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GreyLily03

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  1. This might be a bit of a weird question but does anyone know the editor ID for the sound that's played when the player attempts to pick a lock/hack a terminal but can't? Whether that be because of low skill, the lock being broken/terminal blocked, or that a key/password is needed. I've tried searching the sound forms with a number of different words and looked through the sounds prefixed with UI but haven't managed to find it.
  2. Are already using the Geck Extender? If not, it might solve your issue since it has a lot of fixes for the GECK, as well as many general improvements to its functionality.
  3. You can do this in a script using the function ModPCMiscStat like so: ModPCMiscStat "Total Things Killed" 1 That would increase the value by one. There are also separate stats for number of creatures killed and people killed. You can learn more about the function here: https://geckwiki.com/index.php?title=ModPCMiscStat
  4. So I'm attempting to create an event handler for the showoff plugin event "onPreActivate" that fires whenever the player tries to open the inventory of a non-human creature like dogs, nightstalkers, deathclaws, etc. However I'm not able to get the attached UDF to run with the filters I've tried. I've tried using a formlist containing the creatures I wanted to test on for the filter like so: SetEventHandlerAlt "ShowOff:OnPreActivate" MyUDF 0::AnimalsFormList As well as getting just a list of dogs at runtime from the vanilla dog faction to see if it would work on them: SetEventHandlerAlt "ShowOff:OnPreActivate" MyUDF 0::(GetFactionMembers DogFaction) Maybe I'm misunderstanding how to use these filters for creatures or don't have the right forms in my formlist to be able to match with the actual creatures that get spawned in the game, I have no idea. Any help would be appreciated.
  5. You can actually hide just about every part of the UI, including the activate prompt, with the HUD Editor https://www.nexusmods.com/newvegas/mods/67470
  6. I'm rather new to new vegas modding and have been trying to make a feature where the player needs a certain skill amount in order to be able to disarm mines, with the amount of skill depending on what kind of mine the player is trying to disarm: plasma, frag, bottlecap, etc. I've managed to create a script that does this skill check and set it to run with an "OnActivate" event handler on mines, and the script runs fine but the problem is I need to be able to prevent the player from activating mines the default way, ie disarming them regardless of skill. It seems you can't set a script with an OnActivate block to override this behavior on projectiles so I'm wondering how else I might be able to do this? Any help is appreciated.
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