-
Posts
12 -
Joined
-
Last visited
Everything posted by Tarva759
-
New to GECK & Modding? Look Here Please.
Tarva759 replied to sumoftwosins's topic in Fallout 3's GECK and Modders
You're gonna wanna edit the GECK's ini, I bet it crashes when you try to view an NPC, right? The cells it crashes on when rendering have some too? Yeah this is a weird one, but a day one. I had it in 2011 and most reports I've seen are old, I'm thinking anyone who dealt with it gave up instead of troubleshooting. Can't blame em. But anyways find bUseFaceGenHeads= and set it to 0. IIRC you can edit NPCs and change their haircuts, but trying to actually see their faces/full body will CTD. -
I've been playing around with the Rock-It-Launcher in the hopes of making a grenade launcher. She works, I made a new form list with only frags, replaced the projectile with a frag, and they even bounce a round a little which I think is neat; but the only reason it's a "frags only" list is because I can't figure out a way for grenade variants to use different explosions. Is this something I can feasibly do, or should I stay humble and stick to frags? I was thinking of adding a way to convert grenades into an ammo type, then going the Vegas route, but I'd really prefer the RIL use actual grenades. I don't actually know how to do this, but I think I should do the above then add a menu item to convert nades to and fro from the Pipboy?
-
Thank both of you for the script notes, I'm sure there's a lot of basic things like that I don't know. I'm trying to avoid OBSE until I'm knowledgeable enough to really take advantage of it. Is there anything I can do with just the CS to simulate Dam Fatigue?
-
It only lowers my fatigue by 1 and for a single second. Could you take a look at my spell? Scn aaaStagger Begin ScriptEffectStart ref self Set self to GetSelf If (self. Get Dead==O) Self.PlayGroup Stagger,1 Player.Ref ModActorValue Fatigue -35 Endif End I've never touched ModActorValue before so I'm sure I missed something basic
-
Can I pick your brain one more time? I hadn't noticed before, but Dam Fatigue on self causes the camera to shudder. Is there something I can insert into my script to do it instead?
-
Thank you, that did the trick. I'm happy with this, but is there a way for it to affect just one spell while the rest keep the light effect?
-
It's still doing it. I don't mean the blue swirls or glowing hand spells do, but the white light that comes with casting. Here's an example https://ibb.co/c6LWGCR https://ibb.co/4VbQnv0
-
That's actually the same set up I have. Dam Fatigue On Self with a scripted Push that has no visual effect. Though when I cast my spell the room still lights up for a second. Would it be possible to edit the light effect of just my scripted spell, or is that something that would affect all of them? Since vanilla on-touch casting looks like you're reaching your hand out, I was hoping to make something that looks like a bash, but the light effect really throws it off.
-
Trying to make some mods for spooky season, but I've ran into a wall. I've got a script that replaces dead NPCs with spore carriers/NPC ghouls/centaurs, and it works fine on melee and ranged weapons, but grenades refuse to work. I have the Base Effect tab greyed out on grenades, but I got around it by using FNVEdit. I also tested the effect on a melee weapon, and there weren't any problems there. Is there something special about grenades I'm not aware of? I tried increasing the radius to 5, but that didn't seem to help. I kinda just hopped into the GECK and trusted my Oblivion experience would be enough, but if there's a vital step I didn't learn I'd truly appreciate a tutorial link.
-
I'm making a ghetto on-touch "shove" spell, and I can't figure out how to turn off the light fx that happen when you cast. Can anyone enlighten me?