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wcstorm11

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Everything posted by wcstorm11

  1. Congrats on the upcoming release SG! Can't wait to see what you've packed in III !
  2. 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.
  3. Yeah it was a script just like that one. It would corrupt my saves after a bit and didnt always work :/
  4. 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?).
  5. Gah, yeah I guess that's gonna have to do :/ Thanks
  6. 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!
  7. In the GECK you go to the headgear and deselect the "head" in a list of "slots" it takes up.
  8. 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:
  9. Sounds right to me. Let me know if it works, effects can be finicky
  10. 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
  11. 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.
  12. 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
  13. Add a condition to the effect: getequipped yourHelmet. That's not verbatim but the base idea is that the spell will still be cast but won't effect the player if he has a helmet on EDIT: If you want to get even craftier, you can use a form list, instead of just your helmet. That way you could, for example, allow people with a radiation suit or power armor helmet to pass through as well, without adding a ton of conditions. Feel free to ask me if you need any more help
  14. I'd imagine save games still work because base items weren't switched, just references. Almost like renaming an objective marker, though a little more intense. The main thing this would screw with is quests and such that point to references that have been changed. That might be BS though, but that's the way I understand it
  15. Well, in general an update to the fallout3.esm can change references or very subtle code. I did two things 1) Removed a reference that actually did exist in the saloon (shouldn't have been there...) 2) Just load up your mod in the Geck and save. This should even any issues related to the update with relative certainty. Of course, I haven't had any feedback yet, but AFAIK this is your fix
  16. I've uploaded a fix to my mod War Never Changes. Please let me know if it works!
  17. What section is it supposed to be in? I apologize in advance
  18. Link = fallout3nexus.com/downloads/file.php?id=14504 Name: A New Life Author: WcStorm11 Version: 1.0 Date: 9/7/2010 Cateogry: Quest =============== Description: =============== Requires FWE. For those that chose to be an escaped slave, this mod offers them a chance to remove the slave collar through an exciting quest. =============== Requirements: =============== Fallout 3 Patch 1.7 FWE 6.02 =============== Install: =============== 1. Extract the files from the archive. 2. Copy files to (install folder)\Fallout 3\Data\ 3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file. =============== Un-Install: =============== 1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file. 2. Delete the files/folders associated with the mod. =============== Compatibility: =============== This mod is very lightweight, so there should be no conflict. =============== Bugs/Issues: =============== No known issues so far, please let me know if you find any. =============== History: =============== 1.0 9/7/2010 - Initial Release =============== Contact: =============== PM or Comments =============== Credits: =============== Thanks to Bethesda for creating Fallout 3. Thanks to InsanitySorrow for ReadMe Generator this readme is based on. Thanks to the FWE Team for creating a must-have mod for thousands of players =============== Tools Used: =============== GECK Fallout 3 ReadMe Generator =============== License/Legal: =============== This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file. You are free to use this as you wish, but please just send me a message letting me know so I can see my work . And credit would also be appreciated.
  19. http://fallout3nexus.com/downloads/file.php?id=14504 Enjoy!
  20. Okay, so I'll be working on the mod starting tonight. Would you rather a quest-ish mod, like my Path to Redemption, or would you rather something simple like a quest with one objective to travel to a man who can remove it. Finally, how in-depth do you want this to be. The former method I described could probably be done tonight, while the latter would take until at least Wednesday night, possibly Thurs. Thanks, WCStorm11
  21. Yeah I could do that, just give me til' wednesday
  22. Begin ScriptEffectStart set Weapon to player.GetEquippedObject 5; Would work only for the player. OR set Weapon to "Your Weapon here"; Work with any ref but you might have to do a new effect for each Enchanted Weapon. set DR to GetAV DamageResistance set Damage to ((GetAttackDamage Weapon * DR / 100) * 0.5); Change the 0.5 to change the percentage of AR you wan't to ignore. 1 is 100% and 0.1 would be 10%. DamageAV Health Damage End To be placed on your weapon. It "Removes" the target's damage resistance by overriding it with the damage it would actually resist. In this example it would ignore 50% of the target's AR. Now, would would this script permanantly reduce their DR, or give other NPCs the same advantage against the target? If not, that should be easy to remedy right?
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