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b3w4r3

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Everything posted by b3w4r3

  1. You could use the Grovatron mod. It has an option to add songs to a playlist. You are not going to get anyone to make a station with those kind of songs as it would violate many copyrights. And using the grovatron is much simpler than trying to create your own from scratch.
  2. If the bed has no ownership any companion will use it as part of their sleep package. If you want only one particular companion to use the bed then you can set its ownership to your companion.
  3. ScriptName grenadeexplode BEGIN ScriptEffectStart addscriptpackage MyPackage END Where MyPackage is a wander package you create with your home as the target. Make sure must reach location, and must complete is checked to ensure the package is not removed by the actor evaluating their packages. edit: just be sure the weapon and effect do no damage and are non hostile to ensure the actor doesn't want to kill you.
  4. probably need getisid CrProtectrion What I'm saying is just add the scriptpackage to the robot hit by the projectile, then there is no need to change him with the correct type. Is there something special about the one you are replacing them with that requires them to be replaced, or you just need the same looking robot to go home?
  5. Can't you just add a script package to them with the destination of your home? If you use a wander package and set it to must reach location and must complete they should go there and stay until you add another package or remove the one you added.
  6. Like this... scn TallerPowerArmorScript ref me begin onequip set me to getcontainer me.setscale 1.1 me.AddPerk TallerPowerArmorPerk end begin onunequip me.setscale 1 me.RemovePerk TallerPowerArmorPerk end I was afraid setsize might not work, I only tried it in console and when it didn't work I thought maybe it only worked in a script. I'll have to do some testing with the function.
  7. I think else should be on its own line for one, with the showmessage function below it. And what's the removeme bit? That only works on inventory items, not activators. What happens if it is activated, is there some animation? Since there is no activate function anywhere in the script I don't see how it is getting activated.
  8. Does this add the perk to you? Seems like you are running the functions on the armor not the wearer. Try setting a reference variable like "set me to getcontainer", then use me to run your functions against. me.setscale 1.1 me.AddPerk TallerPowerArmorPerk You might also try setsize as opposed to setscale. Pretty sure setscale doesn't update the collision to match the new dimensions.
  9. You do realize there are other hair mods out there besides lings? Nothing against that mod, just saying.
  10. If the weapon is set to Damage 0 (Game Data Tab) and Crit Dmg 0 same tab. actors shouldn't turn hostile. Then just create a script effect that calls for the actor to CastImmediateOnSelf stimpak. In the base effect you create for the script make sure hostile is not checked, and self, touch are checked. You could just do other things in the script too, like heal limbs, full health, add other effects, really whatever you want to do. After you have your base effect, then create a weapon effect, and select your base effect. Then just attach it to a weapon. Anyway that should get you started. If you are not familiar with some of this stuff try reading the relevant sections on the geck wiki. You can learn a lot there after banging your head for a few hours :P
  11. float timer Begin OnActivate set timer to 5 activate End Begin GameMode If timer > 0 set timer to timer - getsecondspassed return elseif getopenstate == 1 setopenstate 0 endif End If the door has a long animation, like the vault doors, the timer number may need to be higher to make sure it stays open for 5 seconds instead of closing as soon as the animation stops. Generally you would time the doors open animation and add 5, then set the timer to that. Untested but should work, providing I didn't make a typo.
  12. Nice choice, she makes good faces. I use one of her faces from fallout 3 as my companion... http://fallout3.nexusmods.com/images/178202-1334292928.jpg
  13. Try looking through the save game section of mods. There are some good ones there. Most important is to use a face texture replacer. I would think some of the better save games give links to the texture they use, if any. Here is an example, not my taste just the first one I looked at http://newvegas.nexusmods.com/mods/44855
  14. Don't see any screen shots, but gratz anyway :)
  15. I understand there are some issues with floating point numbers now, and how they are stored in a computer. The first code you posted as wrong is working though, it is only for catching -0, but maybe changing the second bit to -.1 would avoid any confusion with .2 which is what my modifier number is. I don't think the 0 needs to be adjusted, but I will keep an eye on it. On a side note adding 1 then subtracting 1 from the -0 removes the sign as I expected, but for now I'm going to stick with using the workaround I posted above at the close of the script. Thanks for the information.
  16. You need the geck power up, it will tell you the error in your scripts so you don't have to go through so much trouble. That said you need to most likely place an instance of that container in the game. Once you have it there right click it and select properties, type UPMMKStimpaksRef for the reference name, top of the properties window, and check persistent reference bottom left corner.
  17. Well the code you posted would still result in cha being set to .2 because -0.00 would go to else, and it needs to stop at 0. My solution works, the problem is that cha gets stored as -0.00 and displays that way in my menu (which just looks odd). I figured a way to detect the -0, and set to to 0 without any sign. It' a workaround but it's the only option I tried that has worked. Basically I run this on the close of the script to correct the signed 0... if cha < 0 && cha > -.2 set cha to 0 endif I saw that signed zero page too, and I guess it makes sense. It's just strange that the game considers it less than zero but won't recognize it in a direct comparison like if cha == -0 or if cha < -0 Probably could have set cha to cha + 1 then -1 before the comparison to zero to remove the sign. I may still try that, it seems more efficient that using the if comparison on closing... Well always learning new things writing scripts. There might be instances where this info could be useful. It could tell you if a floating point variable has been modified up from negative numbers when it is passing zero. This can really make you crazy.
  18. I ran across this while damaging the players charisma, then restoring it. Charisma is damaged by (.20), and the variable cha is modified to track the ammount, so cha = (-.20), or any multiple of .2 really as that's just one example. So when I restore this value I restore it (.20) every second until (cha == 0). The cha variable prints in console as (-0.00), then (.2) This the code that should stop it at 0... if cha < 0 set cha to cha + .2 elseif cha >= 0 do other stuff But since cha is equal to -0.00 the first check for < 0 still runs to the point where cha is eventually .2 before the elseif runs. I even tried to put if cha < -0 That didn't change anything. The solution for the time being is this... if cha < -.1 set cha to cha + .2 elseif cha >= -.1 do other stuff So the engine spits out this -0.00, which it then can't identify as 0.00 Maybe I'm just missing something obvious, or someone out there knows why this happens?
  19. TFC 1 in console will freeze everything, then you can set it up the way you want.
  20. You need the script extender for the hot key functions, download it here http://nvse.silverlock.org/ right near the top of the page it says Download (latest version 2b12) Pay close attention to the install and launching with NVSE instructions so you get it working right. Edit: make sure you always check the mod install instructions when you dl any mod. For the most part people maintain the proper folder structure, but not always. If the mod includes multiple folders you need to make sure they all get installed to the right place. A lot of times people will have one folder called data, and every thing will be packed in it so you just copy that data folder to the fallout NV folder. Hope you understand something about folder structure, if not using the mod manager to install would be your best bet. And don't use the fo3 version of groovatron for NV, which I guess you already learned.
  21. You need to uninstall then reinstall to a new directory, like create a folder on your drive called games. Just copying it to a new location won't work because the registry keys need to point the the right version. The tilda key is ~
  22. The newer versions of windows have security "features" that won't let folders in the program files section be modified. You can log on as administrator to fix that, or install the game to a location other than program files.
  23. Don't need a mod for third person I think the f key does it, and the scroll wheel on the mouse.
  24. TFC 1 in console will freeze and unfreeze the action (best to be in third person if you want to see your character). TM will hide and restore the hud elements. The mod groovatron is a nice tool for taking caps as it has a lot of poses and uses the p key to take a screen shot with no hud.
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