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Posts
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Everything posted by NaimaR
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Steam and Bethesda remove paid modding from Skyrim Workshop
NaimaR replied to Dark0ne's topic in Site Updates
No, it's pretty much exactly the same as drm. I don't blame them for using steam. I'm blaming them for exclusively using steam to distribute their game, and f*#@ everyone else. Blatantly lying about being "anti-drm" earns them no points in my favour when they have thoroughly proven that they are 100% pro-drm. -
Steam and Bethesda remove paid modding from Skyrim Workshop
NaimaR replied to Dark0ne's topic in Site Updates
How can they be "anti-drm" when both FO:NV and Skyrim is exclusively tied to steam drm? -
Would it be possible to make a sort of depositum on this site that would be used for donations? Say I choose to deposit 25€ into this "box", Then I find a mod I like, press the Donate button and 1€ will automatically be substracted from my deposit box and donated to the mod author. 1€ is just an example; there could be an option to donate a custom amount, as well as an option to withdraw the donation within X amount of time. I think this would remove a lot of the hassle of the current donation method, and if there is one big obstacle preventing willing donators to donate, that would be inconvenience. I think. :D Of course, it would shift a lot of legal and monetary responsibility(not to mention associated headaches) onto Dark0ne and his team, and some people may not be comfortable in letting him handle their money. For that, there is still membership and direct-via-paypal donations. I, for one, would appreciate such a system. Possible? Not possible? Either way, I hope the donation process will be more streamlined in the future, and maybe more options than just direct paypal transactions.
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ScriptName Healing begin GameMode short iKey set ikey to GetKeypress 0 if (iKey == 35) if (player.getav radiationrads > 4) if (player.hasperk PerkX == 1) player.restoreav Health 10 player.restoreav RadiationRads 5 printc "test heal1" endif if (player.hasperk PerkY == 1) player.restoreav Health 20 player.restoreav RadiationRads 5 printc "test heal2" endif endif endif end I finally convinced GECK to accept my script, but it doesn't seem to be triggered when pressing keycode 35(H) ingame. :( A thought just came to me... Do I need to activate this script somehow? Currently it's just lying in the Scripts folder in GECK, but is that enough?
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It's on an object, I guess. It's a spinoff of the vanilla Cannibal feat.
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It is triggered via 'StartCannibal Player'.
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Thank you, I will try that. :) In the meanwhile, I was hoping that someone could help me with my second script?
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I'm having some problems making my scripts work for a mod I'm working on. The scripts in question are as follows: ScriptName Healing begin GameMode if GetKeyPress == 35 if player.getav radiation > 4 if player.hasperk PerkX == 1 player.restoreav health 10 player.restoreav radiation 5 printc "heal1" endif if player.hasperk PerkY == 1 player.restoreav health 20 player.restoreav radiation 5 printc "heal2" endif endif endif endThe idea, here, is that: if the player is pressing the 'H' key, AND has more than 5 radiation damage AND has perk X, then restore X health. If player has perk Y instead, heal Y health. Currently, I can't convince GECK to accept and save this script, so I probably did something very wrong. I would like to make it a toggle effect, meaning, it would heal X damage per second while also draining 5 Radiation damage per second. StartCannibal Player Float healthrestore Float Starv Float Thirst set healthrestore to ((player.getav endurance * 10) + 10) + player.getlevel set Starv to (player.getav endurance * 7) + player.getav survival set Thirst to player.getav endurance * 10 player.restoreav health healthrestore player.restoreav dehydration Thirst player.restoreav hunger StarvThe purpose here is to restore an amount of health/hunger/thirst relative to the player's progression into the game(thus the player.getlevel and player survival references). This script is accepted and saved by GECK, yet it has no actual effect in the game when triggered. This is the first time I'm trying to dabble in scripts and programming, the above scripts have been assembled by finding similar scripts through google, reverse-engineering already existing scripts and partly from advice from this forum as well. I am using NVSE and starting up GECK with an NVSE loader. I'm launching my game with NVSE through FOMM. Any assistance and solutions would be much appreciated. :)
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Wow. Well, that is quite simple afterall. I should be able to do something with that. Thank you so much. :) I would have PM'd you instead of bumping the thread, but you have PM's disabled, apparently?
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Hm, that looks quite a bit more complicated than I thought it would be. Well, thanks anyway.
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Hi all. I'm looking for a way to toggle an effect* via a keypress. I've downloaded and installed NVSE, as I heard it was required to support custom keypress actions, but I'm not sure where to go from here. Any assistance would be appreciated. :) (*Specifically, I want to create a perk which gives you the ability to heal 10 health per second, at the cost of 5 rads per second, as a toggle.)
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Looking to use SPECIAL values in scripts
NaimaR replied to NaimaR's topic in Fallout New Vegas's Discussion
I'll try that out, thanks! What do you mean by "pram"? -
Hi I'm working on a little mod of my own, been creating these health restoration abilities via a script. However, instead of just restoring a flat amount of health, I'd like to do something like '(Endurance X 10) + 20 HP restored'. Does anyone have an idea as to how I could do this? I've got 'player.RestoreAv Health 40' working, as a test, but I'm not sure how to do what I described above. Thanks in advance
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Bring back the old design. >_> Why fix something that wasn't broken? As it is, all the orange is hurting my eyes... It doesn't look like a Fallout-themed site anymore. Atleast give us the options to choose - having to waste 60% of my monitor on "filler" is... Well, a waste.
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So, I've been thinking... I often play sneaky characters who mainly used melee or unarmed combat styles. I can take on lone enemies fine, my problem is when there is a group of enemies. In that occassion, if would be nice if you could pick up a stone from the road and throw it, quietly, at an enemy, causing them to become alarmed and attempt to find out where it came from. Is this a mod anyone would like to make? I guess the stone itself could just be a clutter item, something you'd find around in the waste-... Why am I explaining this? Are you telling me that the Courier doesn't come across thousands, millions of stones and pebbles on his travels? :D Should atleast be as common as the rusty tin cans. Oh, and the damage could be kept pretty low, 5-10 damage? It's not meant to kill, just to distract afterall. Well, there it is. Just and idea, incase anyone is looking for something to do. :)