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Jojash

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Everything posted by Jojash

  1. First, you'll need to make an Actor Effect, from there, add a new effect. If you scroll through the list to the right of Effect, you ought to eventually come to one entitled NVIncreaseEnergyResistance. Add that in and set it to whatever value you want the energy-resistance to be. Now, when you see the initial Actor Effect screen again, look for the "type" box. Make sure that's set to "ability". Next, go to your perk. Add a new Perk Entry. Tick the box next to ability, from there locate the actor effect that you just made and add it. If anything I've said is unclear, don't hesitate to ask about it, I'm happy to explain. :smile:
  2. Nothing seems immediately wrong with your script, it makes sense to me, at least. What does "topic01" contain? The only reason that I can come up for that not running is if it were empty. One way of checking yourself whether or not the condition is running is to include printc after if Counter == 2. This will print a message to the console if the condition runs successfully. Something like: if Counter == 2 npcREF.StartConversation Player topic02 printc "Counter = 2" EndIfThat will print "Counter = 2" to the console when the condition has run. If you see that message then the issue lies with the function, or more probably the topic itself. If not, then it is indeed the condition. Sorry I can't be more help, but honestly it looks fine to me.
  3. Well, straight away, I notice that you're missing an endif statement. You need to close every if with an endif. It ought to look like this: If counter < 10 && CounterStarted == 1 If Timer < 300 set Timer to Timer + GetSecondsPassed else set Counter to Counter + 1 set Timer to 0 endif endif I'm surprised that you were able to save it, considering that the GECK usually won't let you save a script that has a missing endif statement or something similar. Another thing I should point out, you don't seem to set CounterStarted to 1 anywhere, so your timer will never start. Hopefully that'll clear things up for you! :)
  4. I can't think of another way aside from making the animations from scratch. I don't think you'd need to re-do any animations unless you wanted shambling zombies. Otherwise you could just use the feral ghoul animations on a new zombie mesh, or even just on re-textured the ghouls that look more zombie-esque.
  5. When you click "new" it adds in the "188GeneralStoreMisc" because it's the first item alphabetically. To change it, look for the box entitled "object" and then scroll through that list until you find the object that you want to add. 188GeneralStoreMisc will change accordingly. Alternatively, you can find the item you want in the object window and then drag it into the container with your mouse. As for your first issue, I know it's been resolved, but I figure that I should tell you what happened in case you do it again. I assume you created a new container entirely. To give it a mesh, just find the box entitled "model" and then click on "Edit" from there a window will open up and you need to find a mesh for it. Meshes are generally stored in "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data\Meshes". Hope this helps! :)
  6. Is it in the mods section or the plugins section? If the former, double-click it and it ought to install, if the latter, check that you have activated it, it should have a ticked check-box next to it if you have.
  7. Is Old World Blues a master file for your plugin? What was the type of script you edited, quest or object? To get the collar to speak, I think you ought to be able to just put the original script onto it without editing it, so long as Old World Blues is a master file.
  8. If you want to make it darker, I'd suggest playing around the cell properties, in particular the "ImageSpace" box in the "Common Data" tab. To get there, just right click on a cell's name in the "Cell View" window and select "Edit". Once you've done that, find your cell. The darkest imagespaces that I can think of off the top of my head would be the one used by the Silver-Rush and the one used by the Tops Casino. You can also make your own image space, just scroll to the "Imagespace" tab in the object window, right-click and select "new". One thing to mention about this though, is that mods that change the brightness, contrast, saturation or tint of your game will screw with how it looks more than if you just try to get the lighting right with lights and tile-sets. Good luck!
  9. The easiest way to go about doing that is to use the "GetOpenState" function. This checks to see if a door is open, 1, or closed, 0. Open your terminal's statistics window and click on the menu item that you want to open the door. Then, right-click in the "item-conditions" box. Now, find "GetOpenState" and select it, after that you need to set the "value" box to "0" and then the "Run on" box to "Linked Reference". Type in the "Item Result Script" box: ref rDoor set rDoor to GetLinkedRef rDoor.SetOpenState 1 This will open the door. If you just want to unlock it, replace "SetOpenState 1" with "Unlock" and "GetOpenState" with "GetLocked". To lock or close the door, just replace all of the ones with zeros in my explanation! :)
  10. When you've got the "dialogue" tab of the quest open, find the topic you want to have a disappear and click in the "conditions" box. Once there, select "GetStage" and set it to whatever stage the quest is set to when you accept it. Now, where is says "comparison" set that to "<". That ought to do it for you! Just be sure to have it actually change stage, otherwise this won't work. :)
  11. First, you need to make sure that you have Old World Blues loaded in the GECK, I know it's likely that you've done that already, but I thought I'd mention it since you're new to this. Next, open up your armour's statistics window. Now, look for the "..." icon next to a box that has " NONE" written in it. From there, select the "â–¼" icon and find "NVDLC03AuralStealthSuitObjectSCRIPT". After that, click on "Done". This won't just add the voice though, it'll also add the stimpak and what-not management.
  12. Alright, you've made a couple of mistakes, but they're pretty easy to fix. :smile: You've not set up the enable parent at all. To do this, double-click on one of the lights, you'll see the reference window. Click on the arrow on the left until you see a tab entitled "Enable Parent". Once you have that, click "Select Reference in Render Window", a red crosshair will appear. When you hover over your Xmarker with it, it will turn white. Double-click on your XMarker. Now, if you're editing an "on light" you're done! However, if you're editing an "off light", don't worry, I'll explain what I mean by that in a moment, tick the "Set enable state opposite of parent" box. Now, the way I do lights is by having two lights occupy the same space. One will glow as if it were on and the other will not. To know which is which is fairly easy, in the object window, a suffix of either "on" or "off" can generally be found in the IDs of the items, the names that appear in the object window, you've only placed "OffRmLight01"s, so when you activate the switch, they'll just disappear, because you don't have any "off lights". This is easily remedied! simply drag, in your case, "OffRmLight01OFF" over to the object window, or use whatever method you prefer to add items to the game, here you should set up the enable parent of the off light and set it to a persistent reference You'll also need to tick the "initially disabled" box, since it'll be a little harder later. Then place it in the same spot as the light you want to be able to turn off. An easy way to do this is to copy the coordinates from the "on light" to the "off light" from the reference window. Then rinse and repeat for the rest of your lights. :smile: One other thing I ought to mention, I noticed that you had two switches linked to the same XMarker, that means that they'll control the same lights. If you want to have them control different lights, you'll need to link the other switches to their own XMarkers and then parent the lights you want to control to that XMarker. Alternatively you can give all the lights their own unique references and then use those in a script. I'd advise against this, since it lengthens your script for no good reason, and you'd have to write multiple scripts for different switches. I apologise if anything's at all unclear, as always, I'm happy to explain anything I failed to the first time around!
  13. What have you linked the light switch to? I've been assuming that it's linked to either an Xmarker or one of the lights themselves that you've been using as the "enable parent". If not, you need to link it to your "enable parent", that should stop it from disappearing.
  14. @ CamoflageUK http://newvegas.nexusmods.com/mods/40196//? and http://newvegas.nexusmods.com/mods/42145//?, neither of these are the exact mod you're looking for, I'm afriad that I couldn't find that, but both will allow you to make any NPC a companion, however, I don't think either lets you make them essential, although you can do that yourself with "SetEssential" @ ltRhapthorne This might be what you're looking for. Although, it seems to rebalance the weight of almost everything, it isn't just restricted to ammo.
  15. Are you asking how many mods you can use with Fallout New Vegas? Usually the maximum is around one hundred and forty, I don't believe that any sort of mod-manager would affect that.
  16. To turn off most of the lights, just parent the ones you'd like to turn on and off to "light". The reason they disappeared is because that's what "disable" does, to stop that from happening you need to set the enable state to "opposite of parent" on the "off" lights, so that when you turn off the lights the "on" lights, the ones that glow, are disabled and the "off" lights, the ones that don't, are enabled. I really should have mentioned that to start with, shouldn't I? Sorry! :)
  17. 1) "Light" seems fairly useless in that script, assuming that the other references are persistent references, are you aware of "enable parents"? These will let you disable or enable multiple references without having to list them all as you have. As for the script not saving, my guess would be that the references you've listed aren't persistent references and can't be used. I'd recommend changing the references there to be children of "light" so that you can shorten your script to: ScriptName LightSwitchScript ref rlight Begin OnActivate if rlight == 0 set rlight to GetLinkedRef endif if rlight.GetDisabled rlight.Enable 0 else rlight.Disable endif Activate End2 & 3) Here's an explanation of both X-markers and North-markers, if that doesn't quite clear it up though, I'm happy to answer any questions. 4) the "My first Vault" tutorial actually covers this, here's a link. Again, if anything's unclear I'm happy to help. I hope this is of some use! :smile:
  18. There are two ways to write a simple timer, you can count down or up. I prefer to count down, so that's what I'll show you how to do. First, you need a variable that can act as your timer. So, you need something that looks like this to start with: Scn MyScriptNameExample float fTimerNow, "fTimer" will act as the timer, although it doesn't do anything yet. As a side note, you can enter anything after "float" "fTimer" just makes the most sense to me. Next you need to implement the actual timing itself. To do this you need the function GetSecondsPassed. So you'll need a script that looks something like: Scn MyScriptNameExample float fTimer short bDoOnce begin GameMode if fTimer <= 0 if bDoOnce == 0 set fTimer to 5 set bDoOnce to 1 else ;Do stuff endif else Set fTimer to fTimer - GetSecondsPassed endif endThis script will set up a timer that runs for five seconds. You will need to replace ";Do stuff" with the functions that you want to call. If anything's unclear feel free to ask!
  19. Sure, Have you written any scripts before?
  20. The simplest way is to use an "OnFire" block, this will allow you to damage the player, with "Damage Actor Value Health", and restore the NPC's health using an "OnHit" block, "Restore Actor Value" and "GetOwnerLastTarget" (Sorry there's no link for this one, no-one's made the page for it. I'm happy to explain how to use it if you're unsure though!). Good luck! :)
  21. Not necessarily, the new ammo system can work for you here, with a form list, with custom ammunition for the junk items it uses, you can have the player select which item they want to fire in the same way that you change ammo normally in NV, granted, you would need a script to add the ammo based on which miscellaneous items the player picks up but that wouldn't be very hard. Something like: scn ExampleScriptName short iItemCount begin onEquip if Player.GetItemCount TeddyBear01 > 0 set iItemCount to Player.GetItemCount TeddyBear01 Player.AddItem ExampleRockItAmmoTeddyBear iItemCount endif end begin onUnquip if Player.GetItemCount ExampleRockitAmmoTeddyBear > 0 set iItemCount to Player.GetItemCount ExampleRockitAmmoTeddyBear Player.AddItem TeddyBear01 iItemCount endif end This would add ammo items based on how many teddy bears the player has when the rockit launcher is equipped, and then removes said items and gives the player an equal number of teddy bears back. Obviously this just works for scrap metal. I'd include the rest of the miscellaneous items, but honestly I never made the weapon in Fallout 3 and I have no idea what it shoots. :P
  22. If you can make a compromise and have the duster without sleeves, then I think that this has a couple of ranger coats that you can wear on top of other clothing.
  23. No, it doesn't have to be persistent. The reason I'm asking is because if it's not and you're using multiple, I can offer a much easier way than giving every single one it's own persistent reference. :smile: Just add in a ref variable, something like, "ref rWalkingEye" and then before the first "if" add: (You might also want a short variable so that this doesn't keep happening every iteration, I'll include one, but you don't have to.) if iDoOnce == 0 set rWalkingEye to GetSelf set iDoOnce to 1 endifThen replace "VCRrWalkingEye" with "rWalkingEye" (Or whatever you've named it.)
  24. Take a look at your usage of "GetDistance". There are a couple of things about it. One: This is an easy to make mistake, you've just forgotten to to put in a dot after "player". It should read "Player.GetDistance". :smile: Two: You haven't included the reference for GetDistance. It needs two references to function. You need to change that to "if VRCrWalkingEye.GetDistance Player <= 256" One other thing occurs to me, is "VRCrWalkingEye" a persistent reference? Also, is this only for one creature, or are you planning on doing it for multiple?
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