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Glowcat

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Everything posted by Glowcat

  1. Are there plans to update GetValue or include a new function that allows for "potion" items such as Stimpacks or Doctor Bags to have their values obtained, as well as a SetValue version? Looking at the source code and comparing to OBSE's it looks as though you guys have only included the default item type (using TESValueForm) whereas the OBSE version of both has a switch that checks the passed form's type ID and modifies alchemical and ingredient forms differently. If you guys won't get to it in a while, is there a good NVSE/FOSE plug-in creation tutorial that could let me do this for FNV on my own until you guys decide to tackle this particular problem?
  2. Ah, character choices are always so hard for me. I've been looking forward to playing a mage-assassin-monk argonian female lately though.
  3. Was that ever actually said? I constantly wanted to ask her if her partner was actually Veronica or even talk with Elijah about Veronica but the option never appeared in the slightest. That may actually be one of the most disappointing parts of the DLC for me. Neither was I able to talk about my trip to Veronica herself... nor get a peep out of her when we went to the bunker and she left me behind... but that I can somewhat understand as Felicia Day would have needed to return for the new voice work. The whole thing sorta just took place in a bubble despite the ties, which reduced the DLC's impact on me.
  4. I already tried raising the health of gloves as well as auto-healing them each strike but that doesn't seem to be the problem, as the gloves never seem to be actually damaged. I suspect it's tied to default weapon hit-location mechanics. Eventually I do hope to add all that cool entrance stuff and other things but right now I just want the fights to work and be fun by themselves. Creating a new combat system within the game's normal lethal version is going to need a lot more work. The only non-lethal attack they even bothered to put in with vanilla was a flat fatigue damage per hit, without regards to blocking, stats, or anything else that would be tied to the actor and/or technique being used. Once I get my basic match working I'm going to attempt implementing some of the ideas I have to make non-lethal fights more interesting and allow for different kinds of fighters who can excel in their own area.
  5. I'll keep that in mind. 10 separate "count" soundbytes could help for the proto-version's count out, which atm consists of the referee awkwardly standing over the downed victim while messages appear on the screen. I'm also looking for animations that would fit with this count out, and a waving of the arms to accompany the referee's call. Unfortunately I haven't had any time since the last weekend to work on the mod more as I've been rather tied up with schoolwork and other obligations. Hopefully I'll be able to do something with it again soon. There were still some bugs that I had to tackle with the referee's during-match movement system and weird problems with the player, unlike the NPC, being unable to get back up after losing the match due to knockout. There was also a minor issue where my strikes would sometimes disarm the AI fighter's boxing tape. If anyone has information for how to prevent that I'd appreciate it.
  6. The perfect ending would have been my character using her obscene negotiating skills backed by a robot army to negotiate a position of governorship over Vegas with the NCR. Nevada would become a part of the NCR but I'd have a lot of control, and in return the NCR doesn't have to spend much to defend the place as well as finally getting tax revenue for all their efforts. Eventually I would use my success in Nevada to catapault myself into the presidency, take away power from the Robber Barons, and lead the Republic into its next great age. McNamara's Brotherhood would be slowly assimilated into my government as a judiciary and elite law enforcement branch. Their separation from the rest of society would keep them less corruptable than other people... They may even find a new purpose in the world other than hording old technology for themselves. The Followers would receive state funding for their work. The Great Khans would be given a truce and allowed free-access to Nevada so long as they didn't pull punk behavior. Legion would be driven out of Nevada and be forced to focus on the civilization aspects of Rome instead of just the warmongering. The White Glove Society would have its activities strictly monitored but be allowed to exist. The last of the Omertas would be imprisoned, and the Gomorroh given new management... preferably to one of the former slave girls, if one is capable. Boomers would be allowed to trade but given their xenophobia and violent tendencies I'd be ready with AA and my own artillery to put them down if they hurt the people of Nevada. Basically I'd take civilization forward again with a vengeance. ... as for House... I'm not sure. I'd probably keep him imprisoned until I could figure out a way to nullify the threat he posed while tapping into his old-world technological prowess. Given the weasel's skills that may be for a very very long time. At least he'd be given some luxuries and with any luck boredom will drive him to assist with pushing the country's technology forward.
  7. I like the feel and power of Guns, Melee, and Unarmed. Energy Weapons are also pretty good but not my style. Explosives WOULD be something I'd enjoy if they didn't blow (in the wrong way). Overall I'd say that Melee would be one of the most versatile weapon skills in the game due to giving access to non ammo-consuming close-range, throwing, and poison-possible weapons. However, without the Dead Money DLC you'll probably never have enough of the latter two. Melee/Unarmed also have some wicked perks that let you pummel a fully grown Deathclaw into paste.
  8. That's basically what I had to do. Unfortunately the method I used is adapted specifically to one-on-one fights were normal game crippling is disabled, and crudely works by restoring all limb condition and then detecting for limb damage on hit before restoring the limb condition again. I don't see it working with conventional combat at all, especially since the script is tied to the weapons used. However, I suspect something similar could be done by detecting the limb health of either the actor under the player's target or the NPC's combat target and then keeping track of whenever the target's limb health changes. It might need to be limited to players and their opponents though, and multiple fighters would complicate matters... though even then a system of non-playable tokens combined with checking all nearby references may do the trick. I tend to take a hammer to these problems bang them out until something works. Most of the experts around here probably have better ideas.
  9. Unfortunately GetHitLocation doesn't work like that. According to the Wiki (and my experience) it only detects the last hit in certain circumstances such as the death blow. It's still possible to detect a hit location, but it requires a bit of a work around.
  10. Curse them! The story/features were intriguing enough that I spent $10 on it. Time to see if I've been had or if Obsidian put real effort behind their DLC content.
  11. No, it is the same type of frame. This is key to understanding how scripts work. A gamemode script is executed 60 times per second. If you have a lot of different ones, it will use up a lot of CPU time. It is better, when possible, to write scripts that trigger only on certain events, such as "onhit" or "onadd". Are you sure about the GameMode script itself being executed 60 times per second? I was under the impression that Quest scripts were limited to how quickly the quest was set to update. I'd like to know more about what you mean by that. @Thacker: It might seem odd but it makes sense if you understand how a game's main loop works with the rendering process.
  12. This weekend I finally got some time to work on it a bit more and got the barebones of the boxing match in place after much sweat and toil. Right now I can send 2 fighters and a referee to the ring, remove their factions (to avoid other NPCs joining in) and non-boxing items, and have them engage in a protracted match over several rounds. So far matches can be won via instant knockout (must deal at least the target's maximum fatigue in damage), a count out by the referee (who happens to count slower/faster depending on "loyalty adjustments"), beating the enemy fighter until he or she is too wounded to continue, or the player can be disqualified from the match by not using a legitimate boxing weapon. All factions and equipment are returned upon loss/victory, though players may have to re-check their inventory twice due to the funky way New Vegas handles RemoveAllItem transfers. It's the same problem that appears occasionally with Casinos and the Interrogation quest. I've still got a few loose ends to wrap up but at least I'm getting close to completing the foundation for everything else.
  13. From what I remember Oblivion uses a silly method where ModActorValue Health is used to deal damage, which can then be healed normally. Try to Get the current Health value then then subtract Current Health by (Current Health - 1) so you'll be left with a single Health point.
  14. If you're talking about something like New Vegas's Damage Threshold effect then I don't think it's possible in Oblivion. Oblivion uses the same system as FO3 where you get a percentage of physical damage reduced instead of a set amount (and a setting to absorb all damage instead of the default of 20% or whatever). I'd like to be wrong though, as I vastly prefer the flexibility of having both DR and DT instead of a simple DR/AR % damage reduction effect.
  15. Thanks, but I've thought of every idea presented so far, and more. In fact, I may have a bigger problem preventing bloat as when I'm coding a new idea always pops into my head. :pinch: I'm giving each of the Local Rings their own unlockable Perks and small-time gambling in all of them except Jacobstown (which doesn't have so-much a ring as a brawler pit and entering is practically suicidal). What I could use are any boxing themed models such as new gloves, boxing shorts, a fancy mat, a champion's belt, etc. The Supermutant boxing tape would be great.
  16. I'm interested in the answer too, as this is a very strong contender for my own script's problem. EDIT: Actually, GetNumItems seems to be working perfectly for me. I stuck a Debug ShowMessage in my loop and it's detecting the correct amount of items. Not my problem then :)
  17. This is one of the mods I've started working on, though I do mean just started. So far I've got most of my game design down and implemented a new way fatigue damage is calculated when using boxing items, including the ability for critical hits to improve fatigue drain as well as increasing/decreasing damage depending on which part of the body is hit (much harder than I originally thought it would be, and impractical for any non-ring fights). Next up is scripting the fights and a few boxing-ring only abilities. My plan includes at least 3 local arenas as well as the New Vegas Championship. I'm not sure when I'll be ready to release a version since I don't just want to have a pair of fighters beating up on each other until once goes unconscious due to fatigue loss, I want to capture the feel of a boxing match.
  18. And fill in the gaps by looking at how Obsidian does their companions. You may need to search through dialogue to find all the scripts. Something to keep in mind is that you can't directly give Companions (or any NPCs) perks. However, there is a work around in the game that allows the perk to be added to the player and work for companions.
  19. Well I managed to pick my poison thanks to Cipsci's Loop Tutorial pointing out the functions I need to move through each party's inventory, but ran into a strange problem. Whenever I put the loop statements in my script the entire thing stops working. If I comment out the loop parts it begins functioning again... Any ideas about what could be causing this? I'm using the NVSE and I'm sure it's running since RTS detects it fine. Here is the bit of code in question: ;EXCHANGE RATE WHILE LOOPS ; - PLAYER - set iIndex to player.GetNumItems - 1 Label 10 set rCurrentItem to player.GetInventoryObject iIndex if rCurrentItem set nSetCapsAmount to (rCurrentItem.GetItemValue * fExchangeRate) rCurrentItem.SetItemValue nSetCapsAmount set iIndex to iIndex - 1 Goto 10 endif ; - MERCHANT - set iIndex to player.GetNumItems - 1 Label 20 set rCurrentItem to rMerchantContainer.GetInventoryObject iIndex if rCurrentItem set nSetCapsAmount to (rCurrentItem.GetItemValue * fExchangeRate) rCurrentItem.SetItemValue nSetCapsAmount set iIndex to iIndex - 1 Goto 20 endif EDIT: Oh, and I may as well add another help request instead of triple-posting in case nobody else responds. I'd like to know if there is a way to change the Barter Menu's "Caps" string to display as "$NCR" or "Denarii" as appropriate. It's a very simple script that uses dummy caps to represent value but if I can take care of the Exchange Rate and what the value is called in the Barter Screen then trading in alternate currencies will be practically indistinguishable from trading in bottle caps.
  20. I've recently completed a mini-mod that allows the player to trade in NCR and Legion currency as they would caps, with the appropriate amount being added or subtracted at the end of a barter. The only problem I have now is that the cap values do not appropriately represent exchange rates, and especially for the Legion Denariis this can be a exploitable problem as they are worth 4 times the value of bottlecaps. To fix this I'd need a way to slash (or multiply) all prices equally for the duration of the barter. What is the best way to go about modifying the entire stock of a player and vendor in the same direction and magnitude? I'm unfamiliar with the method and trawling through the GECK wiki is proving fruitless but that may just be due to my incompetent searching. This is the first serious modding project I've undertaken and I'd hate if I ran into a brick wall with it, as I plan to build on it some more with special merchants to deal in Legion/NCR goods. The script (so far) is also easily portable to Oblivion and probably Skyrim when it releases. I'd prefer to avoid the lazy fix of modifying Legion Money values directly.
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