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Everything posted by Radioactivelad
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Skill Boost While Crafting
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's GECK and Modders
Ah I didn't know CastImmediateOnSelf that was a thing. Thanks! Edit: Well it seems that using CIOS has the same problem as the menumode scripts. The skill bonus doesn't apply until the player has returned to Gamemode. With my consumable method, I tried splitting the Add and Equip between the Begin and End result scripts and it still works, so maybe that should help with people who get crashes in that situation? -
Skill Boost While Crafting
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's GECK and Modders
Alright, I didn't have much luck with my Menumode scripts. I just can't seem to get the player's Skill to update for the crafting menu. (Plus I want to avoid Gamemode blocks as much as possible) I do have a kludgy method that does work: Adding and equipping a skill-boosting consumable on the player via result scripts when they ask the companion to start a fire. This wouldn't create Save Bloat would it? The crafting menu just opens after the player asks them to start a fire, same as Veronica's workbench dialogue. There is no Frostfall-esque building of an actual campfire. -
I'm making a companion mod, and for their perk they allow you to access Campfire crafting through dialogue, just like how Veronica lets you access Workbench crafting. But, I was thinking it'd be more interesting if the player also gets a Skill boost to Survival *just* for the purposes of crafting, so you could access more advanced Crafts at lower Survival levels. Sells the idea the companion is actually helping you craft items a lot better I would think. The flow chart for this idea is basically: 1. Talk to Companion. 2. Ask them to "set up a campfire" 3. Player gains Survival skill boost. 4. Player crafts items they otherwise wouldn't be able to. 5. Player exits crafting and their Survival skill returns to normal. I don't want to just give the player a constant Survival boost, because that would make the items themselves more effective. I just want the player to be able to craft them, with the companions assistance. Any ideas of what the most efficient way of handling this would be?
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ULTIMATE GECK CHALLENGE
Radioactivelad replied to awaythestone's topic in Fallout New Vegas's Discussion
I mean I don't think it would be that difficult considering we have a professional example, in the same game and engine, of how it's done. If it's like most elevators in the Pre-fallout 4 engine, i'm guessing it's probably done by by having the rest of the level movie around the platform to just create the illusion that the elevator is moving. -
JSawyer Classic vs. JSawyer Ultimate
Radioactivelad replied to Kneller's topic in Fallout New Vegas's Discussion
It adds a lot of additional changes I don't really get the point of and a few I just plainly disagree with (Varmint Rifles using .22 LR rounds, AP changes, loot rarity). I'd just stick to Sawyer's mod. -
Headgear too big for the head
Radioactivelad replied to Darkstick's topic in Fallout New Vegas's Mod Troubleshooting
The bandana has been bugging me for awhile because of this problem that has definitely always been there. Fun-fact: Jessup's bandana actually fits differently on a character's head, fitting perfectly on Jessup himself. Maybe that will give you a clue to get them to fit properly. -
It sounds like OP doesn't understand that certain parts of the world exist in separate "World Spaces" and just no-clipped through the perimeter fence found in the main Mojave Wasteland Worldspace instead of going through the proper entrance.
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Stomp Attack Animation
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's Mod Ideas
Well, I'm not concerned with any of that. I just want to change the stomp attack animation. :P -
Chems that damage the player
Radioactivelad replied to Sootyjared's topic in Fallout New Vegas's GECK and Modders
Check up how the Weapon Binding Ritual from the Honest Hearts dlc works. -
If it's supposed to be visible in your video, I don't see it at all. I just see the usual weapon animation problem.
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It's a vanilla issue There are small imperfections with the Weapon walking animations. There's a very noticeable jutting forward when walking with a pistol-grip rifle, such as the Service Rifle. Holster your weapon and the issue goes away entirely. I don't know much about animations, but I assume what's happening here is the same thing that causes the "Walking" Swim animation to move in small bursts (only in third-person). A pause or slowdown of motion built in to the animation itself. That looks and feels natural for swimming, but was probably unintended for walking on land.
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Stomp Attack Animation
Radioactivelad replied to Radioactivelad's topic in Fallout New Vegas's Mod Ideas
Create an AI package in the geck, go to idles, check use specific idles, and try to add one. It will pull up a list of all animations with preview window. The kick I mentioned is Vatsh2hattackpower_lowkick. There is also a dedicated Idles menu under Character(?) along the top bar, but it has no preview, and my Geck just loves to crash if I try to browse it for more than 20 seconds. There is no variation in the stomp attack, just the one animation, but in the game files there are all manner of unarmed moves that are supposed to be used in VATs. In New Vegas, none of these were implemented, but If I recall correctly, these different vats attacks would be used contextually in Fallout 3, as opposed to New Vegas where your character always just punches normally. -
I need to revisit it at some point, but my current opinion of it is Stereotypical Steam Early-Access Survival Game: The Mod.
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Actually... i have some news. So I just released a Reimplentation of the Nerve mechanic by using a perk. I used Blind to see how much damage an NPC deals in combat in order to test the damage modifiers were working. However, I just now happened to check companion damage without my mod active, and it turns out Charisma *does indeed* modify how much damage they do in the vanilla game (1 Charisma seems to be base damage, and every point after that is a bonus). So Nerve *does* work. At least for giving a damage bonus. Supposedly it's also supposed to increase DT by a percentage, but that doesn't seem to be functional. My mod has some different and additional mechanics, so It's still a mod worth existing, but I don't know why I never thought of checking for Nerve's effects this way before. I don't even think my damage modifiers were ever working to begin with.
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Uh, whoops, I meant to post this reply here, but accidentally did it in one of the threads you linked.... oops. Anyway: This is something I've tried to investigate with others before, but this was apparently on the the Wiki the entire time: Unless I'm misunderstanding, Apparently it was an engine side thing, which would explain why no traces of it can be found in the geck. However, even the Companion Suite is not doing everything it's supposed to do as described in its description, nor is it influenced by Charisma in any way. On top of that, I don't know if it's a problem with my game, but it's not even being added to my companions for some reason, even with all of my plugins disabled. I've checked the scripts and they *should* be added, but they're not. (You can check in your game with Hasperk 15c571) The good news is Nerve should be pretty easy to handle through the Companion Suite. It just needs to be filled out with the correct conditions and tiers of benefits (and detriments), but vanilla companions not getting the Suite added to them in the first place is kind of a problem. Edit: I just tried adding the perk to my companion with the console, and it just straight up instantly removed itself. After adding the perk, their stats were the same and Hasperk returned 0 What the hell.
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This is something I've tried to investigate with others before, but this was apparently on the the Wiki the entire time: Unless I'm misunderstanding, Apparently it was an engine side thing, which would explain why no traces of it can be found in the geck. However, even the Companion Suite is not doing everything it's supposed to do as described in its description, nor is it influenced by Charisma in any way. On top of that, I don't know if it's a problem with my game, but it's not even being added to my companions for some reason, even with all of my plugins disabled. I've checked the scripts and they *should* be added, but they're not.(You can check in your game with Hasperk 15c571)
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If you're talking about true dual-wielding such as in Skyrim, no the tools are most definitely *not* there, and unlikely to ever be. The most theoretically plausible way to do dual-wielding in the New Vegas engine would be like the Dual Berratas from CS:GO, which is technically "one" weapon, but is rigged and animated as two pistols in each hand firing in sequence. (I think this was done in Fallout 4 recently.) Animation is not a common skill in the modding community, and it's especially hard to animate for New Vegas from what I understand.
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Creating one set of modular dialogue
Radioactivelad replied to StealthDick's topic in Fallout New Vegas's GECK and Modders
There are two responses in Caesar's Greetings, with one that say <Inert Node for how the player has hurt the legion> and an equivalent for the NCR. These responses are given conflicting GetID conditions (Must be Caesar AND Cannot Be Caesar) so it won't actually be "said" in game. However, This "Inert Node" Response lists VDialogueCaesarFortCaesarTopic093 as a single Choice, and those contain all the responses for how the player has hurt the legion. Looking at the rest of Caesar's greetings, his initial conversation with the player appears to just be saying the Greeting over and over again. (His greetings are given Say Once Flags, so they progress in order, but I'm not sure how they keep using Greetings without actually re-greeting the player.) I'm pretty confused how all this going down too: I'm getting the impression that Obsidian is exploiting some kind of bug/quirk with that "Inert Node" to do something that the dialogue system can't typically do. (Link together multiple conditional statements without a middleman response from the player.) Best way to find out is to just emulate the example and see what happens.