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GT500

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  1. Interesting. Pretty sure Skyrim's Creation Kit tells you the number of times an object is used right in the table (older versions of GECK and TESEdit may have as well). Although being able to see more than just the number of references (or whatever it called it) is nice too.
  2. How can you tell the toolbox is in two places in the game-world? The two sets of Object Bounds? Finding a unique container already in the game-world isn't easy. I may make a version that adds the Alien ammo and my bastardization of the Alien Blaster and Laser Gun to loot tables to get them to spawn, for those who don't want it just laying in a box somewhere, but I expect plenty of people will want to just go somewhere that's guaranteed to have it and grab it out of a box (assuming I even bother releasing the mod publicly).
  3. I figured it out: For those who want to know what I did, here's a screenshot:
  4. Basically I want an Alien Blaster that doesn't suck. A simple matter in previous games with the Creation Kit/GECK, but since I'm cantankerous and refuse to sign up for an account on Bethesda.net I'm stuck with trying to figure out FO4Edit. What I'm trying to do is copy the basic "LaserGun" and make it shoot the Alien Blaster projectile. My issue is that I'm not really sure how to get these weapons with multiple potential parts into a container so that they can spawn in-game. If you look at the ESP, you can see that I tried to copy a laser pistol in the loot table and rename it so it corresponds to my new weapon, and then add that entry from the loot table to the mailboxes in Sanctuary, however it doesn't seem to be spawning and I have no clue what I'm doing (as if that weren't already obvious :tongue:). Anyway, if someone could point me in the right direction, or give me some hints as to what I might be doing wrong, then any assistance would be greatly appreciated. Edit: Removed the ESP, since the issue is now resolved.
  5. http://www.nexusmods.com/masseffectandromeda/mods/208/ :)
  6. It looks like the answer is "it's on the facial texture": https://zenhax.com/viewtopic.php?f=9&t=3971&sid=cc8b7d7e6ab7a0b8ea290ceae2a017f2&start=580#p23733 So I guess I'll have to wait until someone can do a retexture for Peebee.
  7. I don't know if this black rectangle (I've seen people call it "raccoon eyes") is actually part of her facial texture, or if it's just a makeup that the game is applying to her face: If it is just makeup, then is it possible to make a mod that removes it? I always thought that particular makeup style looked ridiculous, and Peebee is already difficult for me to take seriously since she acts like she's always on meth (or at least on a constant caffeine high). I know I can't ask someone to fix her behavior for me, however if someone could make a 1.07 compatible mod that removes that horrible makeup ( <- I know, brace for hate comments) then I would be very grateful. I can't make heads or tails of MEAExplorerWV, and even if I could my hex editing skills are about as useful as a screen door on a submarine.
  8. Many thanks. The following seems to do what I want: SCN PinkT51bLimbRepair Script BEGIN GameMode If (player.GetEquipped ArmorPowerT51bPink && player.isInCombat != 1) player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 EndIf ENDI guess the returned value from "player.isInCombat" is an integer (at least in Fallout 3), so I had to throw a check in there to see if the value was 1 or 0. After a quick test, it seems to be working just like I wanted it to. :wink:
  9. This has been driving me crazy for 4 or 5 hours of Google searching and skimming tutorials. I've been modding Bethesda games (Oblivion, Fallout 3, Fallout: NV, Skyrim) for many years, but I never really bothered learning much about the scripting, so I'm a bit confused as to why my script isn't working as expected. Basically I'm making a T-51b power armor mod with several variants that each have different effects when wearing them (blue increases energy weapon resistance, green increases radiation resistance, pink heals you over time and repairs limb damage, etc). The issue is, of course, with the limb repair on the pink armor. It wasn't hard to figure out how to get a heal over time (create an effect that increases Heal Rate and add it to the armor), but I can't get the script that repairs limb damage to only run when out of combat. I've tried simple things like this, and they don't work: SCN PinkT51bLimbRepair Script BEGIN OnCombatEND if (player.GetEquipped ArmorPowerT51bPink) player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 endif ENDOf course, I've also tried it without the IF statement, and with "BEGIN OnCombatEND player" instead of "BEGIN OnCombatEND", but it doesn't work. Early on I made the mistake of trying to save it as an Effect script, and add it to an effect, then add it to the armor, however I now understand that I can't do that with a constant enhancement to an armor. I am now saving it as an Object and adding it directly to the armor instead of trying to add it with effects. I've found that if I add the code to "GameMode" instead of "OnCombatEND" it works just fine, but of course it prevents limb damage from happening at all due to healing the damage faster than the player could notice it (so no broken limbs at all). To get around that, I've tried using "OnStartCombat" and "OnCombatEND" to set a variable so that a conditional statement in the "GameMode" section can be used to stop it from running the commands when in combat, however this doesn't seem to work, and the script still just maintains 100% health on all limbs at all times (even in combat). Here's my current script: SCN PinkT51bLimbRepair Script Short WearingPink Short InCombat BEGIN OnEquip player Set WearingPink to 1 END BEGIN OnUnequip Set WearingPink to 0 END BEGIN OnStartCombat player Set InCombat to 1 END BEGIN OnCombatEnd player Set InCombat to 0 END BEGIN GameMode If (WearingPink == 1 && InCombat == 0) player.restoreav perceptioncondition 100 player.restoreav endurancecondition 100 player.restoreav leftattackcondition 100 player.restoreav leftmobilitycondition 100 player.restoreav rightattackcondition 100 player.restoreav rightmobilitycondition 100 EndIf ENDObviously I have no clue what I'm doing wrong here, so if anyone has any suggestions, then I would certainly appreciate them. I do have FOSE installed, however I don't want it to be a dependency for this mod, so I am trying to avoid any FOSE scripting.
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