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tomm434

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Posts posted by tomm434

  1. You can't just apply object script to NPC around. Script will run on them only once (one frame) in 10 seconds. It won't "catch" the moment they enter combat.

    What you're trying to do here can be done but that would require making heavy and difficult scripts (store all NPC into arrays, then mark them to make sure script runs only once, catch the moment they enter combat by checking "IsInCombat" for each of them,change agility and stuff, unmark them . That's not worth it in my opinion.That would require script less which will slow game down. And that will probably require making NX vars for each of them to store their agility and "status".

  2. 1) Begin OnStartCombat won't work inside item's script. It works only for NPC object script

     

    2)Also

    set weapon to GetBaseObject
    
    if weapon.isequipped

    seems wrong. weapon becomes an Form ID and you use reference syntax in the second lines (which won't work on Form IDs)

    If you want to do this replace second line to

    if User.GetItemEquipped weapon == 1
  3. hm code looks fine.

    So these lines execute

    RemoveImageSpaceModifier BlackSexISFX
    ApplyImageSpaceModifier FadeInFromBlack4sISFX
    

    But control is not enabled?

     

    If so...

    You need to spam "enableplayercontrols" before controls becomes enabled

    try using

    If getPlayerControlsDisabled 1 == 0 ; if player movement is NOT disable
      ;stop the scene, unfade black screen
    else ; if player movement is disabled
      enableplayercontrols 
    endif
  4. Take a look at script for NellisArtilleryActivatorEntrance activator. When player enters (begin OnTriggerEnter) some vars are set for begin gamemode block.

    Then game randomly creates explosions near player (I think rTarget is set to be player reference somwhere in the script)

    					
                                            set fRelativePos to rTarget.GetPos Y + fRandom
    					ArtillerySourceMarker.setPos Y fRelativePos
    					set fRelativePos to rTarget.GetPos X + fRandom
    					ArtillerySourceMarker.setPos X fRelativePos
    				        endif
    				set angle to ArtillerySourceMarker.GetHeadingAngle NellisMainGateREF
    				ArtillerySourceMarker.SetAngle Z angle
    				ArtillerySourceMarker.PlaceAtMe FXNellisArtilleryStrike01
    

    Explore this script.

  5. Hello, folks!

    I know this isn't a Fallout thread but there are many good voice actors here I just wanted to know if anyone here is interested in voicing unusual companion for Fallout: New Vegas.

    Here's the copy of my original message.

    Feel free to PM me.

     

     

    Hello everyone.
    Since may 2014 I've been working on a companion mod named "Lunette". Now she's got over 2000 lines, unique features which have not been present before in any companion I met so far. Lunette is ready. All I need to do is to add sound files and I will be able to release her.

     

    http://s18.postimg.org/v4yfz6qb9/Sit2.jpg

    Right I need a female voice actress for the Lunette. Keep in mind that the amount of work is big (she has about 2000 lines!).

    For the past 3 month I've been working with a voice actress who dissapeared without a trace. Please - if you plan to respond - be responsible. I don't expect you to voice all lines in one week. Nor that I will PM you every day to check how you are doing. But considering my last unfortunate experience, I'd like to get in touch with you at least once a week so I know that you're still working on project.

    Most of the lines are easy but there will be moments where you'll have to show emotions in your voice.

    She is 18 so she should have young voice (but not kiddish).

    I would very much appreciate if you work in GECK - that would save a lot of my and your time. But if it's not possible to work in GECK I can extract script for you.

    Also in case you can't play mod itself I can send you videos of walkthrough captured by me so you can see ingame cutscenes.

     

    Feel free to contact me via PM or in this thread.

     

  6. Well, first of all - variables in your script are spell variables - they exists only while spell works so you can't use them to store gameday. You need to use quest for that. And I don' really understand what you're trying to do here. Spell works only for its duration which means that code inside "begin ScriptEffectUpdate" will execute only while spell is active. I think it's better to create a quest for what you want to do instead of spell.

  7. Hello everyone.
    Since may 2014 I've been working on a companion mod named "Lunette". Now she's got over 2000 lines, unique features which have not been present before in any companion I met so far. Lunette is ready. All I need to do is to add sound files and I will be able to release her.

     

    http://s18.postimg.org/v4yfz6qb9/Sit2.jpg

    Right I need a female voice actress for the Lunette. Keep in mind that the amount of work is big (she has about 2000 lines!).

    For the past 3 month I've been working with a voice actress who dissapeared without a trace. Please - if you plan to respond - be responsible. I don't expect you to voice all lines in one week. Nor that I will PM you every day to check how you are doing. But considering my last unfortunate experience, I'd like to get in touch with you at least once a week so I know that you're still working on project.

    Most of the lines are easy but there will be moments where you'll have to show emotions in your voice.

    She is 18 so she should have young voice (but not kiddish).

    I would very much appreciate if you work in GECK - that would save a lot of my and your time. But if it's not possible to work in GECK I can extract script for you.

    Also in case you can't play mod itself I can send you videos of walkthrough captured by me so you can see ingame cutscenes.

     

    Feel free to contact me via PM or in this thread.

  8. I think you can do this

     

    Objective 40 is :

     

    -Bring NPC 3 bottles of Nuka-kola

     

    Objective 41 is :

     

    -Bring NPC 3 bottles of Nuka-kola (Failed)

     

     

    Script is

     

    SetObjectiveCompleted FailQuest 40 0 ; silently remove objective from the list

    SetObjectiveCompleted FailQuest 40 1 ; display new fake "failed" objective

  9. Well, that's a long process. I actually have guide on other site that might get you into scripting but it's not allowed here. I'll send you PM on how to find the article.

    And it's not that easy. Scripting is hard and it'll be some time before you can do it easily.

  10. Why don't you do this:

    
    ref playerItemRef 
    set playerItemRef to player.GetEquippedObject 2
    playeritemref.setCurrenthealth 100 

    It will detect any armor that player is wearing.

    Then I think you can use setCurrentHealth command

    I've never tried but this might work.

     

    http://www.gribbleshnibit.com/projects/NVSEDocs/#GetEquippedObject

    http://www.gribbleshnibit.com/projects/NVSEDocs/#SetCurrentHealth

     

     

    ps. SetCurrentHealth works and you need to know exactly how much health you need for the item(each armor has its own maximum health value), try using

    "GetHealthPercentage" on item ref and then find out what maximum health is ( via simple mathematic).
  11. Hello. I'm sorry if this question's been answered before.

     

    I was looking at ban section and saw that someone got banned because in PM he admitted that he was using pirate version. So, I've got a question - do moderators read private messages?

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