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LukeGevaerts

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  1. Ah, a credits list! *Starts digging* Thanks for your help.
  2. Ah, so he's more than just the uploader? That'd help. Do you know if there's anyone else from the FWE Team who's still around the Nexus on a regular basis?
  3. Hi, I've been sitting on two FWE modules I ported to (and updated for) Fallout: New Vegas for quite some time: the skill-based automatic hacking and lockpicking and the skill book perks. I'd like to upload them to the Nexus, but as we all know that can't be done without permission. Thing is, I have no idea who's (un)officially in charge of this project - and "FWE Team" doesn't help me any in this regard. Does anyone know who to PM for permissions? Thanks.
  4. I know, right? Every time I think I've got a bead on things the game goes and throws me another curveball. Maybe this particular problem has something to do with path length/directory depth; I've had a similar problem with the Dragon Age Toolset in the past. Or not. Who knows. Mind = blown, really.
  5. For future reference: I solved the problem by making a copy of my entire Fallout - New Vegas folder in SteamApps\common, pasting it somewhere else (in my case, C:\Games\Fallout Tools\GECK) and running the GECK from there. I have no idea why this would work, but I'm glad it does.
  6. Hi guys, I've recently migrated to a new computer, so I found myself having to reinstall F:NV and the GECK. The latter worked without a hitch on my old PC; on this one, however, it CTDs before it's even finished loading: - Steam is installed to C:\Games\Steam; - I'm running the 1.4 version of the GECK; - my system is up to date. With NVSE, without NVSE - no matter what I do, it CTDs. This is the error report (in Dutch, but there's not much I can do about that): Probleemhandtekening: Gebeurtenisnaam van probleem: APPCRASH Naam van de toepassing: GECK.exe Versie van toepassing: 1.4.0.518 Tijdstempel van toepassing: 4e0415d8 Naam van foutmodule: GECK.exe Versie van foutmodule: 1.4.0.518 Tijdstempel van foutmodule: 4e0415d8 Uitzonderingscode: c0000005 Uitzonderingsmarge: 002262f6 Versie van besturingssysteem: 6.1.7601.2.1.0.768.3 Landinstelling-id: 1043 Aanvullende informatie 1: 0a9e Aanvullende informatie 2: 0a9e372d3b4ad19135b953a78882e789 Aanvullende informatie 3: 0a9e Aanvullende informatie 4: 0a9e372d3b4ad19135b953a78882e789 Can anyone help me out?
  7. Yeah, it's designed to apply to all actors. So combine "assume default" with GetPlayerCurrentAmmo? That could work... Maybe. One of the problems is that I still cannot get GetWeaponAmmo to work for NPCs; even with the code sample luthienanarion provided, no matter how I code it, all I ever get in return is "<no name>". Guessing ammo types through weapon types is not specific enough, and it'll be a cold day in hell before I resort to CompareNames (which would also break compatibility with non-vanilla weapons). Sigh... All of this would be so much easier if NVSE included a GetCurrentAmmo function that applies to all actors. As an aside, I've noticed NPCs are actually somewhat efficient at scoring lethal headshots with my current setup. I'm not sure if they actually intend to score a headshot, but spray 'n pray seems to work out quite well for them. This plugin also includes ammo recipes for frenzy and tranquilizer rounds; sneaking up to a mob of fiends, frenzying a couple of them and watching them blow eachothers heads off has become one of my guilty pleasures. Ridiculously overpowered, of course - but those new ammo recipes were originally another experiment intended to facilitate pacifist playthroughs.
  8. Yes, it's fairly limiting - but in my defense, object effect scripts applied to ammo are rare; not only in the base game, but in plugins as well. It also degrades nicely depending on load order. That said, mine is a hacky way of doing things; but I suppose that's what happens when you experiment. I just took a look at that Rebalance script, and it's certainly much more elegant than what I've been doing. The only problem I can see so far is detecting by which type of ammo the head was stuck, which I haven't yet been able to do without an object effect.
  9. Whether it actually works for NPCs isn't of any particular relevance to my scenario - the script only checks if it is available at all and adds an additional parameter to KillActor (dismember head) if it is. I didn't know, however, that it's an actor value - that explains why HasPerk doesn't function as intended. Thanks for the heads-up! :happy:
  10. Hard-coded, huh? Well, that's not really a problem - I only want it to apply for the player. But it doesn't - not consistently, at least. It happens on its own, of course, but I can't seem to force heads to explode whenever they are struck with a lethal headshot. Oh, well.
  11. Correction: it almost works as intended. For some reason, the game is being very arbitrary about dismemberment (as scripted, an explosion of the head should occur if the attacker has the Bloody Mess perk). I know for a fact that it worked perfectly when I still used rTarget.KillActor Player 1; but ever since I switched to a dummy killer (since using Player resulted in way more experience than any kill should be worth), dismemberment only occurs... Well, whenever it feels like it, I guess. It's not a big concern; I guess I'll just chalk it up to yet another thing I don't understand about the GECK.
  12. See, that's the kind of stuff I should've known beforehand. :happy: As for my workaround: The original object effect script attached to every gun ammo type used PlayerGetCurrentAmmo to determine what gun ammo was fired during ScriptEffectStart. It would divide the gun ammo into categories (.308 and .45-70 Gov't as LargeRifle, for example) and then report the correct category to the main script for further use. Since PlayerGetCurrentAmmo only works for the player and I couldn't get GetWeaponAmmo to work at all, I decided to duplicate the original object effect script into six object effect scripts for each gun ammo category and attach those to the applicable gun ammo instead. It's a little bulkier than I had intended, and it takes longer to update since I now have to update six individual scripts (or actually nine - since I had to create additional scripts to incorporate Obsidian's gun ammo effects, such as Dragon's Breath), but at least it works as intended. Now that I now how to get GetWeaponAmmo to work, I think I'll go back and see if I can get my original idea to work at a later time. The net result is amazing, however. During playtesting I decided to punch a random Novac Settler in the face - and promptly got one-shotted by Manny Vargas, as his .308 round was (easily) able to penetrate the Fiend Helmet I was wearing at the time. It used to be that enemies like Cazadores were the player's biggest threat, but with this plugin those things actually give you a fighting chance; gun-wielding NPCs, on the other hand, can drop you in a split second if your headgear cannot stand up to their ammo. Of course, it also works the other way around. As an FYI, I originally intended to use GetWeaponType to split the gun ammo into categories, but that function simply wasn't precise enough.
  13. How do I get the game to return the form list to begin with? All I ever get is "0" or "<no name>". Although that might be because I ran it on an NPC... In any case, I worked around it by getting the ammunition type to identify itself at ScriptEffectStart (50MG, LargePistol, LargeRifle, Shotshell, SmallPistol, SmallRifle); I had to duplicate some scripts, which will be a pain in the ass if I ever need to update them, but it's the only way I could get anything to work reliably. I hope, anyway. You never really know with GameBryo. For the moment, it seems as though lethal headshots now should work for anyone with the ability to fire gun ammunition. It doesn't break anything, at least. I'll have to run some more tests with NPCs who're actually skilled enough to pull off some headshots before dying, though. Come to think of it, the New Vegas Bounties ambushes should be able to help out with that. Edit: Ha! I ironed out the last quirks, and now it works like a charm. The possibility of one-hit-kill headshots for everyone with a gun if the ammo caliber can penetrate the target's headgear. Sh*t just got real(ly dangerous).
  14. Hi guys, I'm trying to determine the ammo used by a weapon carried by an NPC. For the player, "GetPlayerCurrentAmmo" works like a charm - but it seems I'm limited to GetWeaponAmmo for NPCs. The problem is that the output of this function is always "<no name>". Is this because NPCs have this magical ammo that never depletes, or because I'm doing something wrong? Thanks in advance.
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