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CabooseNor

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Everything posted by CabooseNor

  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.
  13. I'm doing my own little balance mod at the moment, tweaking things that I find too easy/too hard (mostly too easy) as I play through. When it comes to certain creatures such as Centaurs and Spore Plants, I find them ridiculously underpowered and not even a nuisance. So the first thing I did was to up their damage and the speed of their projectiles (looks like they're moving in slow motion in vanilla). What I haven't been able to fix is their accuracy. Centaurs and Spore Plants are ridiculously inaccurate. Does anyone know what value(s) to change to make them more accurate? Thanks.
  14. And I will make new .dds files if necessary to get the numbers on the scale right. I only need to know which (xml?) values to change to make the marker on the radiation meter move correctly according to the changed radiation sickness thresholds. OK, so it must be somewhere in "hud_main_menu.xml" right?
  15. I really wanted to avoid that. See, it works perfectly just scaling the sickness thresholds. The only problem is that it doesn't reflect in the radiation meters and the radiation warning on your HUD. It is much easier to change the severity of radiation this way, and also it avoids any incompatabilities with mods that changes consumables that are radioactive, for example. I was hoping of a way to at least get the radiation warning on the HUD to show up correctly with my own scale. Can anyone give me some pointers as to what xml file(s) or where in the files I should look to change the values?
  16. It's easy enough to change the scale of radiation in the game - how much radiation you can take before you go on to the next level of radiation sickness, and eventually - death. I feel that the vanilla game is just too easy with regards to radiation, and I can drink tons of irradiated water without any side-effects. So I changed the whole scale (instead of going in and editing every damn radiation effect). However, the radiation meter is all wrong now. It goes by the default scale of 0 - 1000 (where 1000 means death). Is there a way for me to easily edit the numbers on the scale so that the meter matches my own scale for radiation? I imagine XML editing. But where do I look?
  17. I had an idea on how to fix it. I thought I could use the Sniper perk and make a perk that does the opposite for thrown weapons. But I have hit a wall. No matter what I set the values to, it just won't affect the accuracy at all. I even tried adjusting the value on the Sniper perk, but then the Sniper perk did nothing... Any ideas, anyone? Or does someone know why adjusting the chance to hit multiplier on the Sniper perk make the Sniper perk do nothing?
  18. Who said anything about getting angry? You're weird.
  19. The damage isn't crappy when you increase the headshot multiplier. I downloaded Realistic Headshots and downadjusted the multiplier to something more rational. @Neariox: Maybe read before you reply..? The point is that thrown weapons have far too high accuracy, espescially on headshots, since you get the same odds for headshots as you get for body shots, which is silly, since even without mods, there is a 2x headshot multiplier.
  20. I don't care if this is an old thread. It's the same thing I'm wondering about. (I did a search on the forum, and this is what I found.) Headshots with thrown weapons have the same chance to hit as body shots, and the chances are waaay to high (usually in the 85-95% area with 50 melee skill). Anybody know how to fix this?
  21. Oh man, that sure put me on the right track. Thank so much, Earache. Here is my working script. Maybe I should upload it as a module: scn 0ShotgunFix REF rCurrentAmmo FLOAT fCurrentMinSpread FLOAT fNewMinSpread BEGIN Gamemode set fCurrentMinSpread to GetWeaponMinSpread IF rCurrentAmmo != GetPlayerCurrentAmmo set rCurrentAmmo to GetPlayerCurrentAmmo IF rCurrentAmmo == Ammo20GaSlug set fNewMinSpread to (fCurrentMinSpread * 0.1) setWeaponMinSpread fNewMinSpread ElseIF rCurrentAmmo == Ammo12GaSlug set fNewMinSpread to (fCurrentMinSpread * 0.1) setWeaponMinSpread fNewMinSpread ElseIF fCurrentMinSpread < 1 set fNewMinSpread to (fCurrentMinSpread * 10) setWeaponMinSpread fNewMinSpread EndIF EndIF END Then I just apply that script to every shotgun in the game. Just one last thing from you more experienced scripters: Can I clean up that code a bit? I.e. not repeat the phrase "setWeaponMinSpread fNewMinSpread"? Otherwise look good? It works, so, I thoroughly tested it with higher spread values to verify. It's my first script. Oh, and do I need the line "ElseIF fCurrentMinSpread < 1"? (It works because all shotguns have more than 1 and less than 10 default MinSpread.)
  22. Nope, sorry, but that's the sway effect. It's called "Spread", but it really is sway (i.e. your weapon wobbles around). "MinSpread" is the real factor for spread. If you read my first post you would see that I already mentioned this. EDIT: My current workaround for the issue is to have certain shotguns only allow slugs and certain shotguns only allow buckshots. Then give the Slug shotguns low MinSpread and the Buckshot shotguns higher damage (I use the higher spread shotguns for this) This is really not a good or permanent solution, but it works better than the current slug/buckshot system. I would love if I could do this with only changing ammo types instead.
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