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Dyadya_Fedor

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    Ukraine
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    Edna & Harvey. The Breakout
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    Okami

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  1. You must use PlayGroup command (except for "Idle" group - it plays automatically ).
  2. Good to know. If I someday decide to use FOSE, I will keep this in mind.
  3. Is this lights movable? , static? , turned via switch? , how they will be placed ? Guess I just can make a suggestion. use can this for light turned ON (example) scn LightONscript short iButton short iButtonPressed ref rMySelf Begin OnActivate Player set rMySelf to GetSelf ShowMessage LightOptionsON set iButtonPressed to 1 end Begin GameMode if iButtonPressed == 1 set iButton to GetButtonPressed if iButton > -1 set iButtonPressed to 0 if iButton == 0 ;Disable ? rMySelf.disable rMySelf.PlaceAtMe TurnedOffLight rMySelf.markfordelete elseif iButton == 1 ;take ? Player.Activate ;misc. item ? elseif iButton == 2 ;do nothing ? endif endif endif end and OFF scn LightOFFscript short iButton short iButtonPressed ref rMySelf Begin OnActivate Player set rMySelf to GetSelf ShowMessage LightOptionsOFF - for turned off light set iButtonPressed to 1 end Begin GameMode if iButtonPressed == 1 set iButton to GetButtonPressed if iButton > -1 set iButtonPressed to 0 if iButton == 0 ; Enable ? rMySelf.disable rMySelf.PlaceAtMe TurnedOnLight rMySelf.markfordelete elseif iButton == 1 ;take ? Player.Activate ;misc. item ? elseif iButton == 2 ;do nothing ? endif endif endif end
  4. Just use Player.PlaceAtMe ExplosionWithEnchantment (Area - 30, no magnitude, etc).
  5. Vanilla items use convex shapes for collision, so, i suppose, best to use them. And your object floats because, propably, his mass is zero (non-movable object) .You can find mass in collision properties somewere (in nifscope).
  6. They swap whole model. For NPC with MatchRace function http://geck.bethsoft.com/index.php/MatchRace (and for items/static etc. this can be done disabling old and enabling (or PlaceAtMe) new model).
  7. I dont experience such problems myself, but (few threads ago) somebody have similar problem and upgrading to GECK v 1.5 helped him. Also, i hear what Fallout v 1.5 (or 1.6 ?)have problems with non-persistent references (they dissappearing). Converting to .esm will fix this . (v 1.7 is OK btw).
  8. Actors/crearures only. Explosion->Enchantment http://geck.bethsoft.com/index.php/explosion
  9. BuffoutEffect not exist. Buffout Ingestible effect consist of 3 base effects ChemIncENBuffout ChemIncHealthBuffout ChemIncSTBuffout Choose any. Oh, btw, Morphine dont contain MorphineEffect (its for talkin armor), but ChemIncDmgResistPsycho effect.
  10. If GetActorValue Health <= 0.90 - chances almost zero, use If GetHealthPercentage < 0.90 (or If GetActorValue Health <= 90 ) instead. If GetItemCount Apple > 0 CastImmediateOnSelf Apple RemoveItem Apple 1 EndIf ;remove ... remove all EndIf's inside as well ... ElseIf GetItemCount StrangeMeat > 0 CastImmediateOnSelf StrangeMeat RemoveItem StrangeMeat 1 EndIf ;remove ElseIf GetItemCount YaoGuaiMeat > 0 CastImmediateOnSelf YaoGuaiMeat RemoveItem YaoGuaiMeat 1
  11. You need to look at Projectile properties (Explosion) and Explosion properties (Placed Impact Object - you need GECK v 1.5 for this),
  12. This blocktype is valid http://geck.bethsoft.com/index.php/Category_3ablocktypes Possible sources of problem: 1) duration of effect (Game Effects->Object Effects->MyEffect->(Weapon)->Effects->New) is not enought (make it bigger than 10 sec). And you can replace GetSecondsPassed with ScriptEffectElapsedSeconds for better timing. 2) your placeatme.whatever command do nothing. To make shure, what this command executed, temporarily replace it with some debug command (like Player.additem caps001 1 or PlaySound UILevelUpText)
  13. In script above missing GameMode block I changed code a little ScriptName TimedLightsTest float Timer short Stage begin onactivate if Stage == 0 set Stage to 1 set Timer to 1.5 activate elseif Stage == 4 ;if you want to turn lights of before sequence is complete replace with "else" activate set Stage to 0 Light01.disable Light02.disable Light03.disable endif end Begin GameMode if Timer > 0 set Timer to Timer – GetSecondsPassed endif if Stage == 1 && Timer < 1 Light01.enable set Stage to 2 elseif Stage == 2 && Timer < 0.5 Light02.enable set Stage to 3 elseif Stage == 3 && Timer <= 0 Light03.enable set Stage to 4 endif end
  14. I suggest, what that script will not work (bacause of DoOnce condition) Since we use weapon effect: scn SCRIPTNAME float fTimer short iStage Begin ScriptEffectStart if IsInInterior == 0 set iStage to 1 set fTimer to 10 showmessage SCRIPTMESSAGE endif end Begin ScriptEffectUpdate if iStage == 1 if fTimer > 0 set fTimer to (fTimer - GetSecondsPassed) else placeatme SCRIPTEFFECT, 1 set iStage to 0 endif endif end Note, what if you hit target again until timer expires, effect will be replaced (with new 10 sec delay). To avoid this, you can store timer elsewere (in quest script, for example) Weapon effect script scn SCRIPTNAME short iStage Begin ScriptEffectStart if IsInInterior == 0 set iStage to 1 if MuQuest.fTimer <= 0 ;if timer expired, set again set MuQuest.fTimer to 10 endif showmessage SCRIPTMESSAGE endif end Begin ScriptEffectUpdate if iStage == 1 if MuQuest.fTimer > 0 set MuQuest.fTimer to (MuQuest.fTimer - GetSecondsPassed) else placeatme SCRIPTEFFECT, 1 set iStage to 0 endif endif end Quest Script scn MyQuestScript float fTimer And dont forget about effect duration (15 sec is ok)
  15. B. Unless it hard AND boring D. Statesman Hotel Roof (if i have plenty of supplies) C. Behemoth vs assult rifle == no fun (or A if he steal my Quantum Nuka-Cola supply) A if they dont know what I'm inside or B if they know
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