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AxlDave

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Everything posted by AxlDave

  1. Does this mean there is no equation, or that the equation cannot be changed? Do you know what defines the value of each, i.e starting Endurance, leveling up, etc? I am making a mod which increases Damage Resist to a max of 85%, Fire Resist to 100%, yet when I use the GetAV command, it tells me my Resistances are in excess of 100%. Is there a simple way to remove the DR and FR that is not from my mod? If not, the only thing I can think of is scripting it in, in which case do you know how to link a script to an Actor Effect?
  2. Yes, I have an scn MyScript, I didn't think it was relevant to include it. I've heard about GECK powered, but I generally don't do complicated enough scripts to make it worthwhile. They don't need to be, but it helps keep things organised in my head, which is basically all that matters. Excellent, that did the trick nicely, cheers man. I didn't even need to restart the GECK.
  3. It's a quest script, it's supposed to check if you have a particular item upon leaving Doc Mitchell's house for the first time, and if you do not have it, it will add it to his vendor inventory. If you do have it, the script makes itself defunct. Here's the script which will not save: short DoOnce BEGIN GameMode if ( DoOnce == 0 ) if Player.GetStage VCG01 == 200 if Player.GetItemCount MyItem >= 1 set DoOnce to 1 else set DoOnce to 2 endif endif endif if ( DoOnce == 2 ) VendorContainerDocMitchell.AddItem MyItem 1 endif END Where am I going wrong? I bet it's something simple...
  4. Nevertheless, you haven't even stated what the mod will do, let alone how much work will be involved and what you yourself will do / have done. Some kind of game plan would be helpful, e.g how many teams of how many people working on how much at a time.
  5. In the Object Window, on the left there should be a category tree, something like this: + Actor Data - Actors + Creature Leveled Creature LeveledCharacter + NPC + Talking Activator + Audio + Game Effects + ... You want to click on the NPC branch, then type "ncr" into the Filter text box (top left).
  6. The wiki gives clear details on how Poison and Rad Resist are calculated using Endurance. Are there any such calculations for Fire and Damage Resist, as they both seem to increase with level? Also, where in the GECK would I find the multipliers and offsets used? I assume they are Game Settings that I cannot find, if so I would need their names to find them.
  7. Excellent, cheers, just what I needed.
  8. At the very start, Doc Mitchell gives you a bunch of caps and bobby pins, maybe a pistol. Where can I find this function, as I have searched all the VCG01 scripts in vain? Basically I just want to add something to the items he gives you...
  9. Wow... you guys' pictures are like, almost the complete inverse of each other... Is one of you an evil twin from a parallel dimension where they all have beards or something?
  10. Kinda limits the game for unarmed and melee players though, doesn't it. I'm pretty certain that's due to the poison, as the Legendary Cazador has less melee damage than a run of the mill Deathclaw. With a high or maxed Poison Resist, they're basically just big mosquitos. I know, that's what I'm saying. Deathclaws are over twice as damaging as the Sun.
  11. During my testing, the only thing I've found to be more deadly than a Deathclaw is a Player.Kill script. I think the point of Deathclaws is to f*ck you up, no matter how high your level. But I mean, seriously? More powerful the the sun? That huge ten trillion megaton nuclear bomb in the sky? Some poxy lizard is more powerful than that?
  12. In the GECK, go to Actors --> NPC. There you can find every NPC in the game. Most are based on one or two templates, so you will need to do a bit of working backwards to find the few NCR templates. Once you have found them, open them up and go to the Inventory tab. Edit at will. You could also have found out how to do this with Google, or just exploring GECK with a bit of logic.
  13. So is it that you start making a mod, then you save it, half completed, and go to bed. Then, next morning, you try to load the mod to continue working on it, only when you click save, it saves as a new mod instead of adding the changes onto your half complete mod? If that's the case, the fix is very simple. When you load a mod in the GECK, every .esm and .esp file that you mark with a cross opens that mod's content for you to edit. If you want the changes to add on to one of those mods, you need to select it as the "Active File". So lets say you wanted to make a mod that was based on NV vanilla content, Lonesome Road content, and Project Nevada content. You would mark those three with a cross, and start modding. Then you save as WhateverYourModIsCalled.esp. If you wanted to continue working on that mod, you would mark the three previous files and your file, and then while your file is still highlighted, click the "Set as Active File" button. This should change it's description from "Plugin file" to "Active file", at which point you can edit it.
  14. To elaborate on devinpatterson's post, the calculations for Damage Threshold and Resist are calculated using certain variables and constants. To ensure that nobody can be invincible, the max DR is capped at 85%, and the max that DT can reduce the adjusted damage to is 20%. So in the calculations, 20% is achieved by using a multiplier of 0.2. Setting it to 0 enables DT to completely eradicate all damage less than its value.
  15. You need to be more specific about what you hope to accomplish.
  16. In the GECK, note the tree to the left. Under World Objects --> Containers, you will find the vendor's inventory. Add your stuff to a generic vendor list and it will be for sale all over the Wasteland.
  17. As jazzisparis mentioned: #9 int IsFaulowingDefault to int IsFollowingDefault #15 If [DoOnce !=1] to if ( DoOnce != 1 ) #22 Set FollwerSwitchAgressive to 0 to set FollowerSwitchAgressive cannot see the problem with line #25, unless that I is actually an L...
  18. I did not, now I have and it fixed the problem :D Deathclaws are as ineffective as a bunny launcher now, cheers!
  19. That's what I thought, but as is mentioned above I can't find it anywhere. In my latest testing with maxed out Resists, I fired Euclid's C-finder at my feet and barely got a scratch. It seems rather ridiculous that a few Deathclaws are more powerful than the entire energy of the Sun focused on one point...
  20. You can't edit NewVegas.esp, so you'd have to edit the merged patch. In the GECK you will find World Objects --> Moveable Static. Any objects in the Moveable Static directory should be moveable, as far as I am aware there is no properties setting to toggle an object moveable / immovable. Movable Static should include SSCartonSmall and SSCrateTall, which are the two types of Sunset Sarsaparilla crate. If these are not found under Moveable Static in the merged patch, that's most likely the problem. Not sure what the fix would be though, you'd have to investigate why and where the alteration happened.
  21. Not sure about exporting, but you could create a new race in GECK and set the Facegen Data to your desired looks (assuming you can replicate it). Then, when selecting that race in-game, it should hopefully apply your desired appearance as default.
  22. Some values are set upon starting a new game, and unalterable afterwards. For instance, SpeedMult can only be permanently set before leaving Goodsprings, after which the only way to change it is to add a temporary modifier with armour or something. It would seem this is the case with actor appearances as well. I can think of only three possibilities to avoid starting a new game: 1) Load the game with the appearance mod activated, then save with the mod activated and reload that save. 2) Load the game with the appearance mod activated, then target Veronica in the console and type kill resurrect disable enable then leave the console. This is generally a good way to reset NPCs. 3) It might be possible to script in an object effect whereby if a character puts on a certain item of clothing, it completely changes their appearance. I don't know if that's even possible, let alone where to begin to achieve the effect. If none of those work, your only choice short of creating a complete clone of Veronica may unfortunately be starting a new game.
  23. @ spartenkiller897 I have, I've checked Actor Effects, Object Effects, Base Effects, Scripts, Weapons, everything I could think of but the only things I found were a Deathclaw Knockdown effect (irrelevant as I have Stonewall) and a Deathclaw Poison effect, which after setting it to 0 changes nothing. So it cannot be either of those, I assumed it was some cleverly hidden script or effect that I had missed. @ sgtKraigO It should do. I mean, mathematically that is the case, unless someone's snuck in an extra variable only for Deathclaws that gets added on after all calculations. That's kinda what I was hoping someone could tell me. @ jazzisparis Unless you change the Game Setting fMaxArmorRating from 85% to 100%. Then the Damage Resist should be able to reduce 100% of the Damage, meaning that the maximum Damage that can get through is 20% of 0, ie 0. This appears to happen with every living thing except Deathclaws, which is what leads me to believe there is something special about them. I need to know what that is.
  24. Try testing different variations, such as instead of Combat Target, perhaps try Target. To test which is the correct "run on" variable, try using only the Health = 0 condition, as this should restore the designated amount of Health when your target has Health = 0, ie they're dead. When you get a satisfactory, reliable and repeatable effect, you'll know which one to use. With regards to the PerceptionCondition, LeftAttackCondition etc, it could be that this relates only to crippled limbs, not dismembered limbs. If this is the case, and you can get the above testing to work, it would be worthwhile playing around with the conditions you mentioned before. GetKillingBlowLimb seems like it should refer to if you kill someone with a limb shot, but this does not guarantee dismemberment. So perhaps leave that one for now. IsLimbGone it seems is related to dismemberment, and upon some research it it seems each limb is given an enumeration integer to define it. It says that Torso = 0, so it's reasonable to assume that Head & Limbs are 1-5, though in what order I am unsure. Once you have got the correct "run on" variable as mentioned above, and if the PerceptionCondition etc still does not work, try replacing that block with: IsLimbGone 1 , 0 == 1 OR IsLimbGone 2 , 0 == 1 OR IsLimbGone 3 , 0 == 1 OR IsLimbGone 4 , 0 == 1 OR IsLimbGone 5 , 0 == 1 OR If that still doesn't work, then you may want to try playing around with the second IsLimbGone variable, which I have left as 0 because I don't really know what it does.
  25. Well, that's quite a complicated task for your first mod. You'd have to have several conditions, but it should all be achievable with GetActorValue. GetActorValue Health == 0 run on Combat Target AND GetActorValue PerceptionCondition == 0 Combat Target OR LeftAttackCondition == 0 Combat Target OR RightAttackCondition == 0 Combat Target OR LeftMobilityCondition == 0 Combat Target OR RightMobilityCondition == 0 Combat Target OR is roughly what your conditions should look like. Oh, and you can't really do it by percentage of health, it would have to be a set amount of 20HP or 100HP or whatever.
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