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Radioactivelad

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  1. Usually a result of/some combination of: being mad about the creation club, frustrations with mod users, frustrations with the nexus as a platform, or just for the feeling of finality so they can properly focus on other goals. Or they were banned, at which point I think you can request to have your files removed.
  2. You can also hold ctrl+alt to drag a physics object around with your mouse and position corpses with more personality. Especially useful because just letting them fall with havok sim causes them to fall in a very particular position every time. (And you will never stop noticing it once you know this.)
  3. I'd be interested in voice acting when the time comes.
  4. Have a "[More]" button that brings up another copy of the message with different options. If you add a second variable in your script to track which copy of the message is active, you should be able to double-up functionality of one Menu Button script. If Button == 0 && ButtonMenu == 1 Elseif Button == 0 && Buttonmenu == 2 and so on.
  5. The game is very picky about file formats and whether the sound is mono or stereo. I honestly can't keep track of it all since I haven't done too much with sfx, but I *think* a "heard-round-the-world" problem is a fault of the sound being in Stereo format.
  6. Create a new voice type for him and he won't say any vanilla dialogue under any circumstances.
  7. A little unintuitive, but you need to put an 'Activate' command in 'OnActivate' scripts if you want the object to react with its built in animations/sounds.
  8. My first thought was also AI packages, but packages apply to a base object, and any individual actor might be one of a dozen instances of that base object. You mentioned Bile Bombs, which might actually be the perfect idea- perhaps the grenade can spawn a non-moving Invisible Actor that forces nearby hostiles to go after it. You could check for factions or creature type to limit the targets affected by the "taunt" from the invisible actor. How you could get a taunt is a whole other problem. The Startcombat has to target a specific ref and most actors dont have specific reference ids. My most hare-brained idea is to have the invisible actor be a stationary turret that shoots at targets with an invisible projectile that makes no sound and does no damage, using factions to specify who they're hostile to, and consequently lure.
  9. I'm working on a complete rebuild of my own rebalance mod, and something I wanted to do was stop the player from gaining more health after level 30 as a sort of middleground between Sawyer Mod and its Forks that reduce the level cap to 30. I'd like to avoid using gamemode scripts for this purpose, but trying to implement this via a hidden perk just causes the player to have their health drained constantly, as if poisoned, instead of reducing their maximum health. (Even though the effect works in the opposite direction of increasing maximum Health.) No matter the flags on the effect I can't get a "Reduce Maximum Health" effect working properly. Modding the GMST that increases the player's health per level via script has the unwanted effect of removing *ALL* health gained from leveling up retroactively, not just the health gained from post-30 levels. Typing this out, I think what could work is actually to edit that gmst to give no health, and then have the hidden perk add a stacking +5 health bonus until Level 30, but is there a smarter way to handle this? EDIT: Above idea didn't work. Despite this working, in theory, exactly as the Life Giver Perk, it seems adding conditions to the effect causes it to not work properly.
  10. Anyone here ever played Splinter Cell Chaos Theory on PC? It had an ingenious control scheme for movement where you used the scrollwheel to progressively dial your speed up or down from tip-toeing, to walking, to power-walking, to jogging, to running and everything betwixt those- effectively giving you the full range of movement on keyboard you'd otherwise only get with an analog stick. It's so good I don't know why it's never really been a thing in PC games since. Would *love* to have that in Skyrim, or any bethesda-engine game for that matter.
  11. You could "easily" add a voiced player character by just adding to the normal response text and having it be voiced by your Player Character voiceactor, and not give it any lipsync files. This would require editing literally every topic in the game, but the illusion that it is your character speaking would work. My theory of a more practical implementation would be some kind of NVSE magic that can tell what topic you're highlighting in the dialogue menu and send an instruction to play a specific audio file. I don't know if that could be done, but I'm not in the position to say what the Wizards could or could not do these days, especially with all they've been doing lately.
  12. The Script Extender has an expanded DisableControl function let's you target the hotkeys. Combined with disabling the pip-boy, the only way I can think of that a player could circumvent your intent at that point would be to use Stewie Tweak's Quick-Use feature. This sounds like you're trying to make Doom's Berserk power-up, and so at that point, the idea of a berserk player wolfing down every loose food and drug within reach just sounds funny, so I'd allow it.
  13. You just call YourVendorNPCsReferenceID.ShowBartermenu in the relevant terminal option's result script. You'll also want to force the Terminal menu to close beforehand or else you get a buggy barter menu like the vanilla lucky38 terminal.
  14. Go to the plugins section, double click the mod you're wanting to move, change Sorted Automatically to Locked to Index and set it to where you want it to go. If there are any loose file conflicts, you'll get a prompt in the top right asking which mod you want to take precedence.
  15. As far as I can tell, EMP Resistance is a red herring. It's an unfinished/unimplemented mechanic. (Or maybe it's how Pulse damage worked in Fallout 3? I remember it was still good for robots, but it was way less extreme than in NV.) The way the pulse guns actually work is they have an object effect that checks whether the target is either Creature Type 6 (Robot), or is wearing any of the vanilla game's power armor. If true, it directly damages the target's health for a static amount of additional damage.
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