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[WIP] New Vegas Bounties III
wcstorm11 replied to someguy2000's topic in Fallout New Vegas's Discussion
Congrats on the upcoming release SG! Can't wait to see what you've packed in III !- 2098 replies
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- quest mod
- someguy2000
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[WIP] New Vegas Bounties III
wcstorm11 replied to someguy2000's topic in Fallout New Vegas's Discussion
Sehr gut Herr Someguy! Glad to see you making good progress!- 2098 replies
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- quest mod
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I know in the vanilla game you can drain a part of vault 34. To do this, they actually created two identical cells, one with water and one without. So just put the terminal in a separate cell, and replace the door to the flooded part with a door to the clean part.
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Remove Ammo Weight in Hardcore Mode
wcstorm11 replied to wcstorm11's topic in Fallout New Vegas's Discussion
Yeah it was a script just like that one. It would corrupt my saves after a bit and didnt always work :/ -
Remove Ammo Weight in Hardcore Mode
wcstorm11 replied to wcstorm11's topic in Fallout New Vegas's Discussion
That code is very similar to what I tried before, with the results described. Is there a way to permanently edit the weight values (aka run the script just once?). -
Remove Ammo Weight in Hardcore Mode
wcstorm11 replied to wcstorm11's topic in Fallout New Vegas's Discussion
Gah, yeah I guess that's gonna have to do :/ Thanks -
Read Topic^ Hi all! I recently, after a LONG time away, started playing new vegas again :dance: One of the things that always annoyed me was the ammo weight addition for hardcore mode. I like all the other features but this. Is there a mod that gets rid of ammo weight? If not, how might I attempt to do this? I have attempted this before, and the closest I got was an unstable mod that worked after a few seconds every time the game loaded. Thanks in advance!
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Link: http://newvegasnexus.com/downloads/file.php?id=43261&tab=6&navtag=/modules/comments/index2.php?tid=417301|:|fid=43261#fileanchor It's been up for a while, but I forgot to post a release thread for it. Allows vanilla companions to travel with you to and from the Big Empty when using the Transportalponder Pasted Description:
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Damage health and add radiation script help
wcstorm11 replied to brownbear258's topic in Fallout New Vegas's Discussion
np glad to help -
Damage health and add radiation script help
wcstorm11 replied to brownbear258's topic in Fallout New Vegas's Discussion
Good deal! So all's well? -
Damage health and add radiation script help
wcstorm11 replied to brownbear258's topic in Fallout New Vegas's Discussion
Sounds right to me. Let me know if it works, effects can be finicky -
Damage health and add radiation script help
wcstorm11 replied to brownbear258's topic in Fallout New Vegas's Discussion
No If you want to use the trigger route, add an activator around the sandstorm, and use this script: Begin onTriggerEnter Player player.addspell Sandstormdamage (Spell that adds radiation) End Begin onTriggerLeave player player.removespell SandstormDamage End Now, open the sandstormdamage effect, and in that, open the individual effect that actually adds damage/radiation. Then, in the right pane, add the condition I described earlier. So rather than having the helmet loop with the effect, the effect just won't effect the player if he/she is wearing the helmet -
Damage health and add radiation script help
wcstorm11 replied to brownbear258's topic in Fallout New Vegas's Discussion
Oh, if you are editing the existing effect, then just open the existing one and add the condition. Thought that way might work, I wouldn't do it. -
Damage health and add radiation script help
wcstorm11 replied to brownbear258's topic in Fallout New Vegas's Discussion
So if you are going to be adding that effect to a player, it'll be an actor effect. 1) Create new actor effect 2) Right Click in the right pane of the new window and select "new" 3) Choose your effect ie "Damage Radiation Level" 4) Again, in the right side of this window, right click and select new. This is where you enter your conditions 5) In this case, your condition would be GetEquipped, and in the box add your form list. Will this effect be taking place across an entire cell, or just one section of it? Because a very "sturdy" way to do it would be to create a quest script that says: if player.getInCell yourCell && player.getEquipped yourFormList == 0 player.damagehealth 15 endif In that case, the quest script delay would decide how often to damage the player's health. The effect would be much easier to manage and much less could go wrong. Of course, this would have to apply to the whole cell unless I'm missing something