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TheBlob2

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Everything posted by TheBlob2

  1. ive been trying to give an npc a perk using a script, but it doesnt seem to be working. what gives?
  2. has anyone ever tried to add the turbo effect to an npc before?
  3. a mod that doesnt force you to spend all of your skill points as soon as you level up, but you can store your skill points for later and spend them when you need them, (like right before a skill check)
  4. how do i make a script that depending on a percentage chance, it will negate all the damage that an npc would have taken from a hit? i want it to look like you didnt hit them at all, with no blood decals or splatter
  5. i really liked the AI mod you suggested, i didnt think anyone tried to make a mod like that before. but what i really wanted was smart AI for the higher level npcs only, because if both of them had the same AI and the same health, high level npcs would be just as likely of dying off as any other generic grunt. and the goal here is to make them harder to kill without giving them more hp as for the abilities that make the npcs harder to hit: because shooting an npc in the head and being told that you missed them, is more believable than shooting the same npc more than once in the head and being told they survived
  6. can someone please tell me why this script wont compile? scn AAAtest ref user ref weapon begin onload set user to getself set weapon to user.GetEquippedObject 5 begin gamemode if user.isincombat=0 elseif user.getequippedobject 5 == weapon else set weapon to user.getequippedobject 5 user.unequipitem weapon user.equipitem weapon user.restoreav agility 10 endif end
  7. I've been talking to different people trying to come up with abilities that can make npcs harder to kill without giving them more hp: second wind: after you kill an npc and they drop to the ground, 5-10 seconds later if their head is still intact. they will get back up again with little hp left. the amount of hp they get back is determined by their level, but it can never go higher than 20% of their max health calling in reinforcements: during combat with a moderately high ranking member of a faction, more members of their faction may arrive within a few seconds after they have started fleeing. and with increasing rank, the bigger the reinforments will be, and the higher their level. however the reinforcements themselves cannot call for reinforcements because that would be gamebreaking junkie: have the ability to use chems in their inventory, and all of them will have the same affect as they do on the player (regen health for stims, increased health and strength for buffout, etc) . but some chems can alter that npcs AI like psycho which will make them suicidal and attack you when otherwise they would have fled, or jet which will make their behavior unpredictable, steady which will make them less agressive but more careful, etc higher level npcs will have a higher quantity and quality of chems at their disposal. can't touch dis 1: the first time they are hit in combat, if it is not critical, it will register as having missed can't touch dis 2: during combat for short bursts of time, all hits that are not critical will register as having missed can't touch dis 3: always, in and out of combat, all non-crits will always register as having missed leadership: members of enemy factions that are lower level than they are will have their stats and confidence decreased, making them more likely to miss their shots, aswell as flee. the opposite for members of the same faction. so having 2 people of equivalent rank on either side of a conflict will cancel out the effect until the first one dies, then all their allies' confidence and stats will go back down to their original value or maybe even lower, making them more likely to flee once their leader is snuffed. as their rank in whichever faction they belong to increases, so will their leadership radius and the confidence and stat bonuses they will give, so the higher the rank the more like it is for their allies to flee once they die. escape plan: when they flee and as soon as they leave the cell or are far away enough from the any actors, they will disappear forever if any of you have suggestions about any more abilities or about the existing ones, please feel free to tell me
  8. thats why i was thinking about giving all npcs the amount of health they SHOULD have, as a opposed to what the game balance demands they need. and to compensate for their decreased health, they now need realistic ways of avoiding death that isnt bullet spongy or unrealistic 1-good defensive and tactical AI that takes cover and runs when necessary. perseus enemies when their health is low or when they're reloading or generally when they're vulnerable. are harder to hit because they're constantly moving, 2-enemy npcs/player have their stats reduced while in combat with them, making them more vulnerable 3-extremely accurate or proficient with their weapon of choice 4-can run fast enough to avoid death when in a sticky situation 5-have fellow faction members nearby to defend them 6-can get critical hits more often 7-have generally better equipment than most other npcs at that stage of the game (like having an end game weapon while their adversaries/lower level allies are using mid game weapons) 8-have special combat abilities that allow them to disarm/stun their targets, call in reinforcements from far away or other cells, can regenerate their health much faster than other npcs outside of combat, and get powerful stat buffs at random obviously not ALL of these can apply to the same character. we cant apply any of these to an npc where it wouldnt make sense for that npc. like adding smart defensive combat ai to an npc that has an agressive cocky personality for example
  9. i messed around with my ini file quite a bit a few years ago. and it seems during combat, shadows will flicker. i tried using steam's verify integrity of game cache, it put a new fallout_default ini to replace the old one, (not before keeping a spare of the old one). and the new ini makes my game crash, so i cant use it. but now im stuck with my old ini that has the flickering shadows. if anybody has had this issue in the past, please share with me how you fixed it. thanks
  10. its not always going to reduce agility to 1, i want the ability to restore the npc's agility back to its original value after they change weapons, because some npcs have high agility and some have low agility, and i want that to actually make a difference in combat. say a higher agility npc can change weapons quickly and that would make them more of a threat in a melee or close quarters situation. if all npcs drew their weapons the same speed that would just be predictable i had considered that, i still need to do some research. but in the end its gonna look something similar to this (keep in mind its not finished): begin gamemode if user.isincombat=0 elseif user.getequippedobject 5=weapon else set weapon to getequippedobject 5 (insert agility damage bit) user.unequipitem weapon user.equipitem weapon user.restoreav agility 10 endif end
  11. but even inside the rules and the logic of the fallout canon, it still doesnt make sense.
  12. why are high level npcs harder to kill? do they have really good AI? like they are good at avoiding getting hit? or do they induce fear and mess up the AI of the enemy npcs? do they make the player and opposing npcs panic? are enemy npcs less likely to shoot accurately out of fear? are they so good at combat that they can kill most enemies nearby easily and quickly before they can get hit? do they take advantage of their surroundings better? no, they just have higher hp, and in the end thats why they're harder to kill. which is not true to reality. I'm tired of these bullet spongy npcs, is there a way to make high level npcs harder to kill without giving them more hp or dt/dr? like when an npc is harder to kill, I want a genuine reason besides muh gamplay balnce.
  13. I've been working on this script. if you could tell me if I've made any mistakes, or maybe a way of making something shorter, or maybe you can just tell me what you think ref user ref weapon begin onload set user to getself set weapon to user.GetEquippedObject 5 end begin onload if user.IsWeaponInList (-0 agility weapon list)=1 && if user.getav agility > 1 user.damageav agility 0 endif if user.IsWeaponInList (-1 agility weapon list)=1 && if user.getav agility > 1 user.damageav agility 1 endif if user.IsWeaponInList (-1 agility weapon list)=1 && user.getav agility == 1 user.damageav agility 0 endif if user.IsWeaponInList (-2 agility weapon list)=1 && if user.getav agility > 2 user.damageav agility 2 endif if user.IsWeaponInList (-2 agility weapon list)=1 && user.getav agility == 2 user.damageav agility 1 endif if user.IsWeaponInList (-3 agility weapon list)=1 && if user.getav agility > 3 user.damageav agility 3 endif if user.IsWeaponInList (-3 agility weapon list)=1 && user.getav agility == 3 user.damageav agility 2 endif if user.IsWeaponInList (-3 agility weapon list)=1 && user.getav agility == 2 user.damageav agility 1 endif if user.IsWeaponInList (-4 agility weapon list)=1 && if user.getav agility > 4 user.damageav agility 4 endif if user.IsWeaponInList (-4 agility weapon list)=1 && user.getav agility == 4 user.damageav agility 3 endif if user.IsWeaponInList (-4 agility weapon list)=1 && user.getav agility == 3 user.damageav agility 2 endif if user.IsWeaponInList (-4 agility weapon list)=1 && user.getav agility == 2 user.damageav agility 1 endif if user.IsWeaponInList (-5 agility weapon list)=1 && if user.getav agility > 5 user.damageav agility 5 endif if user.IsWeaponInList (-5 agility weapon list)=1 && user.getav agility == 5 user.damageav agility 4 endif if user.IsWeaponInList (-5 agility weapon list)=1 && user.getav agility == 4 user.damageav agility 3 endif if user.IsWeaponInList (-5 agility weapon list)=1 && user.getav agility == 3 user.damageav agility 2 endif if user.IsWeaponInList (-5 agility weapon list)=1 && user.getav agility == 2 user.damageav agility 1 endif user.unquipitem weapon user.equipitem weapon user.restoreav agility 10 end
  14. this mod is still in the concept stage, and besides you still havnt even finished your mod yet (what ever it may be) and im not saying the spell route is going to be the final approach that i will be considering, but right now it seems like the easiest to use on a wide area
  15. these scripts are way too complicated for me, and besides i think you may need to edit the XML files for it as well
  16. why would you want the minimum damage at 0% anyway?
  17. did you try to contact the PN team? or the uploader?
  18. as for uninstalling the mod, if you do uninstall it, all the npcs who have been affected will still draw their weapons slower until they unquip and requip, because the agility modifier doesnt take affect until the actor unquips and requips. so after they uninstall the mod, as soon as the npc unquips their weapon and requips it, it should return to normal because in the original concept it will restore the agility after the weapon has been equipped, so an uninstall plugin would need to be made, the plugin will be the same as the orignal plugin but without the agility damaging affect. as for the player, its as simple as going into your inventory and unequiping
  19. or maybe a script that casts a script effect spell on the player every 10 seconds that has a very wide area of effect
  20. if you try to draw it quickly at a moment's notice in a combat situation you might stumble and drop it, and even if you do manage to draw it quickly without stumbling and manage to fire it without aiming, in that same amount of time with the handgun, you would have shot it while aiming. so in any situation with a rifle, a handgun would always be either equally as fast or faster in that same situation
  21. remember that script I made? (reminder: http://forums.nexusmods.com/index.php?/topic/2506359-scripts-are-hard-man/) I'm trying to get this script on all npcs in the same cell as the player, but instead of a set agility debuff, it changes based on which fromlist the currently equipped weapon belongs to and does a different amount of agility damage. so basically this is how the script will work: >checks all actors in the same cell as the player every 10 seconds, but this script does not check the player, and it doesn't check the same npc more than once unless they change weapons. and during combat it checks every second >does agility damage according to the formlist that the currently equipped weapon belongs to >unequips their current weapon >requips the weapon >restores the damage done to their agility stat this will cause the npc to draw and reload their weapons slower depending on the weapon, and the reason why it unequips and requips is because the agility stat modifier on weapon draw speed doesn't affect npcs unless they unequip and requip their weapon, and I realized that the script that I had made earlier (the one linked above) only works on the player, apparently scripts on weapons only work when the player is using them. I know I don't know how to do this, it may be too advanced for me, but I'm willing to learn. but some people may know a way of getting the same result more efficiently than I do
  22. does the sight FOV on a weapon improve the npc's accuracy when they're using it?
  23. a mod that lets you change the type of ammo without reloading every single time but when you switch you cant have more rounds in than what used to be there. and a mod that lets you choose the amount of ammo you're putting in your gun, like instead of doing a full reload everytime, how about only reloading half the magazine instead
  24. i thought the whole point of modding is altering something to your personal liking
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