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Posts posted by b3w4r3
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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
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The script extender alone won't cause any crash. I'm guessing you loaded some new mods too, and one of those is causing a problem.
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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.
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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.
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Travel package should do the trick.
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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?
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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.
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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.
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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.
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You can use my Remote Control Companions mod. It has an option to lock companions gear. Just select the option and put any apparel or weapon in the chest and it will be force equipped on your companion. They will be unable to switch so it's also handy for forcing them into melee or ranged. The mod has a lot of other features too so please read the readme completely if you try it.
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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
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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.
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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
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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.
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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.
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I think you need to dl the pip boy Readius. Other mods that remove the pipboy are out there too that may work.
You can try the console and type player.unequipitem 25b83
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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.
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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
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Are you sure isswimming won't work? In oblivion it returned 1 if the player was actually in the water, even if they were just standing in it.
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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.
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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.
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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
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If you have fallout 3 check out Arkansas' sniper package. Reference to guard is an object (merry go round) with radius of 1500, and guard location is an xmarker with radius of 256, that is where he stands. Remain near guard location is checked.
Flags are Continue if PC near, weapon drawn, no combat alarm, and enablle fallout.
Brahmin Companion
in Mod Troubleshooting
Posted
Set his strength to max might help. Never tried so can't be sure.
Did you create an actor effect using the base effect IncreaseCarryWeight, and set a magnitude? Then give that effect to him.