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Radioactivelad

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Everything posted by Radioactivelad

  1. I can't figure out whether I just don't understand your script or if your script isn't even doing anything at all. It seems like you're just requesting the lock level of an object and not doing anything with it. Your check for Lockpick level also needs to specify it's The Player's lockpick skill. (Player.GetAv Lockpick) GetLockLevel, as mentioned is just a report on what the lock level of an object is. If you want to change the lock, you just need the simpler "Lock" function. To accomplish your goal, you need to target the actual locked object with your script. I don't have an answer for how you could do that. Honestly I think you'd be much better off changing the settings that govern how likely Force Lock is to be successful if you want to make it faster and easier to open locks at higher skill levels.
  2. The game has an eye-adaption effect. I think Target LUM in an imagespace's configuration is what controls it. The more a non-bright surface takes up your view, bright surfaces increase their luminosity. On top of that, Fallout 3 had a very High-Contrast lighting direction, which increases the power of the effect. The shininess in the NV screenshots are caused by "HDR". Excessive application of the effect was the "style" at the time. (Though New Vegas doesn't really have that problem too much by default as its vanilla lighting is incredibly flat and dull. RWL seems to be the issue there.)
  3. It's seconds, more or less. Zero or default actually equals 6. It is *not at all* what you want to use for that purpose though. You would want to use the GameDaysPassed variable in some way.
  4. You have snapping enabled. The hotkey to turn it on and off is Q. (CTRL+Q for rotation snapping).
  5. Weren't the "races" in Oblivion mostly just Bethesda abusing the hell out of FaceGen? (Likewise, the only difference between the races in NV are just the default face data for that race. Which is also why the default faces for the races in NV look different than they do in Fallout 3). It's not exactly clean, but I was able to make a Pigman by just manipulating the base game Old Aged race: https://staticdelivery.nexusmods.com/images/130/1385564-1581639033.png Something that was taken out of the engine for whatever reason was height and weight though, so there's no way to have stringbeans like high elves or broadchested Orcs.
  6. With a StartCombat or SetEnemy function in the result script,
  7. Would it be possible to just simply dump every npc in to a Formlist and then just run a Formlistid.additem script?
  8. They have no functional effect outside of their visible values However, they're still counted and can thus fortify that stat from being drained. (Or preventing it from being raised above 1.) So if you had a Guns Character with the Hot Blooded trait for example, it would be optimal to save a Guns Skill book to use at 100 skill, thereby preventing the Agility debuff from reducing your Guns skill.
  9. I was wondering if it would be possible to do an old-school trick for "reflections" by having a mirror image of a room on the other side of an invisible wall. As the title implies, the biggest hurdle for selling this illusion is having an NPC mirror the player. Copying their appearance and equipment is pretty easy, but I'm not so certain on the movement. Any ideas?
  10. REFs are Obsidian's general tag for Reference Ids, the ID you can give to a specific object hand placed in the game world. the "REF" doesn't actually mean anything, it's just an identifier for human readability. Challenge Reward scripts inherently on go off once, when the associated challenge is completed, so you don't need to do anything special. The simplest way to keep the player from getting both rewards in a binary situation like this is to just have the Kill path reward script remove the Pacifist path reward from the player. (Remove functions called on something the player doesn't have won't cause any issues.) As a design opinion, I think that's better anyway, since the player still has the capability of killing them after the arbitrary "end" of the dlc.
  11. I'm trying to make the lighting in a dark cave area feel a little more natural/playable by using HDR to enhance the darkness when your around bright lights and let "your eyes adjust" when your looking in to the darkness. The lighting engine is capable of this but I can't figure out how to tune the Imagespace for this myself.
  12. Sounds more like they just want more pre-fab buildings, like the vanilla game's two basic Wood Shacks. That'd be pretty cool actually, especially for the tilesets added by expansions like the train cars and warehouses.
  13. It would have to be in the realm of the script extender. What I would "simply" do is have a variant of &PCName; that checks for a space, then only displays everything after the space. If no space is detected, just function as vanilla &PCName;. Disclaimer: I know nothing about where to even begin creating a function like that, if it's possible at all. I wouldn't worry about it anyway since, in my experience, very few people give their characters a first and last name.
  14. I've been wanting to make my own Alternate start mod since there's certain aspects of Roleplayer's that I don't like, but I'm not sure where to start with upending the whole chargen process. (Tried studying RAS but couldn't work it out.)
  15. It's not really a problem with Ragdolls, but collisions briefly failing for a bit as the cell loads in. The object itself is just doing what the physics engine tells it it should do. Most often it resolves itself by way of the object getting ejected in to the sky at high speed.
  16. Disclaimer: I'm not a professional, and all my level-design-fu comes from making/reflecting on my own New Vegas Mods and playing other's New Vegas mods (and commercial games) critically. Often the "Tardis" effect is just simply that the interior tilesets you'll have to work with aren't up to the task of perfectly matching the exterior. Improvements can be made by Kitbashing or "kludging" as I like to call it, but there's only so much that can be done without entirely new assets. Every facet of game design is just smoke-and-mirrors anyway; focus on improving the illusion instead of trying to make it "real". (For that matter, the exterior buildings are often too small to create an interesting interior space.) A common thing I see in a lot of mods is not varying up the light sources they use. Often times I've seen cells use something like IndLightNeutral, exclusively throughout an entire warehouse or using glowing radioactivegreen mushrooms to light an entire cave section. The musical equivalent of that would be this infamous Saxophone Solo: https://youtu.be/Pt76-vvCGWs?t=50 At first you might think it's creating a certain mood, like a lot of blue-ish lights might make a place feel "cold", But the more time you spend with it, the more the one-note nature of the lighting becomes, and the more visual fatigue and boredom you're going to instill in the player. I like to maintain a certain level of "consistent variety", like In a hallway, I'll use a Cool colored light, while in the actual rooms connected by those hallways, I'll use a Warm color. This is by no means a strict rule, but it's a general guideline I follow. It's important to maintain some variety in an individual space too though. I consider this one of my better lit scenes: https://www.nexusmods.com/newvegas/images/119015 There's three main colors in this scene: Orange, Yellow, and Brown. Notice there's a sort of progression here: Directly in front of the person holding a rifle is a orange light that casts on all the nearby piping and concrete. Directly above them is a yellow light that doesn't reach as far, but is quite bright. Finally, behind them is the neutral brownish-black of the cell's inherent lighting. All this combines to create depth in the scene, which makes the space more interesting visually. To pick on a mod you've cited as an inspiration in your OP, I think this scene is terribly lit: https://staticdelivery.nexusmods.com/mods/130/images/70165/70165-1607516415-51383127.png Now, I don't know if this is actual lighting edits made by that mod's author, or if it's just a result of their ENB ( I hate ENBs for this reason, among others), but that doesn't really matter: If wasn't for that one darker corner, this space would look *completely flat*. No variation in brightness, only a nigh-imperceptible variation in color by the sun coming through the window. The hyper-contrast on the character, (straight up Black Crush really) presumably the result of not being directly lit by any of the light sources, is also not a good look. This scene from that same mod takes in to account many of the things I just discussed, and as a result, looks significantly better: https://staticdelivery.nexusmods.com/mods/130/images/70165/70165-1608596445-1163842209.png In the previous example of a "cold room", I would put deep orange or red lights somewhere as an "emergency light" or the pollution of some other electronic equipment. This accomplishes three things: 1) It adds variety to the scene. 2) The "warmth" of these minority lights actually makes the "cold spots" feel even colder. 3) It's a good way to signpost a potential area of interest for the player. (So many mods that leave important items like keys in generically lit rooms would benefit from this.)
  17. Ingredients cannot be ORs (or point to Formlists), unfortunately. They can point to Leveled Lists, but I wouldn't think that would work. As an addendum to the Visibility Trickery above though, you could use a unobtainable item called "Fresh Apple OR Dandy Apples" in your dummy recipe to communicate to the player that either item is accepted.
  18. The default color of everything is black, so make sure you're checking all of the possible Time and Type combinations.
  19. In the World dropdown menu there's a optionfor weather. Click that and it'll pull up all the individual weathers and the controls for managing their colors and imagespaces. Speaking of which, you'll also want to look at Imagespace Modifiers, as they will drastically affect the final image. (Think of them as Photo filters.) If you want to start completely from scratch, you'll need to assign your new weathers to the Climates used by the Worldspaces. (All of this is under the World dropdown.)
  20. It would be immensely easier to just modify Tale of Two Wastelands and get rid of all the New Vegas specific gameplay features to experience Fallout 3 with a mod like that. Which is to say, it would be a lengthy and difficult process, but "hard" is easier than "basically impossible."
  21. I may be wrong (haven't used TTW in years), but you may need to add the Fallout 3 BSAs to your SArchive list in your Fallout Ini. ePath's comment on the FNV BSA Decompressor has the details: https://www.nexusmods.com/newvegas/mods/65854?tab=posts
  22. If you're using a "Use item At" or "Sandbox" package, try using a "Find" package instead.
  23. You wouldn't be thinking of the Mojave Tin Pip-Boy, would you? Regardless, you can't "port" textures, not the least of the reasons being is the Fallout 4 Pip-Boy is a completely different model.
  24. Random idea I had that I thought would actually fit pretty well because they both use giant lasers to put the fear of god in you. The "Brimstone" or the "Angel Light Attack" would work really well for the Assaultron's signature Head Laser attack. (Maybe combine them and get the best of both worlds?) There's also the voices from the boss music that would work well for chatter. ("BLASPHEMY AGAINST THE HOLY SPIRIT" would be a great Combat Opener)
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