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Everything posted by AxlDave
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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.
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Why are Deathclaws so damn deadly?
AxlDave replied to AxlDave's topic in Fallout New Vegas's Discussion
@ 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. -
New to mod making, need some help in creating a perk.
AxlDave replied to wiike's topic in Fallout New Vegas's Discussion
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. -
New to mod making, need some help in creating a perk.
AxlDave replied to wiike's topic in Fallout New Vegas's Discussion
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. -
I did some testing of Damage Resist and Damage Threshold for a mod I'm making, including changing the Game Settings of fMaxArmorRating and fPlayerMaxResistance to 100 each. This should, I believe, allow all resistances to max out at 100%, as well as raise the 85% cap on DR when calculating combat damage to 100%, allowing Damage Resist to completely eradicate all damage. Most of my testing supports this. I say most, because when I go up against 3-5 Deathclaws with 100% DR and even up to 200 DT, I get mauled in a matter of seconds. To put this in perspective: with the same stats, I took on the entire of Camp McCarran, Black Mountain, and Hidden Valley without breaking a sweat or losing so much as 10% of health - and that was only because I had a 95% Energy Resist in Hidden Valley. Now obviously anything called Deathclaw is probably going to hurt quite a lot, but this just seems a bit excessive. Is there something special about Deathclaws, a script or an actor effect that allows them to at least partially ignore all damage reductions? If so, where do I find it? Or is there something here I'm missing?
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Ah okay, root directory it is, thanks. @ MotoSxorpio These files are for NPCs in the game, so player.additem would be redundant.
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I have a few fairly simple batch files created, but every time I try to activate them in the console, I get the message "Neither file 'xxx' or 'xxx.txt' could be opened" The commands I have in each are very similar, one example is below: additem 0000432e 1 additem 0800c717 1 additem 0006b53e 100 This is saved in Notepad as NCR.txt, which is then placed in the Fallout NV/Data folder. To activate it, I open the console, click on a person and type "bat NCR". Am I going wrong anywhere? As far as I know, this method should work.
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How to add Concussion effect to Player?
AxlDave replied to AxlDave's topic in Fallout New Vegas's Discussion
I have to say I've grown quite fond of the current effect, as anyone who has been awake for more than 48 hours will confirm the blurred vision doesn't go away until sleep happens. But thanks for looking into it further, that might come in handy for another mod, or perhaps another person. Not necessarily, though it can help to keep your scripting tidy. Parenthesising would be necessary for something more complex, like: set fTimer to fTimer - GetSecondsPassed * SomeOtherValue which could mean set fTimer to ( fTimer - GetSecondsPassed ) * SomeOtherValue or set fTimer to fTimer - ( GetSecondsPassed * SomeOtherValue ) In most cases, these two expressions would return different values, so having the parentheses is important. -
Cheers, I have GIMP 2.
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I could have an educated guess at how to accomplish this, but you're probably better off downloading this Fallout 3 mod, which adds BoS patrols to the DC ruins. Open that in FO3 GECK and see how it's done, then apply whatever is necessary to do what you want.
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I have GIMP and DXTBmp installed, my current method is to open the .dds in DXTBmp, save it as a 24-bit bmp, open it with GIMP for editing, export with GIMP to bmp, which I then open with DXTBmp and save as .dds. As you can see, this is a very cumbersome method which loses quite a lot of resolution with all the conversions. Can someone suggest a .dds editing program that works like GIMP but actually saves as .dds? I have heard tell of a GIMP plugin that allows for .dds extensions, however not only does it apparently reduce resolution, I have also been unable to find it. Could someone confirm whether it is worth getting, and perhaps post a link to an active download site?
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I created a Reduce SpeedMult base effect, and applied it to the Fatal Dehydration actor effect instead of the original 100000 Damage Health. Upon testing, the reduction in speed would not instantly apply. Instead, I had to reach Fatal Dehydration, enter a building to trigger the autosave, then load the just created autosave in order to get the effect to happen in-game. Now, I have an idea of how I could implement the save / load feature via scripts, but I don't really want to because autoloading every time you're thirsty would be a giant pain in the... neck. Does anyone know of a less obstructive way to get this effect to work instantly? --EDIT-- Never mind, it got itself working somehow. Ah well, Topic Closed.
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How to add Concussion effect to Player?
AxlDave replied to AxlDave's topic in Fallout New Vegas's Discussion
Just to be clear, is that Player.ApplyImagespaceModifier, and Player.RemoveImageSpaceModifier? Currently, I have it so that at SlpDep >= 1000 the effect is applied, at SlpDep < 1000 it removes it. Essentially, I want exactly the same effect as when the Player's head is crippled. I have taken care of the Perception value, it is the visual effect I am trying to achieve. The effect I'm talking about is when the vision blurs for a couple of seconds, then returns to normal for another five seconds, then blurs for two etc etc until the head is repaired. I want this effect until SlpDep is taken below 1000. Curiously, when I included a DoOnce command, the vision blurred a little then returned to normal, but just the once and not for long enough. Nevertheless, it gave me the idea that the turning to black may be the result of a cumulative effect. I have been trying to take advantage of this through the use of fTimer and iStage, though I have only had limited success. Here is the script I am currently using: short DoOnce float fTimer int iStage BEGIN GameMode if ( Player.GetAV SleepDeprevation >= 1000 ) if ( DoOnce == 0 ) Player.ApplyImagespaceModifier ImageSpaceConcussion if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 0 set iStage to 1 set fTimer to 2 elseif iStage == 1 set DoOnce to -1 set iStage to 2 set fTimer to 5 elseif iStage == 2 set DoOnce to 0 set iStage to 0 set fTimer to 0 endif endif else Player.RemoveImagespaceModifier ImageSpaceConcussion set DoOnce to 0 endif END The problems I am currently having are that the screen turns black far too quickly, and once it reverts to normal vision the effect does not repeat. --EDIT-- I think I have it cracked, this is the latest script which gives a constant blurring in and out. It's good enough. short DoOnce float fTimer int iStage BEGIN GameMode if ( Player.GetAV SleepDeprevation >= 1000 ) if fTimer > 0 set fTimer to fTimer - GetSecondsPassed elseif iStage == 0 Player.ApplyImagespaceModifier ImageSpaceConcussion set iStage to 1 set fTimer to 8 elseif iStage == 1 set iStage to 0 set fTimer to 0 endif else Player.RemoveImagespaceModifier ImageSpaceConcussion endif END -
How to make a simple scripted sequence
AxlDave replied to TheSHO1BANG's topic in Fallout New Vegas's Discussion
Not sure of the specifics, but you'll probably want to look at making a Faction which includes everyone allowed in your area. You should be able to define the area and the Faction allowed to enter it in the Render Window of the GECK. Then, you could have the end result of said conversation be that the guard gives the Player a passport, or ID card, or just some kind of token. From there, add a script to that token along the lines of: BEGIN OnEquip Player Player.AddToFaction MYFACTION END BEGIN OnUnequip Player Player.RemoveFromFaction MYFACTION END Like I say, those may not be the actual commands, but you could find them on the GECK website or through Google. You may want to include companions in that script as well, otherwise they may get shot. -
If everything works fine in Goodsprings, then crashes at some point after leaving, it could well be that the problem is related to the Message Box that pops up asking if you're happy with your character. To test this, try starting up a New Game and head in one specific direction. When the game crashes, make note of the landmarks and when you restart, head for that exact spot. If it keeps crashing at the same spot, it's likely the Message Box is the problem.
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How to add Concussion effect to Player?
AxlDave replied to AxlDave's topic in Fallout New Vegas's Discussion
Cheers man, I'll give those a try. Yeah, that was what I initially did, but like I say it didn't appear to do anything. I tried using the preset PlayerConcussed actor effect, I tried applying the Concussion base effect to Fatal Sleep Deprivation, I even tried making my own brand new base and actor effects but nothing would work. So how would I unapply each of these effects? I assume the inverse to DamageActorValue is RestoreActorValue, but how would I remove an ImagespaceModifier? --EDIT-- After testing, it would seem that the ImageSpaceModifier is the effect I'm after. The only problem is, upon reaching Fatal Sleep Dep it blurs the view and then turns black until I lower my Sleep Dep... do I have to add in any variables to make it blur in and out like when the head is crippled? -
I'm trying to make it so that reaching Fatal Sleep Deprivation does not kill the Player, but instead gives them the Concussion effect. I have tried adding the Concussion base effect to the Fatal Sleep Deprivation actor effect, but this appears to do nothing, regardless of how high or low the duration is set to. I have also tried scripting the effect in as shown below: if ( Player.GetAV SleepDeprevation >= 1000 ) Player.CastImmediateOnSelf PlayerConcussed else Player.RemoveSpell PlayerConcussed endif The script saves properly, so I know it is grammatically correct. However this also appears to do nothing, no visual effects and the -4 Perception is not applied. How can I make this work? I have tried looking for the game mechanics that apply when the head is crippled, but I could not seem to find that either. Whilst we're on the topic, does anyone know a way to stop the Sleep Dep value raising above 1000?
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I'm trying to make it so that reaching Fatal Sleep Deprivation does not kill the player, but instead gives them the Concussion effect. I have tried adding the Concussion base effect to the Fatal Sleep Deprivation actor effect, but this appears to do nothing, regardless of how high or low the duration is set to. I have also tried scripting the effect in as shown below: if ( Player.GetAV SleepDeprevation >= 1000 ) Player.CastImmediateOnSelf PlayerConcussed else Player.RemoveSpell PlayerConcussed endif The script saves properly, so I know it is grammatically correct. However this also appears to do nothing, no visual effects and the -4 Perception is not applied. How can I make this work? I have tried looking for the game mechanics that apply when the head is crippled, but I could not seem to find that either. Whilst we're on the topic, does anyone know a way to stop the Sleep Dep value raising above 1000?
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Or you could zip up your Data folder
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By using IsWeaponSkillType, you are telling the perk to apply the AP boost if your skill in that weapon type is at the specified value. Try using GetIsUsedItemEquipType Unarmed == 1, run on Subject. And as far as I understand it, the SpeedMult for player only can be set under the Player's settings in GECK, but can only be applied before exiting Vault 101, as that's when all the stats are confirmed.
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Bump - kinda need this list... have I covered them all? There must be other occasions.
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Best way to approach this is to see how vanilla FO3 handles respawning creatures, or download the zombie mod and see how it's done in that.
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Prevent Object Effect on specific Actor
AxlDave replied to AxlDave's topic in Fallout 3's Discussion
Ah, of course, thanks for that. I think the reason the laser kills every time is because it's set to 1000 damage and the Bloody Mess effect is an instakill. So as long as the laser gets at least 1 point of damage across, the Bloody Mess effect will kill whatever is hit regardless of Resists or Health. -
So I want to prevent the Liberty Prime Bloody Mess effect from being applied to the Player. I have tried to add conditions to the effect, such as GetIsID Player == 0, GetIsID Player != 1, GetIsReference Player == 0 / !=1 and even GetDistance Player > 5. None have worked, all are being run on Combat Target. What can I do differently to achieve this? --EDIT-- Topic Closed, answered in Mod Talk