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Doronir

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Everything posted by Doronir

  1. Awesome!! Thanks, really. I wasted a half day failing hard to get this to work.. there just had to be something simple like that .. thank you.
  2. Hey, thank you for your answer.. I get your idea, but still.. what would the somefoodsmagicspell do.. it would have to remove a certain hunger level appropriate to the food that have been given.. I will post the code in the spoiler below so you can get a better picture what I mean with 'given'.. You still would have to know the amount of food points that get removed depending on the food that has been given.. seems a bit tedious to hard code all the effects into the code for every item.. is there really a reason why I can just have my player ref eat something within a spell.. I mean it works when I do it without the actor effect, but I have to do it in quite a few different places and do not want to edit all of them for just a little change.. I just want to do it in one place and call the 'global function'/spell from all these places =( Anyway, thank you very much for your replay.
  3. Hi, I made an actor effect with a scripted base effect.. the moment my script calls Player.EquipItem in the ScriptEffectStart block FNV does a CTD.. :pinch: I am trying to 'equip' food that I am adding in a previous instruction. Is there anything I am missing? Is EquipItem not possible inside that specific block or something? Kind regards, Doronir
  4. Perfect! :happy: Thank you again Quetz .. kudos definitely deserved :)
  5. Hi guys, when I am opening an interior cell some of the walls and doors don't show up.. some do, but not all.. this makes it hardly possible to edit any indoor cell. Outside locations in the wasteland are shown correctly as far as I can see.. Did anyone experience this problem, too .. and even better .. can someone please give me a hint how I fix fix this? Thanks!
  6. Thank you sooooooo much.. I tried it and it works like a charm .. this was exactly the information I have been lacking .. GECK always created duplicate records and gave me such a headache, now I finally can have it the way I wanted it and don't have to make a copy of the complete plug-in anymore in order to change just a few things.. thank you very very much Quetz :D :dance: :dance: :dance:
  7. Hello guys, Is it possible to use FNVEdit or any other tool that I don't know of to inject the changes you made for another mod into the plug-in file you made the changes for? Basically I want to save my changes into a separate .esp file so that I can see what I have done with it and then merge/inject the changed sections into the original mod file. Can I use FNVEdit for that? By the way, does FNVEdit have a documentation or something? Best Regards, Doronir
  8. Oh.. I see, I thought the mod manager would just stack changes and the game would use the most recently loaded.. :wallbash: Thank you very much for your replay, I will save the changes inside the original plug-in file then :happy:
  9. Hello guys, here is what I wanted to do in short.. loaded an existing plug-in with G.E.C.K. changed the Result Script (End) for a topic a bit saved as new plug-in and setup NMM to have my plug-in load after the one I changed triggered the topic in-game and.. ..it just started the script action from the plug-in I tried to change, not mine :dry: So, I went back to G.E.C.K. and loaded the old plug-in and mine and examined the topics.. it says <topic name>DUPLICATE000 .. where <topic name> is the name of the old plug-in's topic name.. I swear I searched through Google and the Fallout 3 and NV forums here to find an answer to this.. Why is my plug-ni ignorred :mad: Please help me..
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