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mlmbug

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Everything posted by mlmbug

  1. thanks! this helps a lot. by the way i think you said pretty much the same thing over on the bethesda forums, but it's still helpful to post problems the geck has (so we can help others with the same problem).
  2. heres a weapon script i'm trying to get working for some reason it doesn't seem to like changing a quest value. scn OBSERVERblaster float waitsmall short ammo begin onequip if player.getequipped ammomicrobreederMLMOBSERVERspawner set ammo to 1 endif if player.getequipped ammomicrobreederMLMOBSERVERspawner2 set ammo to 2 endif end begin onfire set waitsmall to waitsmall + getsecondspassed if waitsmall >= 0.8 if ammo == 1 set 1observerspawnedcontrol.helperspawned to 1 endif if ammo == 2 set 1observerspawnedcontrol.psycospawned to 1 endif set waitsmall to 0 set ammo to 0 endif end this is the quest side of the script scn ObserverSpawnedCharsKeeper short doonce float htimer float ptimer short helperspawned short psycospawned begin gamemode if doonce == 0 set helperspawned to 0 set psycospawned to 0 set doonce to 1 endif if psycospawned == 2 set ptimer to ptimer + Getsecondspassed if ptimer >= 30 set psycospawned to 0 set ptimer to 0 endif endif if helperspawned == 2 set htimer to htimer + getsecondspassed if htimer >= 30 set helperspawned to 0 set htimer to 0 endif endif if helperspawned == 0 observergrenadespawnedref.moveto spawnedhelpermarkerREF observergrenadespawnedref.disable endif if psycospawned == 0 observergrenadespawned2ref.moveto spawnedattackermartkerREF observergrenadespawned2ref.disable endif if helperspawned == 1 observergrenadespawnedref.moveto OBSERVERMobleHmarkREF set helperspawned to 2 observergrenadespawnedref.enable endif if psycospawned == 1 observergrenadespawned2ref.moveto OBSERVERMobileSpawnREF set psycospawned to 2 observergrenadespawned2ref.enable endif end
  3. cool, i want in that faction, too :-)) what's that one for? i think it was for the mezmatron quest from fallout3, so that the NPC can't have the mezzed effect .
  4. so all it should take is for me to have the command "SetPlayerTeammate 1" or is there more to it than that eg. place the companion in the followers faction?
  5. i've never actually tried doing that, but thought about something similar already, and what i came up with was: targets for quest objectives show on the map. so you'd basically just have to start a hidden quest with the npc as target for an active objective and it should display on map. but like i said, that's just my first theory about doing such a thing and i've never actually tested it yet (but if you do and it works, pls let me know :-) i've seen this method used before, however i would prefur it if i could get an icon with a name attached. on a side note what i'm actually trying to do is attach a marker onto an NPC so i can track where they are (in case you don't understand i want to do this by shooting them and having a marker stick to them, as i know markers won't go into inventory, or we can't track many objects using quests) and don't really know of any commands that make things "stick" to moving NPCs rather than throwing the wanted marker at the NPCs feet.
  6. I've downloaded a few companion mods and when i look on the pipboy map i see they have map icons telling me where i left them. My question is this. How do i get this to happen with companions i make? and is it possible to get the follower map icon on a NPC?
  7. I am surprised no one has made a mod putting loan sharks around freeside and new vegas. my thought about doing this is to make huts like the gun runner's vendor so you can't just shoot the loansharks, probably would set them up as a new faction as well.
  8. This is a good tutorial if you want to START a new radio station, but i think most people want a more advanced tutorial.(how to add multiple MP3s as a playlist) Brilliant step by step guide, I prefur it to the video tutorials I've seen.
  9. interesting but i don't like messing around with the game settings and prefur to create new stuff coz its more compatible with more things (eg other mods, patches ect) some of the extra bound effects are used by things in the official expansion packs.
  10. i've scripted something like that in a mod i am making, the only problem is that if you try to use multiple summon spells the new armor summond is just put into your inventory, apart from that it worked fairly well. the thing that i want to know is how to disable certain spells from being cast after the spell is cast? eg like the bound armor spell.
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