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CabooseNor

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  1. The reason you missed every time is because the game uses seeds. This prevents you from save-scumming. The chances are correct, but if a shot missed before you loaded, it will miss after you loaded too.
  2. The need for it would be because of stupid choices made :P
  3. Just wondering if there is currently any editor or another way to let you change the abilities that you have chosen on your soldiers? (Change from Telekinetic Field to Mind Control, for example) Thanks
  4. Thank you, thank you, thank you!! I had the same problem, and all I did was to delete "xcom-original.exe" and now it works. Thank you very much!
  5. I'm just reading what the others are saying. It helps me determine whether it's another Op Anchorage or not. But expect some critisism for statements like this though.
  6. The Pitt and Broken Steel were the best DLC in FO3. Point Lookout coulda been OK, but there were some serious balance issues with it. Like for example, the tribals or whatever they were called had waaay to much hp. If I remember correctly, so did a lot of the enemies there... It just wasn't fun for me to spend 5 shotgun shells point blank to someones head to kill them.
  7. player.addperk *insert base id here* A list of perk codes can be found here: http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks Then player.removeperk to remove.
  8. I haven't heard one good thing about this DLC either. I would definitely steer clear. I hear it's much like Op Anchorage was for FO3... (And that can't be a good thing.)
  9. Not totally related, but how do you put "end of line" or "new line" in the console (for console scripting purposes)?
  10. I would also love to see some more normal "unshaved" beards. Right now there really isn't any of the beards that look like simply 2-, 3- or 4-day beards.
  11. Ideally, I would like the script to behave like this: scn 0HelmetHeadshot float OriginalDT begin scripteffectstart if getHitLocation == 1 && getIsCreature == 0 && getEquipped 0HelmetList == 0 set OriginalDT to getAV damageThreshold setAV damageThreshold 0 ---APPLY DAMAGE TO THE TARGET NOW--- setAV damageThreshold OriginalDT ; Restores the Damage Threshold back to its original value endif end I have no idea if there even exists a way or any commands to fill the hole in that script; to make the damage apply after I reduce the DT to 0, and then restore the original DT afterwards. Help!
  12. I decided to pick up on this project. Dunno if you ever managed to finish this, Geeves83. After a lot of trial and error, I have made a lot of progress. The current script works: scn 0HelmetHeadshot begin scripteffectstart if getHitLocation == 1 && getIsCreature == 0 && getEquipped 0HelmetList == 0 setAV damageThreshold 0 endif end "0HelmetList" is a form list that I made that includes all the helmets. Now, if you shoot someone in the head who doesn't wear a helmet, they don't get any Damage Threshold against that. This script is attached to every ammo type as an Impact Script. The only problem is, and I have hit the limit of my current scripting skills (this is the 2nd script I have ever made): They still have 0 DT after the headshot is made. So if it doesn't kill them on the first headshot, they don't get their original DT back. Any ideas how to fix this would be greatly appreciated, as this is a great step towards more intuitive and fun shooting gameplay in my opinion. Also, my next step is to make a script that only counts the helmet DT for headshots if they wear a helmet.
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