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AxlDave

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  1. Dialog tutorial AI Packages tutorial video AI Packages tutorial text Best way is to edit that mod. The author doesn't mind so long as you credit him. Though I personally would like to see a mod like this, if this is your first mod ever you will likely be unable to solve most, if not all problems you encounter by yourself. Making a few basic mods first helps you understand how the GECK works and gives you a few ideas of things to try if something doesn't work. It is far more efficient to be able to solve most problems by yourself, and otherwise you will likely get bored of the lack of progress. Not that I want to discourage you or anything.
  2. Is it possible to modify reputation in a script, but hide all the messages that pop-up? Like with "Player.AddItem xxxxxxxx 1 0".
  3. One last question, is there any way to modify reputation without the message coming up? Usually, it's just a case of sticking a 0 in the script line, such as "Player.AddItem AnItem 1 0". However "AddReputationExact RepNVFreeside 1 25 0" does not save, so clearly that's not it.
  4. Upon testing, this does not appear to be the case. In the GECK the reputation value for the Brotherhood is 20. From what I understood, that means that reputation of 0-19 was Neutral, 20-39 was Accepted, 40-59 was Liked and 60-80 was Idolised. Yet, when my script adds 40 Fame, I am Idolised rather than Liked. I tested this on a new game save, so I had no previous reputation throwing it off. Again, I cannot see where I'm going wrong, could you point me in the right direction? --EDIT-- It would appear that the values given in the GECK are maximum values, i.e the amount of reputation you need with that group to achieve "Idolised" or "Vilified". I have drawn up a table to illustrate each boundary for each faction: NEUTRAL ACCEPTED LIKED IDOLISED Freeside 0-10 11-34 35-69 70 Goodsprings 0-2 3-7 8-14 15 Novac 0-2 3-9 10-19 20 Primm 0-4 5-14 15-29 30 The Strip 0-5 6-19 20-39 40 Powder Gangers 0-4 5-14 15-29 30 White Gloves 0-1 2-4 5-9 10 Boomers 0-7 8-24 25-49 50 Great Khans 0-4 5-14 15-29 30 Followers 0-7 8-24 25-49 50 Brotherhood 0-2 3-9 10-19 20 NCR 0-11 12-39 40-79 80 Caesar's Legion 0-14 15-49 50-99 100 As you can see, half of the reputation cost is getting from "Liked" to "Idolised", making that transition much more difficult for each faction.
  5. I see, that makes sense. Yes, fortunately I can easily undo it in FNVEdit. So, for the Brotherhood, every time I gain 20 points of Fame / Infamy, I will go up one rank.
  6. I still have the problem whereby reputation only alters upon unequipping and re-equipping the armour. What happens is, I wear the armour with Karma = 0. I then raise my Karma to 250, but nothing changes. If I then take off the armour and put it back on, suddenly reputation changes. Every time I want reputation to change, it involves taking off and putting back on the outfit. I thought the script would make the change immediately on detection of the Karma level, but it apparently requires DoOnce to be reset to 0. I'm not sure why, any ideas?
  7. In my other post, I say about how I'm making an armour that changes reputation. When I tested it, the reputations did not come out exactly how I had planned. So, in the GECK I found Actor Data --> Reputation, and noticed that each reputation had a preset value, e.g Brotherhood = 20. Thinking that these values might be offsets, I set them all to zero. However my next test gave the message that reputation had changed but no values actually did. I am now thinking that the values might be multipliers, or perhaps max reputation caps. Could someone confirm exactly what these values do, and why they might be messing with scripted reputation values?
  8. Ah I see, cheers for that man. So to clarify, each line can be AddReputationExact instead of Player.AddReputationExact?
  9. SO I have a piece of armour that alters reputation all over the Mojave. Trouble is, I can't get it to work. The script saves, so it must make sense, and the script is linked to the armour. I can't see why it doesn't work, but it doesn't. As in, nothing changes. Here's the script, it's quite long but fairly simple: scn RepScript short DoOnce BEGIN OnEquip Player if ( DoOnce == 0 ) || ( DoOnce == 2 ) if ( Player.GetAV Karma >= 250 ) Player.AddReputation RepNVFreeside 1 100 Player.AddReputation RepNVGoodsprings 1 100 Player.AddReputation RepNVNovac 1 100 Player.AddReputation RepNVPrimm 1 100 Player.AddReputation RepNVTheStrip 1 100 Player.AddReputation RepNVBoomer 1 25 Player.AddReputation RepNVGreatKhans 1 25 Player.AddReputation RepNVPowderGanger 1 0 Player.AddReputation RepNVWhiteGloveSociety 1 25 Player.AddReputation RepNVFollowers 1 50 Player.AddReputation RepNVBrotherhood 1 50 Player.AddReputation RepNVNCR 1 50 Player.AddReputation RepNVCaesarsLegion 1 -100 Player.AddReputation RepNVFreeside 0 0 Player.AddReputation RepNVGoodsprings 0 0 Player.AddReputation RepNVNovac 0 0 Player.AddReputation RepNVPrimm 0 0 Player.AddReputation RepNVTheStrip 0 0 Player.AddReputation RepNVBoomer 0 25 Player.AddReputation RepNVGreatKhans 0 25 Player.AddReputation RepNVPowderGanger 0 50 Player.AddReputation RepNVWhiteGloveSociety 0 50 Player.AddReputation RepNVFollowers 0 0 Player.AddReputation RepNVBrotherhood 0 50 Player.AddReputation RepNVNCR 0 25 Player.AddReputation RepNVCaesarsLegion 0 100 set DoOnce to 1 ShowMessage AXL1 endif endif if ( DoOnce == 0 ) || ( DoOnce == 1 ) if ( Player.GetAV Karma <= -250 ) Player.AddReputation RepNVFreeside 1 0 Player.AddReputation RepNVGoodsprings 1 0 Player.AddReputation RepNVNovac 1 0 Player.AddReputation RepNVPrimm 1 0 Player.AddReputation RepNVTheStrip 1 0 Player.AddReputation RepNVBoomer 1 25 Player.AddReputation RepNVGreatKhans 1 25 Player.AddReputation RepNVPowderGanger 1 75 Player.AddReputation RepNVWhiteGloveSociety 1 50 Player.AddReputation RepNVFollowers 1 0 Player.AddReputation RepNVBrotherhood 1 0 Player.AddReputation RepNVNCR 1 0 Player.AddReputation RepNVCaesarsLegion 1 100 Player.AddReputation RepNVFreeside 0 100 Player.AddReputation RepNVGoodsprings 0 100 Player.AddReputation RepNVNovac 0 100 Player.AddReputation RepNVPrimm 0 100 Player.AddReputation RepNVTheStrip 0 100 Player.AddReputation RepNVBoomer 0 25 Player.AddReputation RepNVGreatKhans 0 25 Player.AddReputation RepNVPowderGanger 0 0 Player.AddReputation RepNVWhiteGloveSociety 0 25 Player.AddReputation RepNVFollowers 0 50 Player.AddReputation RepNVBrotherhood 0 50 Player.AddReputation RepNVNCR 0 75 Player.AddReputation RepNVCaesarsLegion 0 -100 set DoOnce to 2 ShowMessage AXL2 endif endif END BEGIN OnUnequip Player set DoOnce to 0 END Any ideas why reputation won't budge a smegging inch? Or why Message 1 will show up with good karma, but when karma drops below -250, I have to unequip and re-equip the armour in order to get Message 2? It works like that both ways, if I have bad karma it will show Message 2, but not Message 1 until re-equipped.
  10. Rather than alter the Game Settings which would apply to all apparel, is there a way to make one specific item indestructible? Kind of like how you can with weapons by using the Override bit. I haven't found anything like that though, and I'm a bit reluctant to whack the health up to ridiculous million, stupid thousand and fifty four.
  11. It's better than the TES Wiki, but not by much. Trouble is, the only information it seems to give is stuff that you can kind of work out for yourself. It rarely says how to successfully implement anything in the GECK.
  12. Ah yes, found it. Thanks. Not sure what they're for, I think it might be for icons that flash up with on-screen messages. Not sure though.
  13. When you open the Pip-Boy and look at your skills, there is an icon for each of them. Where can I find the Unarmed icon? I have used NVMM BSA Browser and found the icons for SPECIAL, Perks, Weapons, Apparel, but not Skills...
  14. Okay thanks, that'll give me something to work with... The GECK wiki is basically useless - a lot of outdated, unspecific, and sometimes just plain wrong information.
  15. When playing around with it, the only successful results I got were for HasPerk == 1 or 0, any other number seems to break it.
  16. I want a particular perk to become available once all ranks of another perk have been obtained. I assume I would use the HasPerk condition, but there does not seem to be a way to specify the number of ranks required. How can I achieve this?
  17. Ah okay, must have been some extraneous effect then, thanks for checking. Both resistances are defied by the stat only, and are not increased/decreased by level/other stats - at least not in the vanilla game. I was unsure what you meant by "the stat", as I had mentioned Endurance and I didn't know if that was the stat you meant.
  18. In the Count column, does it have *D after the count number? If so, it means it's marked for deletion, and will probably do so if you close the GECK and reopen it. Otherwise, the only thing I can think of is if your mod has something dependent upon those cells and cannot delete them for that reason.
  19. You did save with FNVEdit and then reload the mod in GECK, right? A couple of times I edited with FNVEdit and didn't save, or saved but didn't load the changes into GECK and wondered why nothing had changed.
  20. I have the Resists added on via Actor Effect, incrementally with each perk rank. That bit works fine, but I cannot seem to figure out what, if anything, determines starting and levelling Fire / Damage Resist. For instance, with Poison Resist the equation is Initial PR% = ( Endurance - 1 ) x 5 so if I start with 5 END, I get 20% PR. Presumably, each time you increase your Endurance by 1 point, you get an extra 5% PR. By changing two Game Settings, I can make this equation Initial PR% = ( Endurance - 0 ) x 0 which always gives 0, no matter how high Endurance is. This way, I can control exactly ow much PR increases through my mod. I've done the same for Rad Resist, the only problems are Fire and Damage now, and I don't even know if they have any starting values, let alone how they are calculated and when, as my testing has been rather inconclusive. Basically, is there any Attribute or Skill that raises DR or FR at the start or later in the game?
  21. Just by having the fPlayerMaxResist at 100%. Basically, I want the Player to start out at 0% Resists, and for them to be added on with my mod or perks taken / achieved. If I adjust the Resists to 0% right after using the vigor tester, is that what will happen?
  22. I can't for the life of me figure out how to implement the SetGS command. I have NVSE and am running the GECK through it. As far as I can tell, this should work: scn TEST BEGIN GameMode if ( Player.GetAV Dehydration >= 1000 ) SetGS fJumpHeightMin 45 endif END But it doesn't. I have tested every other part of the script, and those function fine. This simple script does not, however. I can't see why that is...
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