Jump to content

b3w4r3

Premium Member
  • Posts

    119
  • Joined

  • Last visited

Posts posted by b3w4r3

  1. I can make this happen. It needs NVSE to work, but it would work 100% with any armor and weapons you put in the containers. After I get home from work I'll post the scripts you need on the containers.

     

    Edit: Here's the script, untested so if there's a problem let me know the details of what happens. Your container gets this script attached to it, and you need to substitute the MyNPC1Ref with the reference name of the NPC who will use this armor. I added three NPCs but you can use more or less depending on how many you have, just edit the code to fit.

     

    This script will force equip the items on the NPC meaning you won't be able to remove them through their inventory share.

     

    It will equip all NPCs with the armor and weapon you choose, just one of each in the chest is all you add (more than one will cause problems), they will be equiped on each NPC, then removed from the container. if you put other items in there like ammo or anything other than armor and weapon those will be added to your NPCs inventory also.

     

    scn ForceScript
    
    ref target1
    ref item
    ref me
    short invobj
    short init
    short button
    short active
    
    Begin OnActivate
    
    if init == 0
      set init to 1
      set me to getself
      activate
    endif
    
    End
    
    Begin GameMode
    
    if init == 1
      set target1 to MyNPC1Ref  ;your first NPC reference name
      set init to 20
      set invobj to 0
    elseif init == 2
      set target1 to MyNPC2Ref ;your second NPC reference name
      set init to 20
      set invobj to 0
    elseif init == 3
      set target1 to MyNPC3Ref ;your third NPC reference name
      set init to 20
      set invobj to 0
     else 
      set init to 30
    endif
    
    if init == 20
    label 30
      set item to me.GetInventoryObject invobj
    if item != 0
     if gettype item == 24 || gettype item == 26 || gettype item == 40
      target1.additem item 1
      target1.equipitem item 1
      else
      Target1.additem item 1
     endif
      set invobj to invobj + 1
    goto 30
    endif
      set init to init + 1
    endif
    
    if init == 30
      me.removeallitems
      set init to 0
    endif
    
    end
    

  2. Fallout 3, Fallout NV and Oblivion. Those are all the ones I have mods on and if I set the files to sort by last comment descending, reload the page they are sorted by name again. It always seems to default to sorted by name.
  3. Normally this would be best accomplished using a dummy call and a marker in that cell. When you need to move the trigger you would disable it, move it to the marker, then move it to the place in the world you need it, use setpos as mentioned above, then enable. Some objects require you to wait a frame inbetween move to commands to make sure the colission gets updated. Other objects like furniture can't be moved.

     

    If you can be more specific about what you want to do I can probably give you better alternatives. I can guess, but if wrong I'm just wasting both of our time. I have moved triggers, can even make a gun that marks the position where it hits, and places (or moves) a trigger there. Your call.

  4. Sorry if this is posted before, I searched a few different terms and didn't find anything.

     

    On my mods page I have the ability to sort by last comment, which is great, but I wish my choices would be saved so that every time I view the page the mods are listed as I set them and not by name. If this is something that would affect all sorting filters then I suggest we have a special preferences selection for our own mods page where we can set it in control panel or something?

  5. I remember Oblivion had butterflies but they were just an animation effect attached to a trigger box. The Cazador is like a butterfly, maybe a retexture would be enough. Then you could just scale it down.
  6. Might get some strange behavior like that as it is setting alert or not alert every frame.

     

    In mine you could set the "set me to getself" in an onload block but you would need to change areas the first time you load the mod to make the onload fire. It doesn't run when loading a save game, but once it runs the first time it will work from then on.

  7. You have to use a script for this, it's not part of teammate behavior. Script is attached to the companion.

     

    scn CompanionWeaponScript

     

    ref me

     

    Begin GameMode

     

    set me to getself

     

    If player.isweaponout && me.isweaponout == 0

    me.setalert 1

    elseif Player.isweaponout == 0 && me.isweaponout

    me.setalert 0

    endif

     

    End

     

    Probably a more efficient way to do it, but I have a bad headache and can't think straight right now.

  8. thank you so much! the only problem is when i activate the terminal the ghouls pop up, but i cant read the note on the terminal, but i'm sure i'll figure it out! but still, thank you!

     

    Sorry, my bad forgot the activate call.

     

     

    scn GhoulEnableScript

     

    short once

     

    Begin OnActivate

     

    if once == 0

    ghoul1ref.enable

    ghoul2Ref.enable

    set once to 1

    endif

     

    activate

     

    End

  9. I have a mod that adds useable bathtubs, toilets, and urinals. Even has placeable tubs you can purchase. They don't give any bouns, though it has been suggested to add some kind of need for players to use them. Not sure what I may do with the mod, lots of downloads in two days, but not many comments...Anyway here is the mod if you want to add to the discussion.

     

    http://newvegas.nexusmods.com/mods/46043

  10. Place the two actors where you want them, double click them to open their property windows. In the reference field top of the window type something like Ghoul1REF, and Ghoul2REF make sure persistent reference is checked, and initially disabled. Add a script like the following to the terminal.

     

    scn GhoulEnableScript

     

    short once

     

    Begin OnActivate

     

    if once == 0

    ghoul1ref.enable

    ghoul2Ref.enable

    set once to 1

    endif

     

    End

  11. Lots of ways to do it. You could add a find package to the npc using addscriptpackage. Then set him in a faction that's the enemy of the player faction. Make sure his ai is set to aggressive.

     

    If you have companions with you though he may target one of them. The startcombat function was changed to be less effective IMO when fallout 3 was released or you could have used it.

     

    Edit: I knew someone would mention startcombat...The problem with that is if the actor isn't close enough to detect the target they will just ignore the function.

     

    It caused a lot of problems in Oblivion because startcombat meant the two actors were locked into combat until one of them was dead. This kept the player from using fast travel even if the enemy was all the way across the map, as the game reported you can't fast travel while in combat.

     

    It was a more useful function to be sure, you just had to script a way out of it if distance got far enough.

  12. The way I do it is to open both mods in GECK with your new mod as the active file. Then just rename the interior cells you want to copy, and answer yes to create new form. You will have to relink the doors after you open the new mod by its self. You can do this with any items.

     

    You could use one of the utility programs too like I think tsnip can do it, or wyrebash, but I couldn't tell you how off the top of my head.

  13. Hey tnu, my Remote Control Companions mod allows you to force equip weapons and apparel on your companions. The items are then essentially locked on them and they won't change. It obviously has a lot of other options also which may or may not be of use to you. Give it a try if you want, and let me know if it suits your needs.
  14. Open the switch properties in the render window and click the enable parent tab. Then select the door for the reference there (door must be persistent). Attach the following script to the door...

     

    Begin OnActivate
    
    if isactionref player == 1
    showmessage SomeMessage ; something like "This door is opened remotely"
    endif
    
    if getopenstate == 3 && isactionref player == 0
    setopenstate 1
    elseif getopenstate == 1 && isactionref player == 0
    setopenstate 0
    endif
    End
    

     

    If you don't want NPCs using the door you can use a ref variable for the GetLinkedRef function and substitute it like this...

     

    
    ref SwitchRef
    
    Begin OnActivate
    
    if isactionref player == 1
    showmessage SomeMessage ; something like "This door is opened remotely"
    endif
    
    set SwitchRef to GetLinkedRef
    
    if getopenstate == 3 && Getactionref == SwitchRef
    setopenstate 1
    elseif getopenstate == 1 && Getactionref == SwitchRef
    setopenstate 0
    endif
    End
    

  15. So, there are two items, and one of them is technically a motionless item which appears and disappears in the tray? Interesting. I have gotten it to work using the technique earlier in the thread, but if I need another such item, I will try this way.

     

     

    Yep, exactly. I used this in an Oblivion mod where I wanted to put a Welkynd stone in one of those Wlekynd stone holders when the player clicked on it. Trying to balance it using setpos was a nightmare, as it would generally go flying across the room.

     

    Anyway glad you got it working to your satisfaction, take care.

  16. Maybe you misunderstood. This object goes in the tray where you pick it up from. Call enable on it, then when the player activates it, it disables, and adds your item to the player. Need to repeat just call enable on it again (it's still in the tray just disabled). It's just used for a visual representation of the object the player will get.

     

    Unless I misunderstood what you are doing, in that case I'm sorry.

  17. The suggestion on using the disabled object is what I would use. If it can spawn multiple times just make it a unique object and place this script on it. Might be best to remove any havock from it to, to make sure the player doesn't bump it, or z-grab it.

     

    Begin OnActivate
    
    disable
    player.additem YourItem 1
    
    End
    

×
×
  • Create New...