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Everything posted by KSMods1
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I was using the minigun today and kept hearing the weapon Zorg used in the 5th Element movie, the ZF-1. It would be epic to have a mod that changed the minigun's audio profile to sound like the ZF-1 (0.55 of movie clip). I couldn't find the other video, but near the end of the film Zorg uses it consistently which may give better audio feeds of the weapon. Any chance of someone creating this for PC and Console?
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How to change modded file back to default in GECK
KSMods1 replied to KSMods1's topic in Fallout 3's Discussion
Done Thanks for the advice! -
How to change modded file back to default in GECK
KSMods1 replied to KSMods1's topic in Fallout 3's Discussion
I'm learning as I go! I also learnt quickly that I need to protect mods/plugins I've already made and separate them before I start messing around with dialogue and quest rewards. As for the primary question. I think there is no easy solution for this issue with the current build of the GECK that I'm using. I couldn't even get the undo button to work the last time I tried to use that as a solution. Seems that once a change is made and saved it is a done deal. If you don't mind would you help me with another topic I've made in regard to how to adjust rewards given from a NPC, and adding new if statements. -
How to change modded file back to default in GECK
KSMods1 replied to KSMods1's topic in Fallout 3's Discussion
Bear with me, this is my first attempt at modding. I'm using the GECK that comes with the Steam version of Fallout 3. I found a semi-easy way to fix this by simply reloading assets without my mod selected in the GECK load up. Then I just copy what is there. Other than remembering to utilize the 'undo' button, I still am not sure about what you are suggesting. -
How to change modded file back to default in GECK
KSMods1 replied to KSMods1's topic in Fallout 3's Discussion
I appreciate the help. There doesn't appear to be a save as function within GECK. I only have the save button. -
Hello, How would I go about changing an item stats. For instance, I am trying to adjust the Molerat Wonder Meat and it only applies the value change I make. I add new lines for the item to have, eg enhanced perception, and this doesn't show up in game. Solved: I wasn't adding a 'magnitude' input which is why the stat additions weren't showing up.
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Hello, Once the character is at the cap of 10, items like buffout no longer increase carry weight beyond the 10 threshold. This makes a large percent of end game activity obsolete. For example: Once at a Special level of 9 with an end game character, there is now no longer a need to make Moonshine or use Buffout, as these items increase weight carry capacity by +2. So, if you are Almost Perfect (9) then items such as these are irrelevant, because the character will not gain a benefit past +1. I am trying to alter the code with GECK to allow these items to boost past 10, and have it cap at 15 or even 12 for balancing reasons. Any suggestions?
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Hello, I want to increase the caps rewarded for completing the repeatable 'A Spoonful of Whiskey' quest to better reflect the cost of materials used to make the Moonshine. I've found the related script in the GECK starting with DLC04FF03aSCRIPT & ending with DLC04FF03StillSCRIPT, but perhaps it isn't what I am looking for. I also checked in the DLCFFO3 section of Actor Data>Quest and index 101 of the Quest Stages has the text I'm looking for, but it doesn't display the caps that are rewarded, only the xp. I would also like to add an 'if' statement that will change the amount of caps rewarded based on whether Refined Punga Fruit or Wild Punga Fruit are used. The quick solution is to increase the value of Moonshine to 69 to offset the loss of revenue when 'Wild' Punga Fruit is used, which I did for my plug-in but I'm still interested in learning how to make these script adjustments. Any help would be appreciated. Edit: I found it! 'Quest>DLC04FFO3>Topics>(Editor ID)GREETING. Can someone help me write an if statement for the code needed to compensate the player depending on which variant of punga fruit is used to craft the moonshine? if wild punga then 413 caps rewarded. If refined punga then 513 caps rewarded. If the mod is ever published I'll be sure to mention you. Edit: Original study -Adjust the resell value of the Moonshine to make up for the total loss: -Fission Battery = 75 caps -Yeast = 21 caps -Wild Punga Fruit = 10 caps -Refined Punga Fruit = 30 caps -Moonshine = 50caps; materials needed: 6 Fission Battery (450c), 3 Yeast (63c), 20 Wild Punga Fruit (200c) or 10 Refined Punga Fruit (300c) -Using Wild Punga Fruit vs Refined Punga Fruit = Reward: 6 Moonshine (300c) plus the 300c payment is 600c potential revenue vs cost of materials at 450c+63c+200c=713c (a loss of 113c to craft using Wild Punga Fruit). Selling Refined Punga Fruit is more cost effective at 30c per 1 unit. Utilizing Refined Punga Fruit would increase the loss further to 213c (813c total). IMPORTANT NOTES I use the Moonshine as my +2 strength booster opposed to using Buffout, as I sell the Buffout for the Cave Fungus with the Fungus Deal Quest for maximum yields and profits. SPECIAL stats will need modding to allow them to go to 15, or 12 at the very least, so this mod is not made entirely in vain. The reason for this is that with the Almost Perfect skill, and in game rewards, the player can cap their SPECIAL at 10. This makes any SPECIAL buffing items in the game useless for end game characters, effectively eliminating a large portion of end game activities in Fallout 3 such as farming for Moonshine to sell Buffout for Cave Fungus to be used as revenue gains with resell. This is because SPECIAL boosting items cannot boost SPECIAL stats beyond the 10 Hard Cap. However, Changing the system to allow SPECIAL stats to be boosted to 12 or 15 would not solve this predicament, as this would just result with the same issue that is currently present. Once a player reaches 10 and is able to then increase their Strength to 12, for example, they will still hit a proverbial wall where SPECIAL boosting items will not increase their stats further. There must be a way to have the game allow SPECIAL boosting items to boost the player's SPECIAL points past their locked integer which is currently 10 without conflicting with the integer itself. I'm told this is already a factor in the game with Skill boosting items, but not SPECIAL boosting items, so the code must be there somewhere. I'm seeking assistance with making Solution 1 Solution 1: Increase reward payment to 413c if Wild Punga Fruit is used and 513c if Refined Punga Fruit is used. Solution 2: Adjust quantity (and possibly value) of items needed to craft the Moonshine to balance the revenue loss/gain. Solution 3: Increase Moonshine value to 69c netting 414c instead of 300c. This makes up for the revenue loss using Wild Punga Fruit, and the player will gain 1 cap. It also makes collecting and selling Refined Punga Fruit ideal, as there is still a loss of revenue if Refined Punga Fruit is used to make Moonshine. Solution 4: Increase Moonshine value to 85c netting 510c. This is unbalanced, as there is still a loss of 3 caps if the player uses Refined Punga Fruit instead of Wild Punga Fruit. Solution 5: Increase Moonshine value to 86c netting 516c and offsetting any revenue loss from all materials used to craft the Moonshine if the player chooses to sell the Moonshine instead of use it as a Buffout replacemet essentially gaining 3 caps. ===================================================== The following lines of code are from the Scripts used in Marguerite's Quests. ==================================================== setObjectiveDisplayed DLC04FF03 10 1 ; Player has agreed to fetch ingredients set DLC04FF03a.batchActive to 1 setObjectiveDisplayed DLC04FF03 40 1 setObjectiveDisplayed DLC04FF03 50 1 setObjectiveDisplayed DLC04FF03 70 1 setObjectiveDisplayed DLC04FF03 40 1 setObjectiveCompleted DLC04FF03 40 1 setObjectiveDisplayed DLC04FF03 50 1 setObjectiveCompleted DLC04FF03 50 1 ;setObjectiveDisplayed DLC04FF03 60 1 ;setObjectiveCompleted DLC04FF03 60 1 setObjectiveDisplayed DLC04FF03 70 1 set DLC04FF03a.ingredientsDone to 1 setObjectiveCompleted DLC04FF03 80 1 setObjectiveDisplayed DLC04FF03 90 1 ===================================================== This script is missing from the GECK files, or I can't find it again. To complete Solution 1 an entirely new script may need to be written. This is unfortunate because I think this is the Script that will need to be modified to complete Solution 1. DLC04QuestPungaTurnIn02 player.removeItem DLC04PungaWild 20 set DLC04FF03a.fruitDone to 1 setObjectiveCompleted DLC04FF03 40 1 if DLC04FF03a.batchActive && DLC04FF03a.ingredientsDone == 0 if DLC04FF03a.fruitDone == 1 if DLC04FF03a.yeastDone == 1 ;if DLC04FF03a.waterDone == 1 if DLC04FF03a.batteriesDone == 1 ; got all the stuff, advance. setStage DLC04FF03 90 set DLC04FF03a.brewDay to gameDaysPassed set DLC04FF03a.ingredientsDone to 1 endif ;endif endif endif endif player.removeItem DLC04PungaRefined 10 set DLC04FF03a.fruitDone to 1 setObjectiveCompleted DLC04FF03 40 1 if DLC04FF03a.batchActive && DLC04FF03a.ingredientsDone == 0 if DLC04FF03a.fruitDone == 1 if DLC04FF03a.yeastDone == 1 ;if DLC04FF03a.waterDone == 1 if DLC04FF03a.batteriesDone == 1 ; got all the stuff, advance. setStage DLC04FF03 90 set DLC04FF03a.brewDay to gameDaysPassed set DLC04FF03a.ingredientsDone to 1 endif ;endif endif endif endif setObjectiveDisplayed DLC04FF03 50 1 setStage DLC04FF03 15 player.addItem DLC04FF03Moonshine 1 set DLC04FF03.tonicSample to 1 setStage DLC04FF03 101 player.additem DLC04FF03Moonshine 6 <This section is likely where the if statement should be placed> player.additem caps001 300 ===================================================== scn DLC04FF03aSCRIPT ; this quest is just to hold quest variables we wish to reset. short fruitDone short waterDone short yeastDone short batteriesDone short ingredientsDone float brewDay float currDay short brewSoon ; flag when we're within "hours" of the brew being ready. short brewReady short batchActive ; flag when we're working on a batch. For repeatable quest ===================================================== scn DLC04FF03dummySCRIPT ; this script lives with Marguerite and runs constantly begin gameMode set DLC04FF03a.currDay to gameDaysPassed if DLC04FF03a.ingredientsDone == 1 if DLC04FF03a.currDay >= (DLC04FF03a.brewDay + 0.75) if DLC04FF03a.brewSoon == 0 set DLC04FF03a.brewSoon to 1 endif endif if DLC04FF03a.currDay >= (DLC04FF03a.brewDay + 1.0) && DLC04FF03a.brewReady == 0 set DLC04FF03a.brewReady to 1 setStage DLC04FF03 100 set DLC04FF03.lastBrewDay to gameDaysPassed set DLC04FF03.willBrewAgain to 0 else ; do nothing endif endif if DLC04FF03a.batchActive && DLC04FF03a.ingredientsDone == 0 if DLC04FF03a.fruitDone == 1 if DLC04FF03a.yeastDone == 1 ;if DLC04FF03a.waterDone == 1 if DLC04FF03a.batteriesDone == 1 ; got all the stuff, advance. setStage DLC04FF03 90 set DLC04FF03a.brewDay to gameDaysPassed set DLC04FF03a.ingredientsDone to 1 endif ;endif endif endif endif if getStageDone DLC04FF03 101 == 1 if DLC04FF03a.currDay >= (DLC04FF03.lastBrewDay + 0.01) ; TEMP - setting this way down, reset to 3 days for final set DLC04FF03.willBrewAgain to 1 endif endif end ========================================================= scn DLC04FF03MargueriteSCRIPT begin onDeath if getStage DLC04FF03 >= 10 && getStageDone DLC04FF03 101 == 0 setStage DLC04FF03 200 ; fail quest if Marg is killed before 1st batch completed endif end ======================================================== The next lines of code belong to another portion of Marguerite's quest. This part is done before bringing her the ingredients to craft the Moonshine and pertains to repairing the still. ======================================================== scn DLC04FF03script short tonicTop short tonicSample short repairJob short repairJobRefused short repairJobDone short repairJobProBono short repairJobEarly ; player set repairJobDone early short repairJobEarlyRewarded ; player has been rewarded for repairing still early short repair2Xfee short spChallAttempt short spChallWon float lastBrewDay short willBrewAgain ======================================================== scn DLC04FF03StillSCRIPT ; activator script on this quest object ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short active short button ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; begin onActivate player if DLC04FF03.repairJobDone == 0 showMessage DLC04FF03StillRepairMSG set active to 1 else showMessage DLC04FF03StillRepairDoneMSG endif end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; begin gameMode if active == 1 set button to getButtonPressed if button > -1 if button == 0 ; do nothing elseif button == 1 if player.getAV repair >= 44 set DLC04FF03.repairJobDone to 1 rewardxp 25 if DLC04FF03.repairJob == 0 set DLC04FF03.repairJobEarly to 1 endif else showMessage DLC04FF03StillRepairFailMSG endif endif endif set active to 0 endif end ======================================================= These screenshots do not show the entirety of the Quest Data, Quest Stages, Quest Objectives, or Topics. If they are needed to address the code, then let me know so I can forward you all the pictures available. ======================================================
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Hello, Is there a simple way to revert changes made to a folder within the GECK after the changes have been saved? I'm trying to document everything I change and I forgot exactly what I changed with an item.