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Sweet6Shooter

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  1. Go for it, you've got full permission to display and discuss any of my stuff, and complete permission for anything beyond that that's within the stated permissions on each of my mods. Glad you've got a project you're so excited for.
  2. So for some reason, adding an if ModValue check makes it work? No idea why, but here's the working script: https://pastebin.com/pG2pWeiD
  3. They don't even apply seconds later. It's not that they're not savebaked, it's that the changes disappear the moment the script making them is done. All the changes in there are done with GetGameRestarted, so they'll run every time. They even show correctly when I have the script check the values being changed as soon as they're done on the base game weapon, and they print matching values to the GRA versions (except for the baseball bat, for some reason). Then as soon as I check the function of adding an extended mag to a weapon, there's no change in the clip capacity. If I get the mod effect value with the console, it's reverted to 0, across the board. If I set the mod value with the console specifically, the value persists during the game session. I even tried just directly setting the mod's value in the script, no ref holding or value holding, and it still didn't take.
  4. So I'm trying to use the SetWeaponItemModValue command, and it will work, the script that's running it can check the new value and find it correctly, but then when I check it in the game the values are always 0. Anybody know why? https://pastebin.com/LirPhmeb It prints a new check of the mod value after it gets set, which shows the correct values, but then when I check it in game, the mod's effects don't take, and when I check the values with the console, they're all 0: https://pastebin.com/RmEfBXiD Here's the full script: https://pastebin.com/Lb9mNUUE It successfully sets all the models, mods, and sounds correctly, and seems to set the mod's values correctly, according to the script when it runs, but the mod values revert to 0 immediately once the script has finished. The ModValue variable is declared as a float, like it should be. File can be found here: https://www.nexusmods.com/newvegas/mods/73651
  5. The most common bookmark in my browser: https://geckwiki.com/index.php?title=Complete_List_of_Functions_in_Fallout_New_Vegas
  6. This is a script segment ePath sent me, it'll require JIP Try doing this and then containing the commands you want to do inside it: array_var sCompanions array_var aEntry let sCompanions := player.getteammates if sCompanions foreach Array_Var aEntry <- sCompanions let rCompanion := aEntry["value"] do your commands here loop endif
  7. So for the first one, you can make and attach an object effect that uses the DamageHealth base effect. Make sure you set the type to touch, and the actor value to health, then for your conditions, use GetIsCreatureType equal to 1, and set it to abomination for creature type. You can also set it to whatever other creature type you like. I'm pretty sure for the latter you could use the flamer base effects, like FlamerBurnMagicEffect or the like, with the same conditions. I'm not sure which one you'll want to use, so noodle around with the different flamer base effects until you find something you like.
  8. okies well scratch my rant about that . Maybe start again explaining your problem if you still want help .
  9. Yeah Fifty, XMarkers are always persistent references, and it didn't manage to hop into the temp group somehow.
  10. PCB didn't change anything :( I also tried making new markers and switching to those, which didn't work. Well, I guess maybe someone will want to look into it once the mod is released and they play it.
  11. All of the pertinent markers are persistent xmarkerheading references, positioned just above the floor, not clipping into it, with editor ids. The game can successfully print the editor id of the marker the script is referencing, but it just simply won't move the player out of the Villa Fountain cell, and when the player is brought to the Dry Canyon marker, they successfully arrive, but the screen is stuck black and the game isn't active.
  12. The line does print in the console, but the player is just moved to the center of the cell again. Sometimes the name of the new cell will show up on the side of the screen, but the player isn't in the new cell. It's so bizarre. Movetofade doesn't do anything different than moveto either. Here's a link to a pre release build, if you want to open it up: https://www.nexusmods.com/newvegas/images/123329 I also made sure to test this with no other plugins installed, so it's not that.
  13. So the player completes Dead Money, then after they watch the ending slideshow, they go to the new worldspace. That works fine the first time. Then, they pass through the new worldspace, and get to an activator which will take them back to the mojave. This also works the first time. They're then provided a flare gun that allows them to return to the new worldspace, and they can use an activator to return to Dead Money as well. Returning to Dead Money works fine, but then it breaks when they try to leave again. The flare gun to return to the new worldspace also fails.
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