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Stonedturtle26

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Everything posted by Stonedturtle26

  1. I'm still messing around with it with no results. Does addSpell even work in fallout? I keep going to the G.E.C.K. but it has so little information on most of the functions and commands I'm not getting anything useful from it.
  2. I have a question for you, what program are you using to modify the outfit(Besides NifSkope); Double check the settings your using to export the file as nif and see if theres an error somewhere around there. Edit: Just saw you were using blender
  3. So for the last couple of days I've been brainstorming ideas on different types of ammo and effects the ammo could have. Finally deciding to dive into the project today I've stumbled across some problems. Right now I'm trying to create ammo that when it hits a target, sets them on fire. The problem I found was how limiting the Ammo Effects category is(only allowing things such as damage modification, etc). So I tried this work around. 1st) I created a effect under "Game Effects > Actor Effects" named "00WeapFlamerEffect" & I gave it the type "Actor Effect", I also tried it as "Addiction", and added 2 effects; "Flamer Burn: Magnitude 0: Area 0: Duration: 3:Range Touch: Cost 0" "Flamer Fire Damage: Magnitude 15: Area 0: Duration 3: Range Touch: Cost 0" 2nd) I created a script under "Miscellaneous > Scripts"; ScriptName 00FireE Begin ScriptEffectStart addSpell 00WeapFlamerEffect End 3rd) I created a new ammo under "Items > Ammo" and underneath "Impact Script" selected the above script I had saved, "00FireE". Saved the file booted up FONV only to find that after shooting someone they were not set ablaze. I've also tried different variances of the script above such as; ScriptName 00FireE ref rVictim Begin OnHit set rVictim to GetOwnerLastTarget rVictim.addSpell 00WeapFlamerEffect End So any help that someone can offer is appreciated.
  4. Heres an idea I came up with but I couldn't execute it. The Junkies Glasses - While equipped, all withdrawal effects from any addiction are ignored, once unequipped, withdrawal effects are resumed. I've wanted to see items like the Lucky 8Ball from F3, but expanding upon that and having items for all player attributes(Medicine, Guns, Intelligence etc). Some Ideas & Examples: special Dumbbell- When in players inventory, they receive +1 Strength. Old Man's Glasses- When in players inventory, they receive +1 Perception. Junkies Syringe- When in players inventory, they receive +1 Endurance. Pearly White Dentures- When in players inventory, they receive +1 Charisma. Book of Smarts- When in players inventory, they receive +1 Intelligence. Running Shoes- When in players inventory, they receive +1 Agility. Lucky 8 Ball- When in players inventory, they receive +1 Luck. Salesman Handbook- When in players inventory, they receive +5 Barter. Skeleton Key- When in players inventory, they receive +5 Lock pick. Hard Drive- When in players inventory, they receive +5 Science etc. But you would have to have some kind of weight to most of the items so the player has to make choices to what he wants to lug around and what he doesn't.
  5. Hate to bump but no response in 2 days... Is there by chance another code that is used besides addSpell to make the player experience withdrawal effects?
  6. I hope this helps you, I'm not to familiar with the G.E.C.K. but due to major exploring I've found some things that might help you? In instance of the Pyromaniac perk, I've found where it refers to the Pyromaniac weapon list. Open up the G.E.C.K, In Object Window go to Actor Data > Perks > Right Click and edit the Pyromaniac. Now right click the only entry under "Perk Entries" and edit. In the new dialog, underneath the text "Conditions" click the Weapons Tab. There you'll find the reference to what weapons are included in the Pyromaniac perk. As for the Paralyzing Palm Perk I'm not really sure, but using the same method as the Pyromaniac perk should yield the same results. By the way I'm not sure where it shows the ammo thats affected.
  7. So recently decided to to learn how to modify New Vegas and found my self stumped. I've searched for a while and still haven't found any resolve. In a script I am writing I have something like Begin OnUnEquip if wdsJe == 1 addSpell WithdrawalJet endif End After I unequip the item with the script attached to it, I get a message stating that the player is suffering from Withdrawal to Jet, but when I look at the Stats screen no ailments are shown. So hopefully someone could point me in the right direction, your help is appreciated.
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