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KingShelby

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  1. WornHasKeyword: ArmorTypePower worked exactly as I needed. No luck with the GetIsRace Thanks BigAndFlabby!
  2. I have an enchantment that I've applied a knock down effect to. Yep it's a gun. I'm making it more realistic by having several conditions that have to be met in order for the effect to work.(no knocking down liberty with a mere rifle) I'm planing on making it cause a stagger effect (another effect) to power armor users. I haven't quite found the proper "condition" that identifies a npc is in power armor. Iv'e tried: "HasKeyword" keyword: FurnitureTypePowerArmor "WornHasKeyword: Keyword: FurnitureTypePowerArmor and a couple of others. These don't seem to be working for me. Any Ideas? Condition - Function Name - Function Info
  3. Task: To have a custom weapon in your inventory show up with specific only mod attachments in the workbench menu. Working with: Base game files. Mod attachments based off (copied) the base game. End results wanted: A weapon that will have some attachments (mods) available (the ones I modify) but not all the vanilla (base game) ones. I'm making this for the PS4. Basically you'll go the the weapons workbench, open it, go down to your new gun and select it, then only the items you want to be able to be added will show up. For instance I don't want a suppressor to be added to this gun, so it simply wont show up as a possible mod attachment. What I have so far: A custom weapon Based off the hunting rifle. Multiple custom Object Mods: Most Scopes, a few magazines, and a couple muzzles Construable Objects for object mods Misc Items (miscmod) for loose mods on the object mods I have a set keyword on the Hunting Rifle and all Object Mods. PROBLEM: I can only mod the gun when I have the Keyword "ma_huntingrifle" within my custom guns keywords area. This causes all attachments available to the hunting rifle available also available on my gun. (I don't want the suppressor and others). My Created attachments (mods) show up in the menu when "ma_huntingrifle" is attached as a keyword When I remove "ma_huntingrifle" I can no longer mod the gun at all. It dosen't even show up as a moddable gun on the workbench menu. I'm guessing this is something simple I'm overlooking.... something with the keywords? Thanks in advance to any help or ideas.
  4. Thanks for confirming that. I was 99% sure it did, but when your tired and scripts start doing un-expected things sometimes you second guess things. I have several scripts that check the form list and if the "0" form matches it gives the player the corresponding item and removes the "0" form. They (the scripts) keep checking and if "0" matches again it repeats .... removing the "0" form again. Several forms may be added at the same time, hence needing the list to shorten each time "0" is removed.
  5. What I'm wondering is: If you have several items in a form list and you remove the "0" one will the list shorten up and place the "1" in the "0" place. I have an empty form list Items are added to the form list by script The "0" First slot is checked and then if matched up the item in "0" spot is removed ----- If I add several items at once to the form list will I be able to keep checking the "0" slot and removing it? or will the 1, 2, 3, 4, etc stay in the 1, 2, 3, 4, spots?
  6. I've decided to inject a negative karma hit for stealing custom items on a mod I'm working on. Forget what you know about the base game except what should be an exceptional karma hit. I want it to have a higher negative karma impact the more an item cost, but don't want it to be overbearing, side tipping, or lacking the ump to detour stealing. Stealing something small should have a light impact, while stealing a Tesla cannon should have a more severe karma cost. I've not messed around much with karma yet so I'm trying to keep it fair, yet not spend an exceptional amount of time on it, hence I'm here. ... I already have a formula / system in place and it works fine. I'm mainly asking "Does this look good?". Any suggestions on improvements of values? ... Here is my base formula implemented (it's part of a large script): Int NegativeKarmaHit Set NegativeKarmaHit to (MyValue - MyValue) - (MyPrice / 100 + 10) Set MyValue to (MyValue - MyValue) - (MyPrice / 100 + 10) RewardKarma Myvalue MessageEx "You've lost %.0f Karma", NegativeKarmaHit Set NegativeKarmaHit to 0 ... I have it set up so it notifies you the amount of the impact. (yep a pop-up on screen amount) MyValue is the items cost MyPrice is the items cost ... Using this formula here are some results: Item cost: 59 -10 Karma for stealing Item cost: 111 -11 Karma for stealing Item cost: 2740 -37 Karma for stealing Item cost: 3999 -50 Karma for stealing Item cost: 8147 -91 Karma for stealing ... As you can see the higher the price the more negative karma you get. I'd figure it would be much more, but don't want it overbearing. If you steal a bunch of items this will stack up. Anyone know the base game impact for stealing? (for comparison) The big question: Does this seem appropriate? ... Thanks in advance for any input.
  7. Thanks a ton for the the info, it worked like a charm. I had initially put the variable after the formatting switch in the message. I had about 3 things all tying in together with the message popping up in the middle of other messages, so I just put the info in like you suggested and had no problems with it at all. This MessageBoxEx looks pretty interesting too. I usually don't ask for much help, but figured it might help me get it figured out quicker so I decided to ask here. Your quick response is very much appreciated.
  8. Sweet I was close when I had to stop last night. I had the info in the message box just needed to know what else I needed. Thanks for the tip, I'll let you know how it goes.
  9. Yea I saw that, and its what I need but I'm not sure on how to script it in. I done a bunch of scripting but this will be my first time using %.f. I'll try a few things tonight when I get home. If anyone has tips I'm sure it'll save me some headache.
  10. I'm wanting to have a message box pop up and tell the player what the winning number was. Something like: The winning number was "67". I'll be using an int variable like: int winningnumber The winning number will be randomly generated with getrandompercent I'm looking to get that random number into the message.
  11. Anyone know a script method that will give a return value of of a game setting? I'm trying to get a return value. ( fBarterBuyBase ) , ( fBarterBuyMult ) -------------------------------- Im trying to get an object to revil what it would cost if you bought it from a vendor. So looking at it would show the actual cost you would incur. The barter system formula is : Buying price = (Item Value * fBarterBuyBase) + (Item Value * Skill * fBarterBuyMult / 100)----------------------------------------------- I can set varibles to get the item value with fose, and implement variables in place of the game settings so I'll be able to mimic the barter system formula. I just need to implement the actual values of the game settings for it to work, and these change as you play. Example of what I've come up with so far: Ref ThisItem Int ThisItemPicked Int MyValue Int CalculatingBarterValue Int BarterBuyBase Int BSkill Int BuyMult if ThisItemPicked == 0 Set ThisItem to GetBaseObject Set ThisItemPicked to 2 endif if MyValue == 0 Set MyValue to Getvalue Set BarterBuyBase to player.GetBaseActorValue Barter Set BSkill to player.GetActorValue Barter ;??? ; Set BuyMult to endif if CalculatingBarterValue == 0 ; Buying price = (Item Value * fBarterBuyBase) + (Item Value * Skill * fBarterBuyMult / 100) ; Set MyValue to (MyValue * fBarterBuyBase) + (MyValue * Skill * fBarterBuyMult / 100) Set MyValue to (MyValue * BarterBuyBase) + (MyValue * BSkill * BuyMult / 100) Set CalculatingBarterValue to 1 endif -----------------------------
  12. I tip my hat to you "Sir" rickerhk I worked on the mod a good part of yesterday and this mourning. I hope the time spent on changing the way vending machines are interacted with is appreciated. Three weeks working on them and now you can use money, lock picks, or simply try to use your equipped weapon on them. About half an hour ago I decided to try and implement you suggestion and the results were right on what I was aiming for. I made a simple cubic activator for the area and added the following simple script. Scn zSetTaketoBuy BEGIN OnTriggerEnter Player con_SetGameSetting sTargetTypeTake "Buy" End BEGIN OnTriggerLeave Player con_SetGameSetting sTargetTypeTake "Take" End Now you will be able to enter a shop and actually buy items off the shelf and it will state "Buy" not "Take". (Well shops can be set up this way) If for some reason I accidentally forget to add you in the credits just drop me a line, I'll make sure you get credit. P.S. One more thing Where did you find the gamesetting sTargetTypeTake ? I didn't see it on Beths Geck wiki Settings page. Oh and have a kudos you earned it.
  13. Thanks for the tip rickerhk. This is great news, now I have some direction to head with the issue. It'll be several days before I get to it, as I'm working on implementing a nice change to the way vending machines are used. I decided to add it to the mod, and almost scraped it last week. I've been working out the kinks and have the scripts for the machines about 90% done. Players will be able to use money, try to pick their locks, and even use weapons to attempt to break into the machines. Although player skills help out on some aspects, a lot of choices are purely random. Example : which way do you turn the lock pick? right or left ... every single time one way is right and one way is wrong. Player skill determines how many wrongs a player gets until the lock is broken. The main mod itself will/should re-invent the way shops, stores, etc are created by mod authors. I stopped in the middle of another mod just to make this one because I didn't like the lay out of how shops were. I don't think an author should have to chose between having every item on the shelf free as all lootable items, or be marked as steal-able. As of right now the only way to buy things is having to go through an NPC and access there barter items, this will add another option as a way to have items placed for sell. I'll have a base mod/resource which authors can work off of to use in there own mods. Hoping to have it done within a month.
  14. Is it possible to change the text on an item so when you look at it in the game it will say something other than take? I thought it was possible,but haven't found it yet. I'm making a mod that would look a little better if it said buy instead of take. Over a month of spare time has gone into this and I'm planing on making it an .esm before release so I'd like to have it as complete as possible. Edit; This is for Fallout New Vegas
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