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Cyborgking

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    Mass Effect

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  1. A Form ID of an object is composed of eight digits in base 16 (hexadecimal). The first two digits indicate the file's index in the load order and are non-persistent (subject to changes, depending on where the file is placed in the load order). The other 6 digits are the actual Form ID and are persistent. Take the Grunt perk, for example: Load Honest Hearts in the GECK and find the Grunt perk. It's Form ID is XX00F677. You only need the 00F677, which equals 63095 in base 10. Yep. If the mod was not loaded with the game, GetModIndex returns 255. Thanks, it's clear now. :) I tried this method for the gun runners arsenal DLC and it worked perfectly. Will probably release the first version in a week or two.
  2. Sorry, I must have overlooked a part of your post about the buildref function. This will work great, thanks a lot both of you. :smile: I do have two questions: -To get the form ID of perks that have been added by plugins, do I have to load the plugin alone with its master files to get the correct form ID? -What is the use of: if iIndex < 255 When the addon can't be found iIndex gets a value of above 255, I guess? Thanks again.
  3. No, that would cause the game to crash if one of the files is missing. You can use form lists for both ammo and perks. Clever use of the NVSE function BuildRef can spare you of the need to make separate plugins for every DLC/mod. For example, suppose you want to add the .45 ACP ammo types to your ammo list, without requiring HH as a master, you can use this code (in a quest script): short iIndex ref rObject begin GameMode if GetGameRestarted set iIndex to GetModIndex "HonestHearts.esm" if iIndex < 255 set rObject to BuildRef iIndex 38011 ; Decimal FormID of .45 Auto ListAddForm YourAmmoList rObject set rObject to BuildRef iIndex 40554 ; Decimal FormID of .45 Hollow Point ListAddForm YourAmmoList rObject set rObject to BuildRef iIndex 40555 ; +P ListAddForm YourAmmoList rObject set rObject to BuildRef iIndex 40556 ; Hand-Load ListAddForm YourAmmoList rObject endif ; (...) endif end That's a nice way for the ammo but I won't be able to do perks this way. I'll try to clear up a bit what I am doing: With ShadauxCat's permission, I am working on a port of his dynamic crosshair: http://fallout3.nexusmods.com/mods/15724/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D15724%26preview%3D&pUp=1 The crosshair scaling is handled through one script that keeps perks in mind, consumables, limbs, ammo and other factors. Now a mod could add some new perks that effect a players spread on certain conditions or always. The problem is that for every new perk I'd have to add some code to the dynamic crosshair script so that that perk is kept in mind. The piece of code could be something simple like this: if Player.hasPerk Someperk == 1 set PerkBonus to PerkBonus * 1.2 endif Or something like this: if Player.hasPerk Someperk2 == 1 if player.IsMoving set PerkBonus to PerkBonus * 0.8 else set PerkBonus to PerkBonus * 1.2 endif endif Thanks everyone for helping me btw.
  4. I guess this will also work for perks? So when I make the plugin, I load all the plugins that the script could do something with, like GRA DLC, make the script refer to lists of ammo or perks of those plugins, compile the sciprt, and then the plugin would run fine both with and without those other plugins loaded?
  5. I am working on a crosshair mod that, for example, should have an extra plugin for the gun runners arsenal DLC ammo or one for a perks mod. The extra plugin adds something to the main script that is also in the base plugin. I guess what would work is create a seperate script for every extra plugin in the base plugin. In the base plugin all those seperate scripts will include a function that the "main script" refers to that returns a constant value like 1. In the extra plugins those seperate scripts get modified to serve their purpose, leaving the main script unchanged. This is also what SpectralDragon has in mind?
  6. Hello everyone, I am working on a mod that will have some optional things included. All these optional things add or change a small part of the same script. Now the problem is that an extra plugin will replace the script that the base plugin has as a whole and not just a small part. This isn't very handy for when there are multiple optional things that have to be able to run at the same time, you'd have to make a plugin for every combination. So what's the best way to implement these optional things? Isolate parts of the script in the base plugin?
  7. I created a spellbook so that I can quickly try out a spell that I have made without having to do anything with the conosole. I placed the spellbook outside Riften. While I can see the spellbook in the render window, I can't actually see it in-game. Why does this happen? Thanks in advance.
  8. Hello everybody, I though it would be nice to add some thing to jacobstown and so I started with the lodge. Now the problem is that I can't see the full lodge in the GECK: http://i994.photobucket.com/albums/af67/Cyborg_king101/jocobstownlodge.png So what can I do to make it show up for full? Thanks.
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