Jump to content

VirtualSpace

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by VirtualSpace

  1. I've noticed that, occasionally, many explosive weapons don't deal any damage to my opponents whatsoever. This - in my experience - is untrue for projectile weapons such as Mercy and Thump-Thump, but not for thrown or placed weapons. I've yet to determine whether or not other explosive weapons are affected, but I assume they are. I've searched for over an hour for a mod to combat this and have heard numerous accounts of other people experiencing similar problems. Either I'm not looking hard enough or this bug can't be resolved. I'm running New Vegas under patch 1.4.0.525 on a 64-bit Windows 7 machine. Thanks for any help.
  2. For example, if I am standing on a hill, and I summon a crate or barrel to both my left and right, how am I to ensure that the barrel doesn't stay level with the player in the z axis and appears as though levitating? I'd like my object to take into account that, when being summoned around the player, there is a ground, and the object must reach it.
  3. How do I go about retexturing a magic effect, such as soul trap? Do I just open the mesh of the magic effect and change the link to my custom texture?
  4. The meshes are being displayed in NifSkope without colour (they're just white). What directory am I supposed to put my .nifs in for them to be mapped to the corresponding texture?
  5. I have snap to grid enabled, though the basement objects for imperial city aren't snapping together; they're at a bad angle with eachother. What do I do?
  6. How do I add custom sounds to creatures? What file format must they be?
  7. I cannot see light objects in render window, but I can see the effects when I toggle lighting off. I can't even add lights from the object window, because they disappear... Why the hell is this happening in my dungeon?
  8. I'm trying to delay spells using a timer within a magic effect script. The first bunch of fireballs will be cast down at the target, and usually kill the target, though, when the target has not been killed, the timer comes into effect when it exceeds 10 seconds. If the target has been killed, on the other hand, the script will stop. The magic effect duration is long enough for the timer to get to 10 seconds. This is bad, I want the script effect to come into effect even if the target is dead.
  9. So I have a magic effect script that casts a fireball from an activator to an actor reference. I wrap actorRef.HasMagicEffect FIDG within an if statement, though after the fireball clearly hits the target, the code within the if statement doesn't execute. Why is this?
  10. If I'm not misunderstood, it goes like this: SCN xx REF Target REF objectref1 REF objectref2 BEGIN ScriptEffectStart set Target to GetSelf set objectref1 to activatorRef1 set objectref2 to activatorRef2 ;objectref1 will move next to the target ;objectref2 will move 8k feet over the target ;objectref2 will cast the fireball, coming down to the target objectref1.MoveTo Target -500, 80, 0 objectref2.MoveTo objectref1 0, 0, 8000 objectref2.Cast Fireball objectref1 END Kinda works, but if your AOE on your spell is too big, you'll end up having multiple activators being cast at ALL targated npcs, and therefore each will receive the same amount of damage, as they are always the same distance away.
  11. Many thanks guys. It seems that the duration of the effect was set to 0.
  12. I want to delay some spell effects from having an effect upon a target in a magic effect script. I've tried starting a timer in ScriptEffectUpdate, although it doesn't seem to work (I can only assume that ScriptEffectUpdate runs for 1 frame), and OnMagicEffectHit doesn't work in magic effect scripts. Can anyone suggest anything that may be of any help?
  13. How do I determine how far an enemy is away from a spell, such as a fireball? I want to make damage conditions based upon how far an enemy is away from my fireball. The GetDistance function wants a parameter, such as Player, which would render the spell completely useless, because I don't want to create conditions based upon how far the target reference is away from the player, but rather the fireball itself.
  14. Is it possible to, upon casting, set the position of a fireball spell to some random coordinates relative to the player, then cast it down around him, making it appear as though it came from the sky?
  15. I want to set different damages for how far away the NPC is to where a spell was cast, e.g, if Phintias was 50 meters away from the fireball, he would receive 50 points of damage, or if 100 meters away, he would receive a less amount of damage. How do I do this? Title for this thread should be different. I know. Minor error.
  16. Why doesn't this simple validation check return true? SCN aaaScript REF Target BEGIN ScriptEffectStart SET Target TO GetActionRef IF (Target.IsGuard == 1) Target.Kill ELSE Message "Nope." ENDIF End I use the spell on an Imperial Guard, which of course is of the Guard class, so why won't this script kill the guard?
  17. After clicking and dragging an object from the object window onto the render window, I don't see the object. Why is this?
×
×
  • Create New...