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SigmondDroid

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  1. Yes, that sounds like what I'm looking for. Will have to give it a try. What's the syntax for getting the ref id to the object hit in the OnHit script?
  2. Is there any way to get a reference to an object that's been hit by a projectile fired from your weapon?
  3. This works perfectly. Not sure why I hadn't seen that before. Thanks!
  4. Other than advancing in level, is there a way to force the "Choose a perk" menu to display?
  5. I found a solution on the 4th page of a Google search. Yeah, I went past the first page on a Google search. Anyway, it's a GetRefCount. Found it on a nice doc site for NVSE functions. http://www.gribbleshnibit.com/projects/NVSEDocs/#GetRefCount Thought it would be worth the share.
  6. This is for my Prospector's Tool mod: https://www.nexusmods.com/newvegas/mods/65121 I'm wanting to be able to "scrap" items from my inventory that I've collected from containers, after getting 6 of an item it becomes tedious to keep opening the "how many do you want to drop" menu to drop 1 at a time. So, I want to drop all of them, scrap them and get the appropriate amount of crafting components from the stack. However, I can't seem to find any function that will return the quantity of a stack under the crosshair. For instance, scrapping a single coffee mug should yield 2 wonder glues and 3 empty syringes (Muggy values). So If I scrapped a stack of 6 it should be 6 times as much, 12 wonder glues and 18 empty syringes. Also, another issues I would like to resolve is the length of time the "item has been added" message that pops up. Is there a way to shorten these specific messages or silently add items to a player's inventory?
  7. The text in the picture mentions Lings, so it may be this mod.
  8. Yeah, but its controller support was designed for the Xbox 360, so only those actions can be mapped to the controller.
  9. You will have to use a controller to keyboard emulation program such as Xpadder or JoyToKey.
  10. How about this one? http://www.nexusmods.com/fallout3/mods/7748/?
  11. The Exiles and Loyalists sound like BoS and the Outcasts with Jailhouse Rockers sounding like Powdergangers. Regardless, it sounds like something that would add to the D.C. ruins area and make it more than just a bunch of super mutant and talon company ambushes. Here's hoping you can start this soon and finish it.
  12. Ok, figured there was no easy way to do what I was hoping to do. What I ended up doing was creating override copies of the moveable static objects, adding names to the objects with "[sCRAP]" appended. For instance, the Bucket01 object, when the crosshair is over it, says "Metal bucket [sCRAP]" indicating that this item can be broken down into spare parts. Using the Scrap Metal Crafting mod, these spare parts are then taken back to a workbench and combined into scrap metal. In order to break down the objects I created a quest that would automatically give the player a tool. In actuality it is a weapon that when equipped runs a quest script. This script utilizes the GetCrosshairRef function to find items that are in a form list. Once an item is found and the tool is equipped it then looks for that item within a group of form lists that determines the size of the object and how many spare parts, depending on repair skill, to award, then disables the object and marks it for deletion. This is all working fairly well. One issue I'm having is that the quest script is constantly scanning the GetCrosshairRef while the tool is equipped and causes my game to lose quite a few FPS. Wielding the tool long enough in an outside setting (indoors seems to be ok so far) causes my game to CTD. This is the script for the tool. The messages are simple messages stating that scrapping is enabled or disabled. Also, the tool is marked as a quest item so that the player can't accidentally lose it. scn fgScrappingEnabledScript Begin OnEquip ShowMessage fgScrappingEnabled StartQuest fgBreakdownStatics End Begin OnUnequip StopQuest fgBreakdownStatics ShowMessage fgScrappingDisabled End This is the quest script that the tool enables: scn fgBreakdownStatics ref tObjectRef short LG_Lparts short LG_Sparts short MD_Lparts short MD_Sparts short SM_Sparts short TN_Sparts short lparts short sparts short HasTool Begin GameMode set HasTool to player.GetItemCount WeapScrappingTool if HasTool != 1 if HasTool < 1 player.additem WeapScrappingTool 1 elseif HasTool > 1 player.removeitem WeapScrappingTool HasTool + 1 player.additem WeapScrappingTool 1 endif endif if ((player.GetEquippedObject 5) == WeapScrappingTool) if tObjectRef != GetCrosshairRef set tObjectRef to GetCrosshairRef if (tObjectRef.IsInList fgScrappedStaticsALL) if (player.GetHasNote fgScrapMetalCrafting1) set LG_Lparts to 2 set LG_Sparts to 1 set MD_Lparts to 1 set MD_Sparts to 0 set SM_Sparts to 1 set TN_Sparts to 1 elseif (player.GetHasNote fgScrapMetalCrafting2) set LG_Lparts to 3 set LG_Sparts to 1 set MD_Lparts to 1 set MD_Sparts to 1 set SM_Sparts to 2 set TN_Sparts to 1 elseif (player.GetHasNote fgScrapMetalCrafting3) set LG_Lparts to 3 set LG_Sparts to 2 set MD_Lparts to 2 set MD_Sparts to 1 set SM_Sparts to 2 set TN_Sparts to 1 elseif (player.GetHasNote fgScrapMetalCrafting4) set LG_Lparts to 4 set LG_Sparts to 1 set MD_Lparts to 3 set MD_Sparts to 1 set SM_Sparts to 2 set TN_Sparts to 1 elseif (player.GetHasNote fgScrapMetalCrafting5) set LG_Lparts to 4 set LG_Sparts to 2 set MD_Lparts to 3 set MD_Sparts to 2 set SM_Sparts to 3 set TN_Sparts to 2 endif if tObjectRef.IsInList fgScrappedStaticsLG set lparts to LG_Lparts set sparts to LG_Sparts elseif tObjectRef.IsInList fgScrappedStaticsMD set lparts to MD_Lparts set sparts to MD_Sparts elseif tObjectRef.IsInList fgScrappedStaticsSM set lparts to 0 set sparts to SM_Sparts elseif tObjectRef.IsInList fgScrappedStaticsTN set lparts to 0 set sparts to TN_Sparts endif tObjectRef.Disable tObjectRef.MarkForDelete player.AddItem fgLargeScrapParts lparts player.AddItem fgSmallScrapParts sparts PlaySound UIRepairWeapon ShowMessage fgBrokenDown lparts,sparts endif endif else StopQuest fgBreakdownStatics endif End This quest is enabled from start so that the player gets the tool. A check is made to ensure they only get one and if the script is running and the tool is not equipped it is then disabled. I am very much open to suggestions on how to improve the efficiency of this script.
  13. I've been playing around with the CRAFT mod Scrap Metal Crafting adding more objects to turn into large and small spare parts. Then I got to thinking about all the metal junk items all around that I can't pick up or interact with - the static and moveable static objects. Questions: 1 - Is there a way to add an activation ("break down this item into spare parts") to static (STAT and MSTT) objects? or 2 - Is there a straight-forward way of replacing the static (STAT) and moveable static (MSTT) objects with obtainable items (MISC)? or 3 - Does anyone have a suggestion for a better way to go about this? Examples of items I would like to add the activation to are the typewriter (Typewriter01 [sTAT:0003180E]) and bucket (Bucket01 [MSTT:000039DE]) objects.
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