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Yamatohime

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Everything posted by Yamatohime

  1. I tried to use fists weapon for this but somehow my character can't hit anything with them equipped. So, I guess it doesn't work.
  2. Well, is there any weapon referance that can be used to add object effects to players bare fists?
  3. Does OnFire blocktype completely intercepts weapon fire? Like you can stop it from firing if you put something like "playgroup idle1"? Or does it just add additional effect to it?
  4. I wonder, how hard it would be to make copies of recruiting NPCs to avoid them from vanishing. Like make severak dozens of BaseCloneNPC and just copy appearence of recruited NPCs, than replacing real one with clones.
  5. Is any way to get reference (non-actor) that was hit by explosion?
  6. I didn't find more optimal solution but... Since I use fake perk to launch this effect I just run script in quest with processing time "0.1". I hope it won't affect my performance too much. ActorEffects has duration of 1 second.
  7. By my experience, this script will not run after loading game with weapon or apparel in question equipped by player... If placed as weapon or armor script. begin GameMode if player.HasPerk(perkname) if isControlPressed(6) player.cios spellname1 player.dispel spellname2 else player.cios spellname2 player.dispel spellname1 endif else player.dispel spellname1 player.dispel spellname2 endif end Is it possible to fix it to run after re-load? Perk added and removed by OnEquip and OnUnequip blocks.
  8. I wonder if there is any mod that allows to detect items outside containers and display their names or icons on HUD?
  9. What is the best method to add items to merchants? GECK wiki points that adding items to level lists should be avoided because it would become persistent in saves... Is the any other scripting that can help to add custom items to merchants?
  10. Is it possible to use specific animation to only one weapon (for example add unique handgrip for one pistol)? If "yes", what is the most safe way to achieve it?
  11. I wonder, does the quest (and script) run once after New Game or does it always run once during gamemode? I renamed but it seems that problem will be persistent in the save file. Maybe it was not smart move to add items into the script in the middle of playthrough?
  12. Hm... It worked but after I save and exit... The ammo is not registered in proper formlists.
  13. So, I created script and added it to simple quest. However, it doesn't seem to work. Is it script problem or I need to look at quest? If it is quest what should I look into? scn MyAmmoListSCN short iDoOnce BEGIN GameMode if (iDoOnce == 0) ListAddForm AmmoList556mm MyAmmo556mm 0 ListAddForm AmmoList308 MyAmmo308 0 ListAddForm AmmoList12Ga MyAmmo12Ga 0 ListAddForm AmmoList9mm MyAmmo9mm 0 set iDoOnce to 1 StopQuest 00AddAmmoToList endif END
  14. How could I prevent my enemies flight whenever I use cluster type explosives (like two-three grenades at the same time)? I tried to zero force in explosion data but poor NCR test targets either way like to fly in random direction by tracing a beautiful arc. Is it game engine limitations?
  15. Since it is ActorRef... It points to PerkOwner condition of Perk Entry (in basic case it is a player I think)?
  16. I got confused with this one condition... I want to add that scopped weapons to deal more damage but kind can't understand where should I put this condition (if it is working at all), into weapon conditions or PerkOwner conditions? Or should I use GetWeaponHasScope?
  17. Ah, so I need to look for those lists and add them to my script that add items into lists? However, I thought that "showrepairmenu" did not need merchant lists for repair...
  18. I think I missed something since my added items can't be repaired by vendors even though they can be repaired normal way.
  19. Somehow when I use reload animation "ReloadK" I get reload animation from "ReloadY" when sneaking. Is it possible to fix it with GECK?
  20. I wanna bash my head... Because I found the most idiotic solution to my problem: 1. Open GECK 2. Create any script and save it 3. Open ESP that I want to add/edit script (no need to save pluging with garbage script) 4. Create/edit script I want 5. Save it 6. Save ESP If step 2 is ommited I can't add/edit scripts!!! What can cause this bug? Yeah, it was the first thing I did... Removed "Read Only", cause it made me problems previously in Oblivion. Win7 UAC is really troublesome and useless...
  21. I was able to edit scripts on my now dead laptop with Win8 but somehow I can't edit them on Win7. GECK PU shows no error (well, since script for testing was made of one line "scn testscripttest"). Run under Admin profile. Do I miss something? Maybe I should check some folders? P.S. I have Steam version of New Vegas.
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