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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. Giving life a run for it...
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. Selling the Wasteland: Items on the shelves may be bought right off the shelves! (working on it)
    1. KingShelby

      KingShelby

      Actually have it working, but I'm injecting the ability to steal items, kill the owner and just take them, and more.
  9. Set MyPrice to (BaseItemValue * MyBuyBase) + (BaseItemValue * PlayerBarterSkill * MyBuyMult / 100)
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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 -----------------------------
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