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DungeonDiving

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  1. I finally sorted this out, posting a solution in case anyone else is trying and stumbles upon this. I used this method to make my Prototype Shrink Ray mod. First go ahead and create your weapon, give it a damage value of "0" Attach an object script using the OnFire method as below. This does require the use of the JIP LN NVSE plugin. ref bTargeted begin OnFire set bTargeted to GetCrosshairRefEx if bTargeted.isActor ; do the thing you want to do to the actor here using the ref endif end
  2. This worked for me using actor effects vGlowingOneRadAuraEffect and GlowingOneGlowSpell
  3. I am running into the same issue on a wacky "gun" I am working on. Did you ever come up with a workaround?
  4. For anyone else curious, I somehow found this immediately after posting. The DLCs appear to use quests with scripts that calculate XP rewards based on a formula. For example, the quest NVDLC02XPCalculator and its attached script handle the XP amount.
  5. I'm working on a pretty large overhaul mod. I notice many DLC quests reference global variables for running RewardXP on quest completion, which doesn't seem to be the case for main-game quests. For example, NVDLC02MQ01, stage 100 runs: RewardXP NVDLC02Act1XP However, when you check the value of that global NVDLC02Act1XP, the value is set to 0. Does anyone have insight into how this works? I could just replace the globals with static values, but I'm trying to understand how this is setup.
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