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Everything posted by Geeves83
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Way to alter Blocking/ Defence values in the GECK?
Geeves83 replied to thecabanaboy's topic in Fallout New Vegas's Discussion
I would love to see someone figure out a way to do this, as it would make melee a lot more viable and fun. I'm looked around in the GECK and on the website, though, and I couldn't find anything pertaining to it, or even how the current formula/system works. The only mention I have found is in looking at the perk 'Unstoppable Force', which makes a players hit do 4X as much damage when blocked. Other than that, I can't find anything. -
Getting NPC's to use ammo effects
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Discussion
Yeah, my mods are definitely taking effect afterwards. It shows up in the pipboy, and i can pretty easily see it using it in the gameworld against armored npcs, since it's such a strong effect. I've been poking around in both the GECK and FNVEdit on-and-off all day looking for something that might somehow overwrite in some way, but I can't find anything. -
Getting NPC's to use ammo effects
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Discussion
I know.... I can't figure it out. Just tested again. My DT is 32... I'm surrounded by a few enemies using laser rifles, doing damage between 25-29, plus the - 20 DT effect I have on the micro fusion cell ammo that definitely works AGAINST them (one had really strong armor... cut him down in a couple of hits.). -
Getting NPC's to use ammo effects
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Discussion
Hmmm....I can't find anything in the GECK that would indicate or explain this behaviour -
Getting NPC's to use ammo effects
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Discussion
No, I'm pretty sure the mod itself is working...I've done a fair bit of tests, and the ammo effects are definitely working for the player. I wonder if it has to do with not having a specialty ammo loaded in. Most of my changes were done to standard ammo... not specifically AP or HP rounds.... maybe npcs for some reason don't take standard ammo into effect. Do you know if NPC's actually use up specialty ammo? I know they don't with standard ammo, but as long as they have 1 round in their inventory, they effectively have infinite ammo. I'm wondering if certain ammos are flagged for NPC's to use up, and thus they actually use the attached ammo effect, whereas with standard ammo, since they are not technically 'using' it (it's just checked to see if it's in their inventory i would guess), they don't get the benefits of the effect. What do you think? This is just a guess....I'll post back if I find out anything. -
Just wondering if anyone has any luck trying to get npc's to use ammo effects? I've pretty heavily modified most ammo in my game to have anywhere from 6 to 12 points of DT reduction (20 with small energy cells and microfusion cells!), but the enemies don't seem to take it into effect; I can just stand there in an armor with a rating of 16-20 in the middle of a bunch of laser rifle/pistol using npcs and take next to no damage (and the red shield indicator pops up, meaning my armor is blocking their attack). Anyone know how to fix this?
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I'm trying to find a lighting mod that makes sneaking around outside easier/possible. I have the Interior Lighting overhaul mod, and that seems to work pretty well. But as for outside, I've tried both URWL (darker nights) and Fellout. In each of those, it seems the nights get fairly dark, but npcs can still spot me from across the god-damn map, even when I have a moderate-high sneak skill and am not moving. I remember Fellout in FO3 worked awesome this way; nights could vary, always dark but sometimes almost pitch black, and you could hide pretty much anywhere (as long as you were still or had good sneak) without npc's seeing you. Is there any mod out there for NV that recreates this?
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Struggling with menu scripting for the last two hours
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Discussion
God damn.... that was exactly the problem. I had no idea the gamemode block didn't work for effect scripts. Just changed the actual effect starting the script duration to 1 from 0 and used 'scripteffectupdate' instead of gamemode/menumode. Thanks a lot, Tefnacht! ... this was driving me crazy. I was getting ready to do horrible, horrible things to my computer :). -
Struggling with menu scripting for the last two hours
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Discussion
Thanks Drakeelvin. I'll give his mod a look, see if I can learn a thing or two. viennacalling; Yeah, I've tried using gamemode as well, but it doesn't seem to make any difference. Thanks for the suggestion, though. -
I'm trying to set up a pretty simple (so I thought) script attached to a base effect attached to an ingest-able. Basically, it shows a menu upon activation that allows the user to select what bodypart to heal. Problem is, I just can't get it to work. I've done a little basic scripting before, and honestly can't see what's happening here. i can get the message box to pop up ok, but it won't do anything that's scripted; all of the buttons pressed just close the message box and do nothing else. I was wondering if it was a problem with using a script attached to a base effect attached to an ingestible... so i tried changing it to an object script and attaching it right to the ingest able in question...no dice. I thought that maybe there was something wrong with my effects utilizing the separate buttons, but even the first one won't work, and all it does is give the player an item. Can anyone give me a hand? scn PoulticeScript short button short awaitinput begin scripteffectstart set awaitinput to 1 showmessage Poulticemsg end Begin MenuMode -if awaitinput == 1 ----set Button to GetButtonPressed -------if Button == 0 ---------set awaitinput to 0 ---------player.additem NVDLC02HealingPoultice 1 1 -------elseif Button == 1 ---------set awaitinput to 0 ---------player.CIOS PoulticeLArm -------elseif Button == 2 ---------set awaitinput to 0 ---------player.CIOS PoulticeRArm -------elseif Button == 3 ---------set awaitinput to 0 ---------player.CIOS PoulticeLLeg -------elseif Button == 4 ---------set awaitinput to 0 ---------player.CIOS PoulticeRLeg -------elseif Button == 5 ---------set awaitinput to 0 ---------player.CIOS PoulticeChest -------elseif Button == 6 ---------set awaitinput to 0 ---------player.CIOS PoulticeHead -------endif ----endif -endif end
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I've had it with the melee in NV. Basically, I kinda want to create a super-badass ninja character...but it doesn't really matter. Even with a ridiculously low melee skill and strength, it seems you can just breeze through the game charging and whacking away at anything in your path. I have a few ideas in order to kind of change the melee system in NV. Some I've implemented, some I'm working on, and some I have no idea how to do (hence this thread). 1 - Reduced melee weapon damage - This is kind of a given. Rather than having ridiculously high damage, it'd be nice to have something else differentiating between ranged and melee. I do enjoy the 'damage relative to weapon skill' feature for the melee. However, I have it disabled in my game, since the same thing irritates me when concerning firearms. But, rather than just have high-damage melee weapons to make up for their lack of range in comparison to guns, we could attach some special effects. 2 - Passive defensive bonuses - Another thing that would make melee and unarmed more viable would be the ability to bolster defense (according to relevant skill) against attacking melee/unarmed npcs and creatures. This is partially accomplished in the vanilla game by allowing characters to block, but could also be added to by allowing passive 'always on' defensive benefits against other melee/unarmed attackers (or maybe even gun users, given a high-level perk or two... anyone remember the HtH Evade Perk from Fallout 2?). This does a few things. For one, it makes combat a bit more stat dependent and helps with roleplaying. And two, it also makes melee more tactical. If you are a strong melee character close to an enemy armed with a gun, you would have an advantage in melee combat as they would be defenseless, not only because they can't block, but also because any scripted defensive bonuses wouldn't apply. Likewise, if you are a strong melee character getting closed in on by several melee attackers that you could not stop quickly with your currently armed gun, it would make sense to switch to melee and allow your high skill to be a factor in your defense. This simulates the fact that someone armed with a firearm would not be able to physically defend himself from a blow as well as one armed with another melee weapon, or even bare, unarmed hands. 3 - Special melee effects - Pretty much what it says, giving a little diversity to the games melee weapons. When done through scripts attached to the weapons, what determines whether/how much of the effect is applied could depend on a bunch of factors; Attacker and defenders strength/endurance, BOTH the weapon skill of the attacker and the applicable weapon skill of the defender (melee if armed with melee, unarmed if unarmed, etc.). A - Fatigue for blunt weapons - Exactly what it sounds like. Blunt weapons, though they cause less damage, will now cause fatigue damage based on many different variables. This mod does this very well by using scripts attached to individual weapons, even allowing for criticals, sneak attacks, and perks. Doing this also allows all sorts of variables to be thrown into the formula concerning how much fatigue damage is dealt. B - Cutting/Bleeding effect for sharp weapons - Would work similar to above, except instead of applying fatigue damage, it applies an actor effect that makes the effected character take damage from bleeding over time. Once again, the chance to apply this could be based on any number of scripted variables. These two effects would still keep melee weapons powerful, but reducing overall damage and relying on these effects as melee's primary advantage would make the whole system much more stat and skill dependent. 4 - Swinging weapons around increases fatigue - I can't believe fatigue was implemented as little as it was in the vanilla New Vegas. This is part of what makes melee so overpowered in the game; you can just pick up a decent melee weapon and swing away forever, cutting down everything you meet, while all npc's have a cool-down time associated with their attack animation. This would make melee more tactical (less wild swinging, more careful hits), and also make endurance useful (endurance determines how fast fatigue is replaced, and could also be applied to the formula in a script). The amount of fatigue lost could depend on tons of things... as a few examples; the attackers endurance/strength, whether it was a hit or a miss, whether it was blocked or successful, the weight of the weapon, the required strength of the weapon, the weapon skill of the attacker relative to the equipped weapon skill of the defender (unless a firearm... although that would be an interesting perk opportunity). As well, rather than just swinging, fatigue can be drained by defending against blows. This would make turtling a less viable option, once again forcing players to vary their tactics a bit. Who really feels threatened when someone charges them with a tire iron and you can just sit there holding the block button indefinitely with no worries. When fatigue reaches a pre-determined level (preferably above 0, since you don't want characters attacking until they literally collapse), the character can't attack or defend anymore. One thing I think would be really cool to implement is for every swing/block to drain fatigue relative to the difference between characters weapon skills. For example, if you had a high enough skill, or your opponent a low enough one, you could just sit there and block all of his oncoming blows more efficiently, with less fatigue to yourself, effectively outlasting him and waiting until he is too tired to both defend himself or strike back. This also makes characters who swing around wildly more open and vulnerable to attackers, especially those with fatigue-draining blunt weapons, since they would be already close to unconsciousness. The only thing about implementing all of this stuff so far is that it's kind of messy. I think most of the things here can be done by applying a script to each individual melee/unarmed weapon. This is both time consuming (if you want to vary the script variable and effects by weapon), and horrible for compatibility with other mods. It would also be great to be able to have a special melee/unarmed attack(s) that disarmed enemies or crippled certain limbs (to account for the painful lack of targeted melee), but I have no idea how to do either of those things. Well, for those of you that have read this far, kudos for getting through all my ridiculous game mechanic nit-picking geek talk. The reason I'm posting this is because, while I know enough about scripting to be pretty sure most of this can be implemented, I'm not sure I know enough to actually do it. Would any script guru with a love of melee combat be interested in designing a rudimentary script that could do these things? I'm trying as of now, but it's going very slowly.
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It's actually in the Caravan pack pre-order dlc. But all non-vanilla 20ga shotguns are having the problem, apparently. But I think the problem is with my personal mod esp that makes quite a few changes, admittedly, but none of which I can see causing this problem. The pre-order shotgun and other shotguns work fine if I disable my mod. I'd really like to avoid that, since I put a lot of work into it
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Having kind of an odd problem that I can't figure out. It started with the caravan pack; anytime i tried to fire the sturdy caravan shotgun, I got a CTD. I narrowed the problem down to my personal mods and tweaks esp. What I don't understand is that I haven't changed anything that, at least as I can see, should cause the crash. I haven't changed anything about the 20ga buckshot ammo or buckshot projectile. I just kind of ignored it and just didn't use the sturdy caravan shotgun for the game. But, I've just recently installed FOOK, and am getting the same issue. It's only 20 ga buckshot and magnum, but not slugs or tranq rounds (my added ammo), and only with weapons added by other mods. Opened up all my mods in both the GECk and FNVEdit to take a look, but can't find anything wrong. Anyone know what could be happening?
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Actually it's working now. For anyone who has this problem, turns out my Norton Internet Security was interfering......wouldn't let me open it, but didn't give me any message to indicate, and kept deleting the file itself. Just disable it and then run it and it should work fine.
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I'm trying to write a script that requires NVSE functionality, but can't get the geck to open with it. I have the latest version, and I have the geck power-up with nvse loader, but whenever I try to open it it does nothing. I've tried opening it by creating the nvse loader shorcut and changing the path by adding "-editor" to the end, but it just tells me that it doesn't exist. I've used FOSE for years with Fallout 3, and NVSE since it was released, and never had any problems before now. Anyone have any idea what could be going on?
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Some scripting questions
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Mod Troubleshooting
Excellent...that's exactly what I was looking for. I finally found the command in the NVSE function list, but had no idea where to find what number the 'weapon' slot was. Thanks rickerhk, I'll try it out in the next little bit. -
Some scripting questions
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Mod Troubleshooting
Hey davidlallen Thanks for the quick response. Yes, for the second one, I was originally thinking of adding invisible heavy item whenever the fatigue level got low, but obviously that idea would be more convoluted.... don't know where my head was on that. Thanks for the suggestion. The problem with the disarming is that I'm trying to get the engine to recognize the specific weapon equipped by the target. I guess that's what I'm looking for, a way to reference the target's weapon so that it returns what actual, specific weapon it is, so it knows what to remove from him and what to add to the player...I guess like looking for a 'getequippedweapon' function that returns the enemy's weapon (type, name and condition....or at least just type and name) that I can then just set to a reference at the start of the script, (like 'removeitem myreference disarmtarget') but I can find no such thing. It sounds like it should be simple...I feel like I'm missing something obvious. -
A couple of things I'm having some trouble with. 1. I'm trying to make unarmed and melee combat a more important factor in this game. I'm trying to implement a perk that allows a player to have a random chance to disarm an NPC that he hits, but am having problems scripting. I think I know mostly how it would be implemented (ability perk tied to base effect) and how most of the script would work, as well I can reference the great "More Perks" mod (there's a perk in there that cause you to steal all of an opponents things when you hit them). The only problem I'm having is find a command that references the particular weapon that an npc is holding, then removing it from their inventory and giving it to the player. Does anybody know how I would be able to do this? 2 Also trying to make a way that cause the player to lose fatigue while running, and set it so that when they get below a certain fatigue level, they can only walk. If anyone has any pointers/ideas with either of these it would be great Thanks
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I actually thought there was one of these on here. I have it downloaded, but it isn't up anymore, at least not that I can find. It's great...it slows the players back-up speed depending on their agility, and I'd be more than happy to use it as is, but it has a glitch where any time you back up it heals your crippled legs. If someone can make something like this it would be great.
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More love for the melee/unarmed pacifist
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Mod Ideas
Since we're talking about experimental non-lethal weapons, this is one that caught my attention a few years ago; PEP laser. There are also a few other Directed energy weapons being used and developed whether for non-lethal or lethal application. Like a microwave beam that only penetrates the skin a very small amount, but excites the water molecules in there to cause an intense burning sensation without any (apparent) damage, as well with a few kinda of ultra-sonic and infra-sonic weapons, and a bunch of other laser-based weapons designed to intercept missiles and mortar rounds, The future is here! Anyway, yes I have checked out StunGraveys awesome mod. It does a lot of the things mine does only much, much better :). I haven't actually played the mod, but I've looked over it in the GECK and it's been great for learning a bit more about scripting (which I presently know very little about). Very well done, and I'm pretty excited to see were it goes. As for the unarmed attacks, they are added with perks, but the perks are all entry-point perks, adding moves (listed as 'has <insert direction> power attack) that appear to be directly hard-coded into the game, which is kind of a bummer. i can't seem to find any reference to the moves themselves as abilities or anything else. As for that sprint mod, thanks for the suggestion. I will definitely check it out. -
More love for the melee/unarmed pacifist
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Mod Ideas
Wow....that's actually a really original idea. It's be cool to see that effect in the game. I've since incorporated a few ways to be at least a partial pacifist in my own mods and tweaks. The introduction of a few tranquilizing weapons and rounds, taser rounds for the 12ga shotguns, concussion and stun grenades. Most of them seem to work pretty well, but I'm still trying to get the melee and unarmed part. I've just started adding scripts to most unarmed weapons and most blunt melee weapons that cause them to deal fatigue damage based on the user's respective skill and the target's armor and endurance. I'd just really love to see some original moves and effects for an unarmed/melee specialist, whether animated or not. Obsidian added the new unarmed and melee attacks, but they just kinda seem tacked-on and incomplete to me....a lot of the special attacks for melee weapons don't even do anything different for a regular attack for all I can tell, which is ridiculous. I'd love to see more knockdowns, crippling of specific limbs, knock-outs, disarms and the like to make it a more viable character build. They did improve it over FO3, but really only by brute force; making the unarmed and melee weapons more powerful, which was kind of disappointing. It'd be nice to have options. And if they were animated well by the mod community, well that would be amazing. Edit: While we're on the subject, does anybody out there have any idea how to mod unarmed special attacks effects? You know, moves like the the cross and uppercut, as well as the learned moves like the Khan Trick, Ranger Takedown, etc.... I can't seem to find them anywhere in the GECK. -
Has anyone else ever run into any explosion-invincible ghouls before? I've run into a few ghouls that don't react to explosions at all....don't take damage, don't receive effects (like for the incendiary grenades) UNLESS I happen to be in the blast radius, too. I've looked this up on the net, but I can't find any mention of anyone else having this problem, so i figured i'd post here. At first I thought it was a result of messing around with one of my mod esps, but then i deactivated it (along with all others) and it's still happening. Everything else I've shot that i've come across (which has only been people, bighorners, bloatflies, geckos and molerats so far) is reacting just fine.
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ANOTHER scripting issue
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Mod Troubleshooting
Awesome. It's working flawlessly right now as far as I can tell. Turns out the problem, near as I can tell, WAS all of the superfluous 'myself' references. It seems you were right, Ez0n3; Since the script is meant to run on actors already, I only need a reference in that one spot in the part of the script that knocks actors down. Thanks loads for the help! As well for the suggestion on the GECK power-up....have no idea how that slipped past me but it's going to be a lifesaver. :) -
I've been looking at a way to do this as well, but I can't find any sign of any settings in the GECK. It's pretty frustrating.
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ANOTHER scripting issue
Geeves83 replied to Geeves83's topic in Fallout New Vegas's Mod Troubleshooting
Huh....well, I tried your simplified version Ez0n3 and it works like a charm. It only starts to run into trouble when I use 'ref myself' and 'short fatiguedam'. Unfortunately as far as I know, in order to do some of the things I want to do I'm going to have to use them in my script. Here, I'll put the script as I originally had it up. Maybe someone'll see something I don't ... I've still much to learn when it comes to scripting. The GECK sure isn't making it easy, though....what with the lack of compiling error message. ------------------------------------------------------------- scn aaaExplosiveFatigueHighScript ref myself short FatigueDam Begin ScriptEffectStart If myself.hasperk Stonewall != 1 set myself to GetSelf Set FatigueDam to 600 -((myself.GetAV Endurance *5) +(myself.GetAV DamageThreshold *2)) myself.damageav Fatigue FatigueDam if FatigueDam >= (myself.GetAV Fatigue) /2 player.pushactoraway myself 5 endif Else ShowMessage StonewallMessage EndIf End ---------------------------------------------- There it is. It could be a huge mess for all I know, but it's compiling, so that's a start. Also, for future reference (because I have a feeling I may be doing this a lot) how do you paste the separate box with the script in it to a post? Edit: Obviously pasting it like this doesn't show the indents for the blocks, but I'm assuming I've got them set up, otherwise it wouldn't even compile, would it?