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About SmileyCat

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Thats the fine thing, the last variable on the PlayMagicShaderVisuals is a duration, it removes itself when the time runs out.
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In the same folder as your savegames folder there are two GECK configuration files, one of them should contain the variable. bAllowMultipleMasters=1 Not exactly the name of the variable, but something alike it. Change the 1 to a 0. That should fix it.
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Excuse me? I must be mistaken, I thought this was the F3 section. As for the idea, I think it's a good one, although hard to code, and will probably require FOSE for the custom menus needed when repairing an NPC's gear.
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Mods; I was unsure where to post this, and mod talk seemed to be the best option, so if it's the wrong section, please move it. I consider myself a pretty decent scripter, and I want to improve my scripting skills but I am unsure how, so I came up with a little idea.. You take a look at my script and tell me what you (dis)approve. This is a very simple FOSE script that colors all actors near the player. Feel free to use this script in your mod, just attach it onto a pair of glasses or a helmet. ScriptName CJ39ACIScript ; ACI = Advanced Combat Interface ref rCurrentTarget int iMaxDistance float fTimer int iTimer int iSetupRan Begin GameMode ;===================================; ; Setup the variables. ;===================================; If iSetupRan != 1 Set iTimer To 5 Set iMaxDistance To 1250 Set iSetupRan To 1 EndIf ;=============================================; ; First, we check if the ACI is equipped. ;=============================================; If Player.GetEquipped CJ39ACI != 1 Return EndIf ;=============================================; ; The ACI has a small timer that ; only lets the script color references ; on a preset interval. ;=============================================; If fTimer > 0 Set fTimer To (fTimer - GetSecondsPassed) Return EndIf ;=============================================; ; Then we start coloring actors, ; colors are determined by their current ; action and attitude towards the player. ;=============================================; Set rCurrentTarget To GetFirstRef 200 1 0 Label 1 If rCurrentTarget If rCurrentTarget.GetDistance Player < iMaxDistance ; Sleeping If rCurrentTarget.GetCurrentAIProcedure == 8 rCurrentTarget.PlayMagicShaderVisuals CJ39ShaderSleeping iTimer ; Fleeing ElseIf rCurrentTarget.GetCurrentAIProcedure == 16 rCurrentTarget.PlayMagicShaderVisuals CJ39ShaderFleeing iTimer ; Enemy ElseIf rCurrentTarget.GetFactionRelation Player == 1 rCurrentTarget.PlayMagicShaderVisuals CJ39ShaderEnemy iTimer EndIf EndIf Set rCurrentTarget To Pencil01 Set rCurrentTarget To GetNextRef Goto 1 EndIf Set rCurrentTarget To Pencil01 ;===============================; ; Then we just reset the timer. ;===============================; Set fTimer To iTimer End And here is another one, a stealth hat that runs off Microfusion Cells. Feel free to use this one aswell. ScriptName CJ39StealthHatScript ; This is my demo script of a hat that uses microfusion cells as charges for a stealth effect. int iMinutesBetweenCharges float fTimer Begin GameMode ;======================================; ; This is the "setup block", where ; we initialize variables and such. ;======================================; If iMinutesBetweenCharges == 0 Set iMinutesBetweenCharges To 3 ; 3 Minutes between charges. Set fTimer To (iMinutesBetweenCharges * 60) EndIf ;=====================================================================; ; The effect is for when the player wears the hat and is sneaking. ;=====================================================================; If Player.IsSneaking != 1 && Player.GetEquipped CJ39StealthHat != 1 Return EndIf ;=============================; ; The timer block here. ;=============================; If fTimer > 0 Set fTimer To (fTimer - GetSecondsPassed) Return EndIf ;===========================================; ; This is where the actual magic happens. ; If the player has no cells, we reset ; the timer to a shorter interval, ; else we take a cell and give him/her ; the stealth effects. ;===========================================; Player.RemoveSpell CJ39StealthHatSpell If Player.GetItemCount AmmoMicrofusionCell == 0 Set fTimer To 30 ; Half a second. Return Else Player.RemoveItem AmmoMicrofusionCell 1 Player.AddSpell CJ39StealthHatSpell ; You need to make an actor effect with the stealth base effects. EndIf ;=============================; ; Then we reset the timer. ;=============================; Set fTimer To (iMinutesBetweenCharges * 60) End Here is a third script, a fairly basic yet very useful one. A lamp script. As always, feel free to use. ScriptName CJ39LampScript ref rLight ref rSelf Begin GameMode ;=====================================================; ; This is the light, it gets placed onto the lamp ; and then disabled, until an NPC or the player ; activates it. ;=====================================================; If rLight == 0 Set rSelf To GetSelf Set rLight To rSelf.PlaceAtMe * ; Replace this with a actual light reference. rLight.Disable EndIf End Begin OnActivate ;====================================; ; You should know what this does. ;====================================; If rLight != 0 If rLight.GetDisabled == 1 rLight.Enable Else rLight.Disable EndIf EndIf End And please, only constructive criticism. Thanks in advance.
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Yes, I tested it and got the same thing.. I tried various console commands to get the player up on its feet, but with no success. I am unsure on how to do this without the setessential command, maybe with a quest script that checks if the player has < 2 HP, and if he/she does, resethealth, disableplayercontrols, playidle (the one where the player is unconscious), wait a while, stop playing idle, enableplayercontrols.
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Good idea. But for the neutral problem, let the players go to a small cell where they get the option of killing or sparing a beggar, to truly determine their moral path, then teleport them to the appropriate worldspace, be it heaven or hell.
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This is untested, but try this in the console. setessential 7 1
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I noticed that there were many different misc items resembling dwemer components lying around in dwemer ruins. My idea was to make a mod that allows you to build robots from those components, but then I realized that my modding knowledge is restricted to the CK, and FNVEdit or TESSnip just isnt my thing, so, I ask of you, make this for me! (My evil plans to invade the nine holds with a dwemer army is coming to life!)
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How awesome is Lonesome Road? Let me tell you !
SmileyCat replied to Rimland's topic in Fallout New Vegas's Discussion
Lonesome Road was the only DLC they got right, Dead Money and the other failures could have been done much better. I directed the nuclear warheads towards the Long 15 and Dry Wells, kind of a disappointment that you couldn't go to those locations when you didnt blow them up. -
I have used NVSE in my mods because it is better. If you're missing a function, just make the plugin! I can reimplent shields into NV with NVSE, can you do that without it? But I also think that a installer and auto-updater for NVSE would be handy.. I might make one.. We'll see.
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Cant get FNV4GB (nvse edition) to run at all
SmileyCat replied to JKHazen's topic in Fallout New Vegas's Mod Troubleshooting
You don't understand, do not remove FNV4GB, just use the normal launcher and quit, then use FNV4GB. -
"The Sink CIU" CTDs
SmileyCat replied to USMarine888's topic in Fallout New Vegas's Mod Troubleshooting
The list is well over the number of mods Gamebryo is built to handle, but your computer might be able to recompensate for that, either way, my recommendation is to try and remove some mods. The last mod also seems suspicious, try removing that. -
Now, I would like to create a custom input box menu (like the one where you enter your name), but I can't find out how in NVSE, is it possible? The plugin API is rubbish in my opinion but I am willing to give it a shot if someone can give me a push in the right direction (tutorials or anything).
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Have you updated GECK to the current version?