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Geeves83

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Everything posted by Geeves83

  1. Hmm....ok, I think I'm kinda getting it. The only thing is though, I'm not sure if such an ability is able to be done with a perk. I know there are options to modify damage and DT using entry points, but specifying the hit location complicates things. I originally thought you could just use the "getvatsvalue" and select 'perception condition" for head, but I think that only works for hits in VATS and not real-time. Can anyone else confirm, or, if so, anyone have any other ideas?
  2. Oh. Dammit, I thought this was a request for a shotgun that FIRED Chuck Norris. Or maybe many, tiny Chuck Norrises (Norrisi?) <sigh> ah well ...someday.
  3. Perhaps you'd only be able to use them in the revolvers?. That'd give kind of a weird, cool 'sci-fi western' feel to the whole deal. But yeah, I've thought about these kind of rounds and if they would work and how to implement them. It seems like it's be easy enough through the GECK....then again, I've said that plenty of times right before the start of 3-hour-long painful trial-and-error sessions
  4. It's been one of my pet-peeves about the series since way back with the first one. Thing was, with the...let's say 'classic'... graphics, your imagination could kinda 'fill in the blanks' so to speak. It didn't bother me so much because it wasn't so clear what was happening. But now, with FO3 and NV, you very clearly see someone who very clearly has an exposed face absorb vast amounts of lead through said face. But yes, that sounds like a good idea, too. The perk system would work for both players and NPC's, wouldn't it? Would you have any idea of the scripting needed? It sounds like it'd be simple, like; -------- Beginonequip player.addperk (perk name) End Beginonunequip player.removeperk (perk name) --------- Loosely, I mean, I'm not sure of the exact commands off-hand. Except that would only work for player, wouldn't it? What would be the fill in for 'player' in 'player.addperk'.....or would you just need addperk?
  5. Seriously? 9 views? Am I the only person who thinks this would be cool. Also....bump
  6. Possibly. But when I was playing with the slugs spread reduction mod, i played with a few values, and the only thing it changed was how much my gun moved around. I'm not sure if it works the same, but in FO3 (at least from what I can understand from the GECK site) min weapon spread is, for all vanilla purposes, how much the bullet deviates from where the gun (not necessarily your aim) is pointing. There is another spread value in the geck that wasn't used in the vanilla game and i don't think is used in NV, either. The way that was supposed to work (and does work very well, with a few simple game setting changes) is to add a certain percentage of that spread value to the guns min spread as it's condition deteriorates. If it does work that way in NV, then the shotgun would already be using the min spread value all the time anyway. if that's the case, hopefully it's something they fix up, as i can't figure out how to script around it. Here's some info on the geck page (right at the bottom of the page) http://geck.bethsoft.com/index.php/Talk:Gun_Spread_Formula
  7. Man, tell me about it. I love the "go here and look for clues" or "find this person" missions. And by that, of course, I mean go to the giant blinking marker showing you exactly where the 'clue/person' is. I sometimes find myself pining for the FO 2 days when you actually had to look a little for clues or objectives, rather than get them spoon fed to you. I mean, half the fun was going to the WRONG places and people thinking you'll find something; that was how I did all my exploring ....I was wrong a lot.
  8. i think it's just a matter of going into the 25mm projectile in the geck and changing the gravity value. i think it's 1.50 default, so if you lower it, it should go farther. 0 should make it go straight i believe. Not positive, as i haven't played around with this much
  9. Just trying to implement a rudimentary armor/hit-location based mod. Nothing too strenuous involving limbs or anything; just head and everything else. It's always driven me crazy that the DT (or DR for FO3) is just one flat value across the board; the helmet's DT is applied right to the main body and vice versa. This works ok maybe half of the time. But the other half of the time, you get people with completely unarmored heads taking 10 shots to drop (even after liberal bodypartdata tweaks in the GECK) because they're wearing good armor on their body. It seems it's either work with the game's basic and irritating vanilla system, or crank the head damage multiplier super high and make helmets pretty much uniformly useless, whether T-51 helmet or bone-decorated Fiend helmet. Either way ...it kinda sucks. Anyway, I'm trying to figure out a way to do this and I'm kind of bouncing all over the place. I was thinking of just removing the DT from all the helmets in the game altogether, and instead attaching scripts for each one set up to apply a certain amount of DT when the wearer is hit in the head. I wasn't thinking of a completely different script for each helmet, maybe just like a tier system....4 or 5 scripts that you could spread out amongst the helmets in the game. The biggest thing I'm asking here I guess is for scripting experience. I'm just kind of starting to get into it and am pretty unsure how to accomplish this, though I think it could probably be done. Are there any experienced scripters out there who could come up with something like this? Or, am I completely off track; is there a better way to get this result without all this trouble?
  10. Gaaah! Completely forgot. What a bonehead I am. Thanks holty07!
  11. Does anyone know of any way to remove a poison effect from a companion with the console (or without for that matter)? Myself and veronica got ambushed by Cazadors and, unfortunately for her, I've made some GECK tweaks that made their poison last a very long time (poison effects lasting 10 second just seem kinda like a joke, I find). Anyway, now she's dying, and there's no way to apply one of my many anti-venoms to prevent it. To top it off, when I try to keep her alive with stimpaks, her health jumps down into high negatives (like, -117, or something). WTF? Usually if a companion dies, it's something I try to play through, but in this case it seems kind of regrettable. Any suggestions?
  12. Pretty self explanatory. All of the sudden, plants crash my game. Never happened before. Didn't tweak or change anything, didn't add or remove any mods. This game is killing me. It seems like every time I start it up, it's something new. <sigh> How can it be so good and so bad at the same time? :wallbash:
  13. From what I hear, the beanbag rounds doesn't work, either. I haven't personally tried it out yet, though. But you can successfully put other effects on ammo, including fatigue, it turns out. I made a few tranq rounds that work perfectly, and a few other modders have done some pretty cool things, especially with the 40mm grenades. You just have to go in through the formID for the ammo in the ammo tab and attach an effect or script to it from there. As for the existing weaponspreadmod (the one attached to the slugs) for ammo in the ammoeffect tab, that's broken...kinda. As far as I can tell, It actually effects GUN spread, instead of min. weapon spread. Gun spread is basically how accurate the character is and how much the barrel sways and moves around, whereas min weapon spread, which it should effect, is the angle the projectile deviates from where the barrel is pointed. Probably could fix this with a script, but haven't gotten that right yet.
  14. Yeah, that was exactly my problem. I used to just open existing entity and save as a new form. It was fine for items of the same type, but not anything else. Anyway, I'll have to grab a BSA unpacker. Thanks a bunch!
  15. I installed a mod .esp (rhoark's hardercore) and as soon as I did, my game entered super slow motion, and won't return to normal. It's not laggy or choppy, it's running smooth, and i can move the mouse and view around perfectly normal-like, but moving, shooting, and all the animations are going at about 1/4 speed. Does anybody have any idea what could cause this? I can't find anything in the mods esp in the geck that would cause it to act like this, and even after disabling all my esps, and loading old save, it won't correct itself. Anyone who knows what's going on please help! I'm going through NV withdrawal!
  16. Just a quick question that I can't seem to find an answer for; If I create a new item in the GECK, how do I get it to use an existing model? Whenever I go to change the model it only shows files from installed mods, and it won't let me type a file path in the greyed-out area. Any help greatly appreciated.
  17. I'm having nothing but trouble with Rex. He doesn't do anything....basically he follows me around, and as soon as there is combat, he starts either running away, or running around in what appears to be aimless random directions. I've had him a few hours now and have yet to see him attack anything, neither before or after the end of the Hound Dog quest. I've tried the companion wheel, setting passive/aggressive, melee/ranged, and any combination, but it doesn't work at all. Kinda disappointing since he's the first companion I've used. Wonder what the rest will be like....
  18. Does it strike anybody else as weird how accurate throwing weapons (knives, hatchets, spears) are? As a starting character, both my guns skill and melee skill are 26. if I try to shoot someone in vats with a low-skill weapon, usually i don't have great numbers even just 30 or so feet away (anywhere from 30 - 15%). But if i want to hit them with a throwing knife, I have about a 70% chance to hit someone in the head from the same distance!? What the hell? Anyone know how to change this? I tried upping the skill requirement and min spread values for the weapons in the GECK, but it doesn't seem to do anything.
  19. True. Here's hoping some of those people are reading this post :biggrin: As of right now, I've got a craft-able tranq round for the 20 ga shotgun working great from what I can tell so far. Has an effect set up on impact attached to a base effect I made that effects target fatigue. I have it set up to deal 20 fatigue damage a second for a couple of minutes. I think the average npc has about 200 fatigue depending on endurance, so it's awesome seeing them react to getting shot, charge at you, then collapse mid-charge. They also stay down for awhile, since the effect, from what I can tell, keeps sucking fatigue out of them after they're knocked out into negative values. Still mostly stumped on making a way to loot them, though...
  20. I'm having a trouble with console commands. I'm able to open it and see it no problem, it's just that it's not recognizing any of my commands whenever I try to add something. Whether it's a perk or an item or weapon, in the main esm or a modded one, the message is always the same; unrecognized in parameter such-and-such (perk, item). I know I'm using the right ID's, I've done a lot of adding with the console on FO3 for testing and modding purposes, but can't figure out what's up in this case. Any ideas would be appreciated, thanks.
  21. Hi there I feel like a total noob for posting this, but I can't seem to get NV to recognize my perk. I've made an entry point perk allowing (hopefully) the player to loot unconscious NPC's, but when I try to add it to the character with script, it won't work...even when I add it with console, it says my perk is an unrecognized perk. This is kind of embarrassing, as I've done this before with fo3 and it worked fine the first try. I feel like I'm just forgetting or missing something really simple, but I've been trying to figure out what it is for a little while now to no avail. Any thoughts?
  22. 100% behind this happening. This is one of the few peeves I had with FO3 that I didn't find a solution (either my own or, in most cases, someone else's) for. I saw those perks listed snooping around for info on the game and was excited because I knew it would be easier to just reverse engineer them than to start from scratch. Did that solution (the 0.50 perk) work for you, cosm1cgam3r?
  23. Tadaa; Haha, yeah, Deus Ex was probably the game that started my whole 'pacifist playthrough' thing as well (can't wait for the third one, by the way....looks ridiculously awesome). Man, if I had a quarter for every guy I sprayed in the face with pepper spray... There are non-lethal options in NV. Without going into too much detail (try and keep this spoiler-free), there are a few weapons that inflict only a small amount of actual damage and a lot of fatigue damage. When an NPC's fatigue runs out, they fall unconscious. The only problem is that they usually only stay out for about 10 seconds, and you can't loot them, which is kind of a bummer. One thing that I'm trying to implement is a craft-able tranquilizer and/or tazer round for the shotguns. Tazer rounds would deal a massive amount of fatigue damage (which seems fairly easy to do with the engine from what I've seen so far) and the tranq rounds would deal fatigue damage over a period of time, like the crossbow dart from deus ex (which looks kind of difficult, at least for me; a veteran scripter could probably do it up pretty easily). The hard thing with changing ammunition properties is that there are only a limited amount of effects bullets can have, and they seem hard-coded into the game engine. At least, I haven't seen any indication in the GECK that ammo effects can be changed or added to, but I may be wrong. HaikenEdge; All of those things would be sick, but I think the biggest hurdle there would be the animations. All of those moves would require pretty extensive animation work done. I'm not sure how hard that is, as I've personally never done it before, but judging by the small amount of mods out there for FO3 that change or add any animation, it'd probably be pretty difficult. But man, how awesome would that be. I'd personally be happy with just the effects, the animations I'm a little looser on. I mean, for a disarm move, I wouldn't care if the player character actually had the animation to wrench a gun out of an NPC's hands, just so far as the effect was there. I've even thought of trying to add rope to the game and if a character's survival skill is high enough, they can tie up unconscious NPC's. Once again, not worried about the animations so much, as long as the end result is that the character in question is pretty much disabled. But any animations for those things, should someone come up with them, that would definitely be awesomesauce (which is kind of like icing, only....awesome-er) on the cake.
  24. Hey Panzer Yeah, I'm trying to do something similar. Instead of condition, I'm trying to remove the skill effect on damage. There are two similar settings there as well called skilldamagebase and skilldamagemulti i believe, and if i set both of those to 1, as far as I can tell it removes any skill effect on damage, bringing weapons up to their max damage for their condition. Have you tried putting both settngs (fDamageGunWeapCondBase and fDamageGunWeapCondMult) to 1?
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