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SHAD0WC0BRA

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  1. I know how to add specific weapons to a form list. I'm trying to add all weapons that fit a particular criteria into a form list, even if they're added in by a mod. Maybe it is not possible to do this.
  2. Let's say I want to create a script which adds any weapon the player has (from mods, etc.) to a form list. For example, a script that adds all weapons in the game, modded or otherwise, which are both TwoHandRifle and use .308 ammo to a specific form list. Is something like this possible? I tried to create a script to this effect, but of course, it doesn't work: scn 0WOTCScript begin GameMode if GetNVSEVersion > 0 if (GetWeaponAmmo == NVDLC02AmmoList45Auto && GetWeaponType == 3) AddFormToFormList WOTCWeapons endif else MessageBox "Way of the Caananite Perk Mod Compatibility Fix requires NVSE." endif StopQuest 0WOTCQuest end The main problem is that I'm stumped on the "AddFormToFormList" line... I probably haven't written this right, or I am trying to do something that isn't possible. Any assistance?
  3. I think "GetGameLoaded" is what I need to use. I want to make sure that this will work before I release a new version, though. If I put everything under "begin GameMode" in a "if GetGameLoaded == 1" block then will that cause the quest/script to run every time the game is loaded? Or is there something more I need to do?
  4. Pretty much the first time I'm creating an optional NVSE version for a mod and I'm running into problems. I'm used to functions that permanently affect saves (e.g. form list and leveled list stuff) which are attached to quests. Searched for a solution but perhaps my terms weren't good. Anyway, trying to figure out if the problem is in the quest form, the script, if something else entirely needs to be done. Here's the script, for reference. scn 0AER14SW9700GreenScript begin GameMode if GetNVSEVersion > 0 SetWeaponCritEffect LaserDisintegrationGreenFXSpell WeapLaserRifleUnique SetWeaponCritEffect LaserDisintegrationGreenFXSpell NVDLC05WeapGatlingLaserUnique else MessageBox "This version of AER14 and Sprtel-Wood 9700 Green Critical Disintegration requires NVSE." endif StopQuest 0AER14SW9700GreenQuest end
  5. Ohhh yeah, I don't really know how to change a "TransformController" (I think that's right) in NifSkope to use a different animation. I've looked at the block details but couldn't figure out what to modify.
  6. Hey there. I've modified a reload animation from the base game and would like to use it in-game. I notice in GECK that "ReloadW" is an available choice, and on the Asurah's Animation Pack mod page, it seems to indicate that "ReloadW" is not used by any base game two hand automatic weapons and that "ReloadW" is available in the engine. However, simply naming the .kf files "2hareloadw" etc. and moving them to the appropriate folder does not seem to make it usable, and I cannot for the life of me find any guide on how to do this. Help would be appreciated. Additional information: What I did is essentially just a shortening of an animation to remove a part of it that doesn't make sense with the weapon. I took the animation from the vanilla game into Blender and changed its end frame. Thanks all.
  7. Thanks for your reply, but I'm starting to think it might have something to do with installing or uninstalling a "replacer" mod. I had recently uninstalled a replacer for the Riot Shotgun (so I could make weapon mods for it, now that I know how to do that), and I recently created/installed a replacer for the Marksman Carbine that also caused an abnormally high value item in the Vendortron. It seems to resolve when the vendor restocks. It is weird though.
  8. Hey there everyone. For some reason, in my game, Vendortron is selling the Riot Shotgun for over 30,000 caps. I checked in FNVEdit and the only mod I have that edits the Riot Shotgun is not changing its value (it's a mod that I created which adds several mods for the Riot Shotgun, but again, it does not edit its value, and there are two mods which are valued approximately 1900 caps each). This is quite strange. Does anyone know what might be going on?
  9. Oh yeah, sorry. That's a side effect of .zip files, which is what I typically use, combined with the way I organize stuff. It seems to work fine with mod managers because I hadn't had anyone complain about it, but I'll go through and change the install instructions. Oh, also, you're welcome!
  10. Let me know what you think: https://www.nexusmods.com/newvegas/mods/68282/
  11. I just removed some more of the shine, but I can't really dull or darken it down more without it looking pretty bad/weird. Do you want to try it out?
  12. Stonewall Jackson - I Washed My Hands In Muddy Water (1965) Jerry Reed - When You're Hot You're Hot (1971 - close enough right?) Roy Acuff - Red River Valley (1963) - this song was recorded by a wide variety of artists including Marty Robbins, but Roy's version fits the "one song per artist" theme Marty Robbins - El Paso (1959) - he's just too good Ernest Tubb - Waltz Across Texas (1965) or maybe The Yellow Rose of Texas (1955) Rex Allen - Don't Go Near The Indians (1962) Buck Owens - Truck Drivin' Man (1965)
  13. I made it darker and dulled the reflectiveness of it. Take a look at this screenshot. Is this what you're after? https://i.imgur.com/0VRW3g6.jpg
  14. Well, I could probably make it no problem if you're still interested.
  15. Hey there. I'm trying to create a script for a Base Effect which I will then use in an Actor Effect to apply a different Actor Effect. The idea is to have an effect that will wait 8 seconds and then either apply or not apply based on random chance. Here is my script as it is presently (this script is using only the built in GECK functions): scn BarkScorpionParalysisSCRIPT float timer begin ScriptEffectStart if GetRandomPercent > 75 if timer < 8 set timer to timer + GetSecondsPassed else CastImmediateOnSelf BarkScorpionParalysis set timer to 0 endif endif end I have this script attached to a Base Effect. I have set the flags Hostile, Self, Touch, and No Magnitude. On the Actor Effect, I have chosen this Base Effect and set it to zero duration/magnitude/area and to range "Self." Here is some additional information to make sure I haven't messed anything else up. This is a paralysis effect, and I've created a paralysis base effect with the flags Hostile, Recover, Self, Touch, and Target. This base effect is tied an actor effect that you see in the above script called "BarkScorpionParalysis." I have it set to 100 Magnitude, 5 Duration, 0 Area, and range "Touch" (it's the same as another mod with paralysis that I've made, so I figured that would work). Also, does anyone know why bark scorpions seem to poison themselves and die sometimes with my mod? I have all the ranges on the actor effects just like in the vanilla game, and they're definitely inflicting poison on me...
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