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AxlDave

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Everything posted by AxlDave

  1. Try Wrye Flash NV. Never got the hang of it myself, but many people swear by it for sorting out a bloated and clash heavy mod list.
  2. Can you post a screenshot of the "stretching"? Also, have you tried turning Archive Invalidation off and on again?
  3. If that is a screenshot of the GECK - which it looks like - then highlighting the "Weapons" branch should bring up a list of weapons in the main view bit on the right. You can find weapons by sorting this list according to name, editor ID, or form ID depending on which you know. Oh, and you edit them by double-clicking on the specific weapon. This brings up a window with lots of buttons to press. --EDIT-- Having actually read what you posted, I realise I didn't actually answer your question. My bad. To edit which DLC weapons are in, you have to do that through FNVEdit. Could be tricky though, make sure you know what you're doing before you edit official content.
  4. I have been working on a mod which I plan to release a few months ago. Clearly that hasn't happened, so I was wondering if anyone could give me a hand putting the final finishing touch to this mod. What I need is some impact decals for a H2H weapon. I can't do them myself - believe me I've tried - so hopefully someone with artistic ability can help me out here. I can send you the weapon .nif or the entire mod if needed. This is pretty important to make the mod awesome. Hope someone can help.
  5. Bump - are there no texturers currently out there, or is this a very difficult request?
  6. I've been trying to create them myself, but it turns out I kinda suck at textures when it's not just recolouring stuff. The impact decals would be for a hand to hand weapon, so no bullet holes required. Detail and depth maps would be, however. If you are interested or could do this easily, PM me for specifics. Or I could post it here, whatever.
  7. I've been trying to create them myself, but it turns out I kinda suck at textures when it's not just recolouring stuff. The impact decals would be for a hand to hand weapon, so no bullet holes required. Detail and depth maps would be, however. If you are interested or could do this easily, PM me for specifics. Or I could post it here, whatever.
  8. So it might be best if I run with the "while equipped" method, then?
  9. Cool, I think I'm starting to get the hang of how the inventory stuff works. Bit of a circuitous route. One question I have is Did you mean ForEach Iter <= PCont ?
  10. If a script doesn't save, it's because there is an error in it somewhere. There should be a pop-up window that tells you which line is in error. Lines are counted downward from your script name including blank lines, eg: scn MyScript is Line 1 This is Line 2 This is Line 4 This is Line 5 This is Line 8
  11. I was kind of hoping to not limit it to equipped stuff. The script I posted above seems to work except for the referencing bit. It must be possible to get the generic set / get current health commands to work, right? I can't see why they'd be there otherwise. P.S. How do you do spoiler tags?
  12. Okay, further update - I have isolated the problem, I think. The SetCurrentHealth fOnePercentIncrease does not appear to do anything. Using my latest script (below), the only message that pops up is the "Success" one, which happens every 5 seconds as required. However, still no health increase. Perhaps my maths is wrong? Or maybe I'm back to the original problem of how to reference the armour that is the subject of this script?
  13. I see, that makes sense. Perhaps, with both Fallouts being more recent, they had a more accurate counter? Not sure. Okay, I'm totally stumped here. I have altered my script according to several pieces of advice posted here, and have made some... confusing progress. I'll post the script and then the effects it has. Initially, I changed the variables to be floats and removed the GetSelf references. This made the "Settings Applied" message appear steadily for a second, then that and the "Low Health" message flash rapidly and alternately. I then removed the "Settings Applied" message and had similar results whereby "Low Health" would appear for a second, then "Success" for a second, before both flash rapidly and alternately. I then switched round the timer so it counted up from 0, and now I get the exact same response from "Low Health" and "Timer Started". It looks like the script is running through the fHealthPercent < 125 block, but ignoring all commands except the message commands. No health is restored to the armour in any of the above scenarios. What the phantasmagorical elephant is going on? --EDIT-- After noticing a rather stupid mistake, I removed the set fTimer to 0 and set iStage to 0 commands from the beginning of the script, and now have a slightly better response. Still no health increase, but we're getting there. So, now "Low Health" shows for a second, then "Timer Started" shows for a second, then "Low Health" shows continuously, but no "Success" message. I shall continue to look for basic errors, if someone could point out any not so basic ones?
  14. Okay cool, thanks for the clarifications. Odd, because I've used fTimer == n in FO3 & NV scripts before, and it worked fine... is it that Oblivion scripts function a little differently? Also, if I "set HealthTotal to GetObjectHealth rCrusaderArmour", don't I need to specify that rCrusaderArmour is the reference for the current object? How do I do that without GetSelf?
  15. Okay, turns out I need some more advice. Below is the complete script I am currently running, which saves just fine so it must be grammatically correct... however only the "Settings Applied" message shows up, and that only happens once. Even when I damage the armour with a spell. Perhaps there is some basic error I'm not seeing?
  16. Nicely done, thanks for the advice man.
  17. No worries, thanks for the help. A further question does arise, is it possible, rather than referencing each individual piece of armour, to make a generic reference in an object script that references whatever object it is a script for? Just thinking it might be more versatile that way.
  18. Awesome, thanks. So I would need scn BlahBlahBlah short GetCurrentHealthPerc BEGIIN GameMode Set GetCurrentHealthPerc to ( GetCurrentHealth / GetObjectHealth ) * 100 if MyItemReference.GetCurrentHealthPerc < 125 Rest Of Script Here is that right? --EDIT-- or would it be Set GetCurrentHealthPerc to ( MyItemReference.GetCurrentHealth / MyItemReference.GetObjectHealth ) * 100 if GetCurrentHealthPerc < 125
  19. I am trying to make armour that self-repairs, and enchanted weapons that recharge with every kill. I figure scripting is the best way to accomplish this, though I'm not sure of the commands to use. For the armour, I was thinking of checking the health, and any time it falls below 125% a timer starts which adds 1% health per second. The timer bit I'm okay with, but I don't know how to check for, or add, health - CheckItem.GetHealth didn't work. For the weapon, I'm pretty sure that HasMagicEffect will return whether or not the weapon is enchanted. I also thought I might be able to use how soul gems get filled to recharge the weapon directly. Trouble is, I can't seem to find whatever controls that function. Can anyone offer advice about this, like whether it's possible, how to do it etc?
  20. You know you've been playing too much with mods when you reply to a topic like this.
  21. A few things come to mind, though I could be mistaken about them. First, if the SetScale function is supposed to activate upon wearing the Power Armour, the script should begin OnEquip, instead of OnAdd. OnAdd means if it is in the inventory, but not necessarily equipped. Second, I am unsure what the "RemoveMe" function is supposed to remove. But the most likely cause of this issue is the lack of a DoOnce function. As it stands, it appears the script would keep running continuously all the while the Power Armour is sitting in someone's pocket. Try something like this, perhaps? scn PPAPARescaleTokenScript short DoOnce ref rContainer BEGIN OnEquip set rContainer to GetContainer if ( DoOnce == 0 ) rContainer.SetScale PPAPAScale set DoOnce to 1 RemoveMe ;You should probably keep this in until you know what it does endif END BEGIN OnUnequip set DoOnce to 0 END That should pretty much address all the issues I can see with the script you posted.
  22. Thanks, I'll check that out. Is Parallax the Height Map? If so, I assume I would need another GIMP plugin to create such a map?
  23. I am attempting to create some impact decals for a weapon, but the Normal Map function in GIMP does not seem to be doing the trick. I want the decals to appear to be pretty deep, but no matter what settings I fiddle with the end result is always quite shallow. I have tried adjusting the scale, the z value, the alpha channel selections, still no real depth. Any suggestions?
  24. Wow, this post is a mess. Whenever you ask for help, it's always a good idea not to give anyone who tries a headache. To this end, if you must post multiple questions / topics under one title, at least make use of a bullet point list. And clearly mark your edits so people can tell what you have and haven't done. E.g: - Blah blah blah question 1 - Blah blah even more blah (Here's a script or something) Question 2 - Blah blah blah question 3 --EDIT-- Never mind, did it, here's how.
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