Jump to content

beyondwudge

Premium Member
  • Posts

    30
  • Joined

  • Last visited

Nexus Mods Profile

About beyondwudge

beyondwudge's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. It seems power attacks are disabled by this. The normal weapon attack is simply held back and then released on fire. In a sense this is bad because the weapon now has no special attacks. In another sense its good because you get the very useful ability to hold your attack and release it just when you want. Any ideas guys why giving a melee weapon ammo causes its power attacks to disappear too?
  2. I gave a test machete an ammo type. Set its ammo use to 0 and have played with its clip size and regen rate a fair bit. However, it seems to have slowed its ROF, seemingly by causing its 1.3 attack multiplier to be ignored in the art and sound section. Has anyone tried giving melee weapons an ammo type? I'm using it as a way to give differing degrees of DT reduction to melee weapons. I can simply rebalance around the new attack rates but if I could keep the attack multiplier in play it would obviously be nice.
  3. For critical damage with the police pistol you're right. It does an additional 15 in the box. Same with the combat knife (2.0x multiplier to crit chance). And with the limb damage effect as well (1.5x for the cosmic knife). And fatigue damage is done by a script.
  4. Lots of weapons like the Machete have dummy effects. These effects have no magnitude or duration but display text on the weapon for players to know their special effects. However, what actually gives these weapons their specials? I.e. what makes the machete or knife do bonus limb damage? What makes the police pistol have a bonus critical chance? Is it a script or some other setting that isn't referenced by the item itself?
  5. How do I modify a companion's behaviour while in passive mode? I found the FollowrSwitchAggressive and the "short FollowrSwitchAggressive" in boone's script but I'm still looking for where aggressive and passive are defined. I want to basically cause a passive follower to never move more than a certain distance from the player so then 1) When an enemy detects you in an underground level the companion doesn't go wander off to fight them (i.e. pulls out melee when [Caution] happens and then walks off after them). 2) When you backpedal from a beastie he will run along with you and not stay where he is shooting (i.e. so you can skirmish packs of melee enemies)
  6. I'm stuck on how to get RefID00096bce to work. Is it RefID.00096bce or Ref0096bce or what not? Would "set BooneHealing to CraigBoone" work in this case? The script saved with that line but "BooneHealing.setav medicine to playermedskill" and "CraigBoone.setav medicine to playermedskill" and "set CraigBoone.setav medicine to playermedskill" lines don't work with it.
  7. I put it on just now but it is still giving me the normal save popup when trying to close the script.
  8. I've tried a variety of RefID syntaxes but I can't get the script to save. Do I need to do a short "BooneMedSkill" then set that as his RefID? Right now I'm searching for a script that uses RefID to copy it's syntax but I have no idea where it would be. Here are the RefID's I think btw: 0010d8eb arcade 00096bce boone 0013d830 lily 000e6105 raul 00135f19 cass 000e32a9 Veronica 001732d1 ede 001732d0 ede 001732cf ede 0010d8df rex
  9. Sounds like a solid way but the mycompanion.setav line seems to be causing an error. The script won't save with that line. Is there another way of specifying a non-player actor or is the mycompanion command the problem? I'd try to troubleshoot it more but I can't find anything on the mycompanion prefix.
  10. That's a really good idea. I had thoughts about a quest script or what not but I didn't want to have scripts just running in the background needlessly. Can you think of an example of a script that runs during/after the level up? I'm still new to modding and haven't entirely worked out what governs what yet. Doing a lot of copy, paste and editing.
  11. Hmmm, I think I'll have to until I work this out.
  12. When I put an item in a container it has a health stat. This is next to the Object and Count entries and is called "Health %". This health stat does not seemingly modify the condition of the item though, the 55% flamer will appear at full condition regardless of what I set it to. Am I using the wrong setting or is the game just bugging out?
  13. Anyone? Anyone? Bueller? Bueller? :) Seriously I need some help lol.
  14. Hey guys, posted in troubleshooting but no cigar so I'm trying here. :) 1) What is the best way to get a companion to use or have the same medicine skill as the player when you apply stimpacks to them (via the quickmenu)? So far I've postulated that playerID condition == 1 is a big part of the trick right. Then I've figured that I can either a) run a script that checks the player's medicine then sets their medicine to the player's and back again or b) I just set their medicine to mine fullstop and let them have the healing benefit when the player isn't involved. Problem is scripts tend to be less than seamless solutions (ammo weight mods in FO3 for instance). I've tried to look for an entry point in a perk or create an effect that does the job but I'm so new to modding a lot of the jargon is still unknown to me. Sometimes what each thing does is pretty specific or alternatively so encompassing it surprises you. Any help would be most appreciated. As a side note I'm working on a gameplay mod where companions don't auto-heal. Obviously this would give medicine a hugely important role. 2) Does anyone know how to modify the weight of a list of items for a perk? Or how to make new entry points for that matter? I see the modify light items and the heavy weapons entry points but I can't find a way to modify a list of items I define. Similarly this is for a mod I'm doing where I'd like a perk to say halve the weight of all armour in the player's inventory. 3) The health value on items and weapons in a container does not seem to change its health. As I said before any help would be most appreciated guys!
×
×
  • Create New...