauss rifle scope to a laser rifle. For some reason, I really like the Gauss rifle reticle, plus you can actually see the reticle when not looking through it. Know what I mean? I want to use it as a dual laser rifle/target painter for a small mod of mine. A few quick searches didn't turn up anything like this, mostly sniper rifles with the projectile changed. If anyone would like to do this, it would be greatly appreciated. Thanks.
  12. How do I add global variables in the GECK? Everytime I click "new" in the global variables window, i get nothing. I can't even look at the existing ones. I get an error message saying "TESDialog trying to use dialog box template for unknown type "GLOB". Thanks, yo.
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