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Are there any mods out there that fix the issue of the horizon not really matching with the landscape? Like, I'm around High Hrothgar and looking north, and the sky doesn't really really cleanly meld with the sea up north.
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Check your Skyrim directory for the Creation Kit application. Creation Kit should share the same directory as your Skyrim main game files, or otherwise it cannot locate the .esm.
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Never mind. Have managed to find my own solution.
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Why won't my healing gun work?
Alceister replied to Pugifier's topic in Fallout New Vegas's Discussion
Did you specify a target for the healing effect in the script? Either way, post it. -
Okay, different problem than what I had before. Using getplayercurrentammo seems to work, but the problem is that whenever I switch ammo types, the clipsize setting does not always match up to the ammotype that I want to pair it with.
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EDIT: Never mind, licked the problem.
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So what I've been working on these past few weeks is a mod that would sort of overhaul how poisons work in New Vegas. It also combines aspects of the Poisoner Perk and Poisoned Darts mod, albeit with some additional functionality. So far, I've got the dart system sorted out, as well as most of the "Poison Injection" perk... sorta. I also need to finalize creation of form lists, etc... Aside from the usual NVSE requirement, it also needs the Gun Runner's Arsenal DLC to operate, primarily because it uses some resources from that mod. However, I'm willing to release a version that does not use those resources, if necessary. To give you an idea of what the mod would be like: Basically, the poison system would be broken down into three forms of delivery: The dip-your-melee-weapon-and-slash-'em varietyThe shoot-them-with-special-ammunition varietyThe sneak-up-and-stick-it-in-their-neck variety Each form of delivery would have its pros and cons. The first is easy and has a fairly long duration, but lacks any of the special stealth effects associated with the other methods. The second is easy, safe and is more effective when done as a sneak attack, but has much shorter duration compared to other methods. The third is the most effective of all and has the longest duration, but can only be performed steathily (sneak up to target and press the activate key, must have an empty syringe in inventory) and requires a perk to do so. The poisons themselves have also been changed to further usefulness, or to fit a certain niche: Silver Sting works pretty much the same as before, except that the damage is now drawn out over a longer period. It cannot be put into a syringe or a dart. Bleak Venom has the damage drawn out over a longer period as well. However, direct injection through either syringes or darts will have a high chance of inflicting cardiac arrest, causing severe damage to the chest and possibly even paralyzing the target. Tremble works more or less the same as before, except that direct injection through either syringes or darts can cripple a target's arms. Mother Darkness works very much differently than before. It has a greater and more intense damage effect than before, in addition to a movement-slowing effect. Direct injection through either syringes or darts can cause devastating damage to a target's limbs, as well as their ability to perceive. New poison that I have added: Sleeper is basically a sedative. It makes targets drowsy and given enough time or a high enough dosage, will put them to sleep. Direct injection makes it more likely that only one syringe or dart will be needed. Now at this point in time, I'm just about done with the first phase of the mod, and will release it in maybe a week. Second phase would involve creating some gas weapons, which may probably require Dead Money DLC to some degree. If I ever get that far, the third phase would add on a few more poisons, some ingredients like nightstalker poison glands, and maybe other delivery methods. However, I have a few concerns I want to get sorted out before I put up the first iteration of the mod. For starters, I need some way of making it so that getting hit with poison from either method will cause a character to become hostile to you, except in the case where they get brought down instantly (whether by Sleeper or death). I feel as if my numbers are a little excessive or that my scripts are a bit leaky, although I guess I can't know for sure until I get some playtesting done by others. I'm also wondering whether or not I should have some sort of poison sorting/classification system so as to better organize different poison effects; just a sort of aesthetic thing, really. It'd also be nice if I can get some ideas for some poisons and ingredients to include, and what kind of effect that it'll have; I'm already planning to make a gas weapon based on Cloud residue, a knife with a radioactive blade, and Nightstalker poison glands. There might be more that I need help with, but I'll leave it at that for now.
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Thank you, thank you. I was planning to use GetCombatTarget, but I had some misgivings that it could possibly backfire.
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Okay, but how do I make the script use the references provided by the perk's Activate Choice?
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Take some inspiration from the Dunwich building. Use very few enemies, and take full advantage of "pick up item-OH MY GOD WHAT'S THAT SCREECH OH s#*! THERE'S A REAVER BEHIND ME". No companions. Heck, if possible, I'd make it so that the Pip Boy radio doesn't work. And if you turn on one of the radios inside... Instill an atmosphere of unnerving, creeping wrongness. Doors that open on their own; a skeleton suddenly dropping from the ceiling, with some signs of movement on an upper level. Areas where there is almost no sound or even environmental music at all. VATS and perception detection failing to work properly.
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How can I make a "perk Activate Choice" option transition into a Message screen with button options? *EDIT* Just going to expand on what I've said here. Basically, I want the Activate Choice option for a perk to switch over to a message screen with button options, and the way that would work is that each of those button options will apply an effect on a target similar to the robot shutdown or cannibalism effects.
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Fatigue damage more effective on critical
Alceister replied to Alceister's topic in Fallout New Vegas's Discussion
It's more that the 1st solution neatly covers both queries. That being said, I'm wondering if I could apply that to reverse-pickpocketing of a poison... -
Fatigue damage more effective on critical
Alceister replied to Alceister's topic in Fallout New Vegas's Discussion
First one was exactly what I was looking for, thanks. For those who are interested on what I was working on, here's the block: Ref SleeperTarget Begin ScriptEffectStart Set SleeperTarget to GetSelf If (SleeperTarget.GetIsCreatureType 6 != 1) SleeperTarget.damageav fatigue 25 If (SleeperTarget.GetLastHitCritical == 1) SleeperTarget.damageav fatigue 150 Endif Endif End In a nutshell, the way this would work is that if you score a critical hit or sneak critical hit on a non-robotic target, they'll go down in a hurry. However, if you fail to score a critical hit... well, they'll go down eventually, but not as quickly as you'd like. -
Fatigue damage more effective on critical
Alceister posted a topic in Fallout New Vegas's Discussion
Alright, so two questions: One, how may I make it so that a weapon with a scripted fatigue damage effect is more effective on a critical, and Two, how may I integrate it into a script that applies fatigue for a specific type of ammunition? -
First off, I'm just wondering whether or not anyone else has been annoyed by this as much as I was. The issue I'm speaking of is the fact that the college is the fact that the main foyer of the Bard College looks as bright at night as it does during the daytime. I experimented with several different lighting mods, but got no positive results. It took opening up the Creation Kit to specifically tinker with the light sources to finally come up with a solution to my problem. So now I have three questions: First, is anyone else interested in a mod for this? and Second, are there any mods that already fix this? and finally, Third, can anyone else name similar issues with interior lighting?