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PositronicSpleen

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Everything posted by PositronicSpleen

  1. You wouldn't happen to know if there's an elegant way to have the player be able to select a specific item in their inventory, do you? I was hoping to just activate an ingestible, select the item, and whisk it away, but I'll probably just use the RemoveAllItems function with some container. It seems strange that there is no way to transfer single items, or a simple way to get an inventory item ref.
  2. I've been trying without luck to create a one-way container, one where the player can put things in but not take anything out. I thought about just having an ingestible that simply destroys an item in the player's inventory and makes a new one in the inaccessible container, but I have no idea how to select specific items out of the player's inventory; I'm not very experienced with scripting. Any help would be appreciated.
  3. Modding isn't illegal unless it circumvents copy protection. Violating a EULA isn't illegal, and in many places they have no legal authority whatsoever. All it does is give them grounds to deny services, which they probably wouldn't do for a single player game, both because it's nearly impossible to tell and because it's a waste of resources to bother.
  4. My problem is that I can set the animation multiplier to 100 and semi-auto delay to 0, and while it shoots freely in a corner, it doesn't when I'm facing anywhere else. I'm just wondering if anyone else experiences this, or if I'm missing a setting to fix this, or if it's a limitation of the engine. Would you happen to know?
  5. 'The Nameless Mod' was interesting, if a bit of an ego trip. But based on the site you have linked to, your 'Eleventy' mod is just creepy and filled with fetish porn. No thanks.
  6. I can't find any leveling up scripts or whatever, so I think it's hardcoded. Nevertheless, you might be able to get away scripting a custom menu after leveling up that adds another perk. I can't find any good resources on perks and leveling up, unfortunately. You could try opening up other people's mods and seeing what they've done. One person had a mod where you could buy perks, so maybe if you changed it to buy perks with a token you get once whenever you level up, that could accomplish something similar. If you don't care about being a little messy, it's probably easier to just make Here & Now available on ever other level, and halve the number of skill points they get. :P Edit: Take a look at this thread: http://thenexusforums.com/index.php?showtopic=134394 If you can find a way to induce a perk menu, it should be pretty clear.
  7. Well it wasn't so much that I'm trying to make a serious mod with it (yet), but I'm trying to figure out why the semi-auto delay was different depending on my framerate (or some other rendering feature) and a way to correct it. But I didn't consider the effects on VATS, so thanks for bringing that up, I wouldn't have noticed it for hours (I don't use much VATS).
  8. I'm not familiar with some of those esm files, but unless it says otherwise, I find it a good practice to always load them after the official content and unofficial patches. You're loading the fake patch in the middle of FOOK, which I would guess is the problem; I'd also move the other non-FOOK mod. If that doesn't work, my first suggestion would be disabling FOOK to see if it's a compatibility issue. After that, I can only suggest disabling mods (you could do 3 at a time) and testing the game until it doesn't crash. EDIT: Windowed mode runs faster and is handled differently by the operating system. I think some parts of the engine are sensitive to the framerate, as I encountered with semiautomatic weapons in (almost) vanilla.
  9. I'm kind of new to modding, so I don't know how to merge them into one file, but I think you can make a new patch to do this. You would load both existing files, edit them as desired, save the new file, and then load it after the other two. I'm sure there's a more elegant solution, but this should work. If the new door doesn't show up, I'd suspect it could be a problem with the load order. You could do a COC command in the console to the cell of the "basement" and see if that one works. Edit: Your forum name seems familiar, but I can't quite tell from where.
  10. I was messing around with the Semi-Automatic Fire Delay settings and the Animation Attack Multiplier, and I noticed something peculiar. When I ran the game, the trigger on my test gun (10mm) would still feel "sticky". I decide to try it inside in a corner and it works perfectly. But then I turn around, to see the whole room, and then it shoots weird again. Despite no apparent change in the framerate, I have to assume that's what's causing it. Does anyone know if this is really the source of the problem? If it is, does anyone know of a solution? I think it has to do with the animations, since automatic guns work 100% perfectly.
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