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Everything posted by darkfox85
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General Scripting Query [GetScriptVariable]
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
No takers? Fair enough. I did a work around where a quest stage is triggered, and in that quest stage are several conditionals. It's not ideal but it works and get me moving forward. Cheers :) -
Hello there. I’m at my wits end trying to write a script which basically does the following [see image] To put it another way, I'm trying to correctly write [with correct syntax] the following: If GetScriptVariable ????? . ????? >= 3 endif "GetScriptVariable ObjectRef:ref VarName:String" from the wiki isn't working. I think I'm inputting something wrong or in the wrong place. I'm sure I'm just missing something obvious. Thanks in advance.
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Hello all. What with the rumours mills about the long-awaited Fallout 4 spinning like crazy, it reawakened my old mod project. About three years in the making I’ve done amazing things, and this forum and the search function has helped out more times than I can say. But there’s a bunch of problems I have that I just can’t seem to find a solution for. Maybe I’m wording them wrong in the search function, or there’s a piece of lingo I’m not picking up. Anyway, if anyone can help me out with any of these I’d be very grateful for sure. 1] How do I edit perception-related view distance? I have a perk that (in theory) increases threat detection range when you crouch and hold still. Unfortunately, I can only increase perception so this means when you crouch you gain a boost to lockpick, energy weapons and the rest. This perk should be like ED-E’s enhanced senor perk from NV, but that perk only shows me a new entry point and I’ve no idea how to make those. (In fact, most NV perks did that. How’s a sucker supposed to copy that jazz?) 2] How do I get rid of screen blur when chems wear off? This is just annoys me and always seems to happen when there’s a big shootout. The stealth boy and rad-x don’t blur the screen, but I can’t seem to tell the game I don’t want the screen to blur when my med-x or psycho or whatever wears off. 3] When talking to new NPCs I zone in on their face. I don’t want to talk to these new guys so how do I change this? I have a few new NPCs that may or may not be hostile to the player (depends on player actions and reputation.) But I don’t want the player to be able to “activate” them to open the talk window in the first place. NPCs that have the raider voice never seem to do this though. 4] Ingestible Poison? [select] At the bottom of every ingestibles edit screen, there’s an area that suggests you can poison the item. How do you do this? I ask because somehow (some-how) I’ve set it to “yes” for one of my items and want to de-select it. It’s very strange – it asks me if I want to “poison” the current weapon I’m holding. What’s that all about? 5] Some eyewear doesn’t deteriorate – why? The Shady hat (reward from the survival guide quest - mirelurk section) deteriorates when it takes fire damage, but Eulogy Jone’s hat doesn’t. How come? I’ve changed the hats and eyewear a lot but a small dimension to the game is lost if they don’t deteriorate. 6] Sleep restores health – I don’t want it to I wanna make the game even harder. But the player can regain full health upon a simple hour of sleep. Can it be changed? Same goes for player owned beds. 7] Sometimes a NPC’s face has one ethnicity, but his body is still white This is especially odd and frustrating. Did I do something wrong during creation? Also, this only happens to black NPCs who have a black face but white body. It’s really weird. 8] There’s a performance issue with music lag After a fight, the “combat” music winds down, but just before it does my screen freezes for about a second. I’ve heard all sorts of problems with the music in this game, but I’ve never found a solution to this. Anyone else had this problem? After hundreds of hours of play I just sort of got used to it, but is there a way to get rid of this? 9] How do I change the names of skills? [big gun/small gun] This is rather ambitious, but I want to do away with small and big guns and replace them with one hand guns and two hand guns. I think I can do this if I can only find a way to rename the skills. Is it possible? Thank you for reading this. I hope I can finally put some issues to rest.
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Hi there I don’t know about multiple use ingestibles, and I know this is over two weeks old, but I’ve got a crazy idea if you fancy it You know how the chem psycho “gives” the player a perk (PsychoPerk) to increase the amount of damage they cause? How about another “chem” of your own design that has a similar script and effect that gives a *new* perk. This perk doesn’t have any effect of its own, but does act as a “condition satisfier.” Now, you’ll need to edit certain weapons beforehand to have an object effect that only “activates” if it recognises the player has this *new* perk (via condition.) Of course, once the player takes this new chem, the player will have the perk, and thus the object effect in the weapon (in this case, a poison effect) activates. Doing it this way gives a lot of flexibility over how long the poisoned effect lasts (just set the chem. to whatever duration,) but the downside is you’ll have to put the object effect in every weapon you want to be affected (maybe even every weapon in the game depending on how keen you are.) Um... I’m sure there’s an easier way some modder boffin might know, but this is how I would do it. Any help?
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The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
Update: okay it seems to work now. I think I fixed it when I manually changed my esp to a esm. The file doesn’t say it’s an esm but what screw it; the damn thing finally works. I’ve played it for a few hours and I’ve got auto save turned off and I daren’t quick save in case the game is reminded it hates me. I menu save new files and never overwrite. It takes some getting used to. But playing the game I can just feel myself waiting for the next big error. Hell, I’ve probably jinxed it by typing “everything’s okay.” See you in a few hours. But thanks for your patience. Kudos to all. -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
Yeah my saved games are all in My Documents\My Games\Fallout3\Saves. -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
I’ve tried it both outside and within my fallout 3 directory. They’re currently in the latter; the same place as Fallout 3.exe It’s right there with the other two files. I’ve tried it without the master restore as both part 3.4 of the F3Edit manual and the other guide don’t seem to indicate that it’s necessary for the process of “modding up.” And I’m freaking determined to fix this error if it kills me! Hmm. Sounds serious. I actually started outside program files, but moved to within because that seemed like a more clear and effective way. It’s possible something’s going wrong. I’ll move out again and see if anything changes: Nope. Still flash and gone. Although this time it automatically created a notepad log entitled “FO3Edit_log.” FO3Edit 3.0.24 EXPERIMENTAL starting session 2012-11-15 16:30:10 Using Fallout3 Data Path: D:\Program Files\Steam\steamapps\common\Fallout 3 goty\Data\ Using ini: D:\Documents and Settings\Owner\My Documents\My Games\Fallout3\Fallout.ini Using settings file: D:\Documents and Settings\Owner\Local Settings\Application Data\Fallout3\Plugins.fo3viewsettings Loading active plugin list: D:\Documents and Settings\Owner\Local Settings\Application Data\Fallout3\Plugins.txt It seems to be in order to me. Two. One my mod, and the other the merged patch for it. Now I’m nervous. This is turning into an emotional rollercoaster! Why do we do it? -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
No sir. Nada. I just tried again. Tried to open FO3MasterUpdate and once again all that happened was what looked like a notepad file flash before closing again. What the nelly?! I try to get a screenshot but it flashes so quickly I can never snap it. Ahrk! I hate asking for help! :( -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
I’ve no idea how that happened. I wouldn’t even know how to do it anyway. I feel a little sick that I spent so long trying to figure out those errors or why when I right click I never got the create merged patch option. It’s not even the first time I’ve downloaded this program. Anyway; an uninstall, reinstall, and quick cry later and now things are going fine. The right plain says finished, the left plain lets me make my merged patch. Major hurdle passed and I owe you my thanks. But now a new pain comes across and I find myself less embarrassed about asking for help and more just depressed generally. After copying and renaming the F03Edit file to “FO3MasterUpdate” I try to run the master update. The program loads up and disappears very quickly. There’s no -=All Done=- indicator because the new screen appears and disappears so quickly. Just *poof.* So my files stay as ESP and after a little test I still CTD when trying to save. I don’t know if I’m naïve to pray this will be the last step, but holy goddamn I feel like I’m loosing my mind. This is good. I’ve spent a few hours reading through and so far I’ve not found anything relating to my problem above. I’m sure the other stuff will come in handy someday, but as I go deeper I’m not sure I’ll get the answer I need. -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
Fallout 3 Hardcoded.esp is a file that came with the Fo3Edit compressed file. It’s doubly weird because it’s not in my data directory, and doesn’t show up in FOMM. But if it might be causing problems I’ll move it/delete it for now. As for those error messages, there sure are a lot and I have no idea how to address these issues. I’m worried I’m in over my head but I’ve come so far and I’m in too deep now to give up. But the information is still totally alien to me: “Error: record TES4 contains unexpected (or out of order) subrecord ONAM 4D414E4F” To name but one. The last one says: “[01:37] Background Loader: Errors were found in: testPortableCoverExplosion "Portable Cover Explosion" [EXPL:05003327] [01:37] Background Loader: Contained subrecords: EDID OBND FULL MODL MNAM DATA INAM” Good lord. Where do I go from there? But once this is done, I can make that damn merge patch and say goodbye to crash-on-save, right? -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
Ah-ha. But each time I try this I slam into a brick wall so hard my morale goes down the drain. The “create merged patch” option doesn’t show up for me. http://static.rateyourmusic.com/lk/l/u/33dc2b36763e831c7630e79bf389560f/4456889.jpg Sometime I think I'm just losing my mind. Or I'm incredibly thick. Also it never says "Background Loader: finished" but "Background Loader: terminated." Does that matter? Why doesn't the option to merge come up for me? Was it something I said? -
The "Crashing when saving" problem
darkfox85 replied to darkfox85's topic in Fallout 3's Mod Troubleshooting
Update: weirdly, if I blow myself and reload I’m allowed one free fast travel before the game will CTD again. What a bloody joke! Still no solution I'm afraid. But I refuse to give up. Dammit! Why do I love this wretched game so much?! All the s*** it puts me through and I keep coming back like an abused spouse. -
You could clone perks you’re interested in and set the level for “0” in the perk page. It might be a lot of work in the long run depending on how far you want to go, but that might resolve your problem. As for ref:id, you could still have a quest stages with Player.AddPerk YourPerk done multiple times. Wouldn’t a perk that changes the amount of perks you can have be OP? I mean, why would anyone not choose that perk if they have twice the perks the next time they level up?
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I was really REALLY hoping I wouldn’t be coming back for help again and looking like a buffoon, but I’m really at my wits end here. Y’know; that fiery feeling of blind impotent confusion? It’s embarrassing, but my hand is forced. It’s a classic one: the game crashes when I try to save [auto/manual/menu.] Several game hours ago this started happening but I used the old “blow yourself up” thing to keep myself going. But now, that’s stopped working. Does that happen to a lot of people I wonder? I know it’s a common problem but from excessive googling there’s still no definitive solution. But the major issue is that I’m play testing my mod, and I’ve got a creepy feeling it’s my mod which is causing the problem. I’ve no other mods apart from the official DLC loaded. I can’t disable my mod then save and keep going otherwise all mod data will be lost to the save file and I need to keep working on it (quests and items and perks). The last time I did this I had a scrap a 35-odd hour play through because my mod progress was lost (that was over a very different bug – the vintage “crash on perk selection” caused by have clothing items contain new scripts.) This time, I’m nearly 50 hours in. Besides, if I can’t nip this in the bud now then my mod is sunk anyway. And that would be a galactic disaster. It’s getting big at 2,703 kb – and if I ever finish a damn play test it’ll get bigger. Luckily I was able to squeeze a fresh menu save without it crashing, but despite removing the quick and auto save files, I still can’t quick save without a CTD or do another menu save. These saves are less than 8MB big (if that helps.) I’ve heard of “merged patches” and “master updates” but the concepts seem a bit beyond me for the time being. Could they hold the answers? I'm so sorry if I'm taking more than I'm giving, but the situation is desperate.
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Hello! I’m not sure if I’m too late but if you want to talk about it I’m all ears. Are you sneaking when aiming the gun? If it doesn’t say [Hidden] along the top then they’re gonna see you and be suspicious (admittedly, they have every right to be.)
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Hello! I’m not sure if I’m understanding what you’re requesting, but I’ll give it a crack! How about having the perk trigger a quest stage. In this quest stage is a message and in that message is a list of buttons that give the player perks; like the workbench. These perks could be new ones or "pre-set" to bunch several existing perks together (there could be a uniting theme with the chosen perks.) Clicking on these buttons adds perks, but also adds an item (let’s call it a macguffin) and when the player has two of three of these mcguffins the buttons no longer appear to add more perks. Using the “if button == x” scripting to do it. Once the menu is closed, all macguffins are covertly removed. What do we think? Is that a decent work-around?
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*slaps head* I’m an idiot. A five star imbecile. I’ve even got that distinction confused before, so this time there’s no excuse. It works fine now. Gawd that’s embarrassing! And it appears year 8 maths is also a blind spot for me! I can’t believe I f***ed that up. Still, stages 4 to 8 are all correct. I just missed the positive ones and with so much experimental emphasis being on them, it’s no wonder I thought the value itself was the problem! Dumkoff! I can’t believe I was agonizing over this like freaking Dr Frankenstein. But you got one thing wrong, that error alone has nearly totally solved my problem! Hotdang dude! I know a “thank you” from someone over the net is always underwhelming, but, thank you. Seriously thank you. There’s just one last question: If I set a value for 200 using a script (e.g. “set zzEoLGoodKarma.zzSTUreputation to 200”) will that add the number 200, or simply *set it* to 200? E.g., if the value was 1000 prior to triggering that script, will the new value be 1200 or 200? If the latter, I’ll have to use the “outcast” style script which will be much longer to program, and the script doesn’t seem to recognise “+200” so I can’t do it that way. But once I get this sorted I can go into mass (MASS) editing. Again... god damn. You don’t know what this means to me. :D I’d like to show my thanks in a more sincere manner. I want to name something after you in my mod. Tell me, do you have a favourite faction/group in Fallout 3? Or maybe something else?
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UPDATE: okay so I’m doing it a much simpler way now but still getting nothing. This is the script I’m using in the quest. All it does is declare the quest values scn zzEoLGoodKarmaSCRIPT int zzSTUreputation int zzNTUreputation int zzCDFreputation int zzINDreputation Short zzSTUex BEGIN GameMode END This is the single set stage line in all three of confessor Cromwell’s responses when you donate 100 caps SetStage zzEoLGoodKarma 49 This what stage 49 contains. This is where Confessor Cromwell sends you. The message on this stage is show, demonstrating that I am being sent here, but the values aren’t changing. set zzEoLGoodKarma.zzSTUreputation to 200 ShowMessage zzEoLSTURepGainedmsg If zzEoLGoodKarma.zzSTUreputation < 1000 SetStage zzEoLGoodKarma 1 Endif If ( zzEoLGoodKarma.zzSTUreputation < 500 ) && ( zzEoLGoodKarma.zzSTUreputation > 999 ) SetStage zzEoLGoodKarma 2 Endif If ( zzEoLGoodKarma.zzSTUreputation < 150 ) && ( zzEoLGoodKarma.zzSTUreputation > 499 ) SetStage zzEoLGoodKarma 3 Endif If ( zzEoLGoodKarma.zzSTUreputation < 149 ) && ( zzEoLGoodKarma.zzSTUreputation > -149 ) SetStage zzEoLGoodKarma 4 Endif If ( zzEoLGoodKarma.zzSTUreputation < -150 ) && ( zzEoLGoodKarma.zzSTUreputation > -499 ) SetStage zzEoLGoodKarma 5 Endif If ( zzEoLGoodKarma.zzSTUreputation < -500 ) && ( zzEoLGoodKarma.zzSTUreputation > -999 ) SetStage zzEoLGoodKarma 6 Endif If ( zzEoLGoodKarma.zzSTUreputation < -1000 ) && ( zzEoLGoodKarma.zzSTUreputation > -1999 ) SetStage zzEoLGoodKarma 7 Endif If zzEoLGoodKarma.zzSTUreputation < -2000 SetStage zzEoLGoodKarma 8 Endif This is what stage 3 looks like. Stage 49 should send the player to stage 3 (+200 sets it to that) but for some reason it doesn’t. This stage just changes your current reputation status in the quest and shows the change reputation message in a different quest that doesn’t have repeat stages (to prevent it being shown over and over.) SetStage zzEoLGoodKarma01STUrep 30 SetObjectiveCompleted zzEoLGoodKarma 1 1 SetObjectiveCompleted zzEoLGoodKarma 2 1 SetObjectiveDisplayed zzEoLGoodKarma 3 1 SetObjectiveCompleted zzEoLGoodKarma 4 1 SetObjectiveCompleted zzEoLGoodKarma 5 1 SetObjectiveCompleted zzEoLGoodKarma 6 1 SetObjectiveCompleted zzEoLGoodKarma 7 1 Again, the damn thing doesn’t work. If anyone can tell me what I’m doing wrong I’ll be so damn grateful. I’m thinking it’s just something going wrong with determining quest variables. So it should be something easy I’m missing. And sqv just won't work for me! I must be some kind of imbecile! http://static.rateyourmusic.com/lk/l/u/5ed727fd38be85f1a4526e391d4ee703/4434274.jpg http://static.rateyourmusic.com/lk/l/u/388978db90f3f83522d2924d78be2192/4434278.jpg http://static.rateyourmusic.com/lk/l/u/78121c7e367c4ab5067078efe2682297/4434279.jpg So close. So far. :-(
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Can I Have Feedback On My New Perks
darkfox85 replied to darkfox85's topic in Fallout 3's Discussion
I suppose you're right. My apologies. And thank you for saying nice things. -
Can I Have Feedback On My New Perks
darkfox85 replied to darkfox85's topic in Fallout 3's Discussion
As far as I’m concerned, lbs in Fallout 3 also represents how much space on your person the item/items take up. 200 caps will take up a lot of space regardless of how much it does or doesn’t weight. Besides, the weight of almost everything in the game can be called into question for being “wrong/unrealistic” and I think noting that my weight for bottle caps isn’t equal to the real world to be a deeply bizarre thing to call out. It really doesn’t matter. Also your wording wasn’t better. I’ll keep it the way it is. -
I tried using the console to check sqv but for some reason the game doesn’t let me check sqv: [i took four screenshots to prove I wasn't crazy or mind-blowingly incompetent, but I can't upload them] In-game it says "Item not found". But it’s right there (in pic 4)! The script is definitely in that quest! I feel like I’m loosing my mind! But maybe there’s a problem in this? Still, when things like this happen it makes you question both your intellect and your sanity to painful degrees. But I’m sure the script works because I’ve tried variations and different combinations script/stages where; upon value detection the script brings up a message box. That value is always “0,” (message always neutral) which suggests to me that the problem I’m having is that the quest variable isn’t changing. [the bellow is the most recent variation I’ve tried using] QUEST “zzEoLGoodKarma” SCRIPT scn zzEoLGoodKarmaSCRIPT int zzSTUreputation int zzNTUreputation int zzCDFreputation int zzINDreputation Short zzSTUex BEGIN GameMode END STAGE 10 SCRIPT OF QUEST “zzEoLGoodKarma” ShowMessage zzEoLWelcomeMessage ;*1 SetObjectiveDisplayed zzEoLGoodKarma 10 1 ; *2 *1 welcome message is triggered by setstage in another quest. The reason is this quest (zzEoLGoodKarma) needs repeat stages and can’t be start-game-enabled. It needs repeat stages so repeated actions of reputation change won’t go unnoticed by the script and the reputation values thus change accordingly. zzEoLGoodKarma mustn’t be start-game-enabled because if it is, the introductory “neutral reputation” message box for all the factions in the game show at once, making the information confusing. It’ll also show reputation change messages boxes virtually every time the value is changed which will be a major pain The “welcome quest” is start game enabled so can trigger the real quest the second the player leaves the vault. It also but doesn’t have repeat stages so can only show the message boxes when prompted (when a value is set for reputation – introductory, shunned, respected etc. *2 The objective displays fine. This is the starting stage to get the zzEoLGoodKarma quest to appear in the game the moment the player leaves the vault. zzEoLGoodKarma isn’t start-game-enabled IN CONFESSOR CROMWELL TOPIC RESULT SCRIPT [three times for three possible responses he give to donating 100 caps] set DialogueMegaton.CurrentAmountDonated to FreeformChurchKarmaRewardMult * 100 RewardKarma DialogueMegaton.CurrentAmountDonated player.removeItem Caps001 100 set DialogueMegaton.PlayerMadeDonation to 1 SetStage zzEoLGoodKarma 49 ;this I’ve added. The rest is there already STAGE 49 SCRIPT OF QUEST “zzEoLGoodKarma” [Where Cromwell sends you] set zzEoLGoodKarma.zzSTUex to 200 set zzEoLGoodKarma.zzSTUreputation to zzEoLGoodKarma.zzSTUreputation + zzEoLGoodKarma.zzSTUex set zzEoLGoodKarma.zzSTUex to 0 ShowMessage zzEoLSTURepGainedmsg ; top left small message does how If zzEoLGoodKarma.zzSTUreputation < 1000 SetStage zzEoLGoodKarma 1 ; cherished message and effects (max rep. glass ceiling not needed) Endif If ( zzEoLGoodKarma.zzSTUreputation < 500 ) && ( zzEoLGoodKarma.zzSTUreputation > 999 ) SetStage zzEoLGoodKarma 2 ; admired message and effects Endif If ( zzEoLGoodKarma.zzSTUreputation < 150 ) && ( zzEoLGoodKarma.zzSTUreputation > 499 ) SetStage zzEoLGoodKarma 3 ; respected message and effects Endif If ( zzEoLGoodKarma.zzSTUreputation < 149 ) && ( zzEoLGoodKarma.zzSTUreputation > -149 ) SetStage zzEoLGoodKarma 4 ; neutral message and effects Endif If ( zzEoLGoodKarma.zzSTUreputation < -150 ) && ( zzEoLGoodKarma.zzSTUreputation > -499 ) SetStage zzEoLGoodKarma 5 ; shunned message and effects Endif If ( zzEoLGoodKarma.zzSTUreputation < -500 ) && ( zzEoLGoodKarma.zzSTUreputation > -999 ) SetStage zzEoLGoodKarma 6 ; hated message and effects Endif If ( zzEoLGoodKarma.zzSTUreputation < -1000 ) && ( zzEoLGoodKarma.zzSTUreputation > -1999 ) SetStage zzEoLGoodKarma 7 ; vilified message and effects Endif If zzEoLGoodKarma.zzSTUreputation < -2000 SetStage zzEoLGoodKarma 8 ; D.N.P. message and effects (totally irredeemable to faction) Endif I’ve done every possible variation; using a more basic quest value calculator, placing the value checkers in the main script, GAH! I wonder how other modders put in reputation?
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UPDATE: Okay. So I’ve found that once a quest variable is declared, it either - A: - needs to be used somewhere else (a stage or whatever) - B: - needs to have the script that declares it saved, closed, and opened again - - before the quest variable can be meaningfully used in the script that declares it. What a headache. But now I’m having agony actually changing the variable. The idea is, when it goes above 150 a quest stage is triggered where a message is triggered saying you’re now respected by the relevant faction. (-150 to 150 is neutral, 150 to 500 is respected, -150 to -500 is shunned.) This stage also changes the displayed objectives so the player can keep track of their reputation with any one of the factions. The script that does this is in the quest data tab and it largely the same to the one above. For testing I use Confessor Cromwell at the centre of Megaton. When I give him 100 caps there are some new script lines in the result script at the end. There are three different possibilities so the script has been put into all three: set zzEoLGoodKarma.zzSTUreputation to + 200 ShowMessage zzEoLSTURepGainedmsg But it doesn’t affect the variable (zzSTUreputation) to trigger the appropriate quest stage (the quest is “zzEoLGoodKarma”.) It also doesn’t show that message. If I take out the first line, the “zzEoLSTURepGainedmsg” message shows in-game so I know it’s working, but the variable doesn’t change. If it did, the new stage would be triggered and thus the new, different message. Okay. So instead I have the resulting script of Confessor Cromwell SetStage for the same thing: set zzEoLGoodKarma.zzSTUreputation to + 200 ShowMessage zzEoLSTURepGainedmsg It still doesn’t change the quest variable (but weirdly it does show the zzEoLSTURepGainedmsg message.) I’ve tried this with or without the “+” on the value modifier but with no effect. So I update the script: set zzEoLGoodKarma.zzSTUex to 200 set zzEoLGoodKarma.zzSTUreputation to zzEoLGoodKarma.zzSTUreputation + zzEoLGoodKarma.zzSTUex zzSTUex is a temporary “holder” (sort of) just like the one used in the FFOutcasts (Collection Agent) unmarked quest. I either in Cromwell or a stage that’s triggered by Cromwell and it still doesn’t affect the quest value. I updated the script again. set zzEoLGoodKarma.zzSTUex to 200 set zzEoLGoodKarma.zzSTUreputation to zzEoLGoodKarma.zzSTUreputation + zzEoLGoodKarma.zzSTUex set zzEoLGoodKarma.zzSTUex to 0 And this method doesn’t raise that quest variable either. My problem is (sort of) setting quest variable values. I get the impression this isn’t too much of a thing with intermediate modders. I’m sure the quest script is fine because it does detect the value when it’s -150 to 150 (the default starting number when a variable is declared) and sends me to the appropriate stage which shows me the appropriate message. But it’s mot impossible something is going wrong. If I can get this f***er to work, it’ll be a huge leap for my dream mod. I’ll be bale to edit all my quests and give them real depth with reputations also being on the line. But first, this problem must be solved. I’m on ma kneez. Help a brother.
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Can I Have Feedback On My New Perks
darkfox85 replied to darkfox85's topic in Fallout 3's Discussion
Hi! Um. I'm not sure I understand your post. It's 25 caps for 1 lbs. I should know. I modded it that way. But then again, unmodded they're weightless so, I don't know why you'd think I'd mod it to be 200. Or are you confusing it with your own mod? And I'm not sure I understand the list of names afterwards. Ordnance yeah that was a mistake, but the others? Do you prefer those new names? Are those corrections? Why bring them up? I don't get it. Any of it... but thanks for the feedback. I think. -
Okay. For my mod I’ve added 30 to 40 new perks and counting. If I can get some feedback on them, be they suspected OP or useless, that would be fantastic. AFFLUENT BOAST With this perk you can compensate lack of speech skills with wealth. You receive a bonus to your Speech and Charisma in direct proportion to how many caps you're carrying. Be careful not to get over encumbered; 25 caps equals 1 lb. [NOTE: In my mod bottle caps have weight] BACKUP MEDIC With this perk, healing items give additional benefits dependent on your current medicine skill and other factors BLESSED PRESCRIPTION You found some senior doctors volumes and learnt to prepare three unique meds on the spot if you have the Doctor's Volumes on you. The meds need ingredients but all are potent. Full details disclosed when you take perk. BLUNT TRAUMA With this perk, blunt melee weapons (the Baseball Bat, Lead Pipe, Police Baton, Pool Cue, Rolling Pin, The Break, and the Tire Iron) will knock down an opponent if you land a critical hit. BOLD SNIPER With this perk, all scoped weapons deal an extra 20% damage and give a 20% damage resistance bonus if equipped when sneaking BOXERS RESOLVE In the event of suffering from over 175 rads, you gain +2 Endurance, +50% Poison Resistance, and +10 Unarmed Skill points so long as that level of radiation is maintained CALM WATCH MAKER With this perk, you have learnt how to make stealth boys last 150% longer (up to 5 minuets) CLOAK & DAGGER You've found a special stealth boy. When sneaking in a walking stance with your weapon put away, you generate a perfect and permanent stealth field. Instructions will be provided when you take the perk. COMPACT MEDICINE With this perk, all collected Stimpaks will be 50% lighter than they usually are allowing you to carry more. Cluster will also be quickly built for even more efficient carry space [NOTE: In my mod stimpaks have a weight] COOL RECOVER With this perk, if your health drops to less than 30%, going into sneaking mode and holding still will sharply boost the sneak skill and rapidly recover lost health back up to 30% COSTUMED ARTISTE With each rank of this perk you'll learn "items sets" where equipping certain apparel and using certain rare weapons grants bonus effects. A list of three will be revealed with each rank. DENSE ORDINANCE With this perk, the user can craft easy-access belted frag grenades. The belted grenades take up less space and weight than normal grenades and are quicker to use requiring less AP DETECTIVE’S LUNCH With this perk, Scotch will not reduce intelligence and will give a +10% damage and damage resistance for 8 minuets alongside its normal effects, and Noodles will heal a very large amount of health. DOCTORS RESPECT With this perk you're recognised as the child of James. All purified water gives 400% more health, and wearing any lab coat, Vault 101, or Dr's apparel, boosts charisma and intelligence + 2. But you must maintain very good karma. FLEXIBLE GARB With this perk, you'll be given six adjustment books that alter the weapon stats of many different clothes. These books can be stashed to your specifications to make sure you get the most out of all clothes relative to your build. KARMA DISGUISE With this perk, when wearing a Regulator Duster, Talon Company armour, or a few others, you'll be on friendly terms with the relative faction and they won't attack you unless provoked. MAGICIANS GAMBIT With this perk you gain 14 mysterious cards that let you customize your S.P.E.C.I.A.L. stats. NARCOTICS EXPLOIT With this perk, all chems will have their effects boosted by 20%. PAUPERS ANXIETY With this perk, the damage dealt with the Hunting, Lever-action and Railway Rifles is increased depending on how few caps you have on your person. Fewer caps, equals more damage with those weapons. Also applies to unique variants. [NOTE: In my mod bottle caps have weight] PERFORMANCE OPTIMISE With this perk, the lower your ammo for any "Big Gun" weapon, the more damage it will do. PRECIOUS LOOT With this perk, any human you kill might be holding a very rare item for you to salvage (if you're lucky.) QUARTZ POLISHER With each rank of this perk, the user can prepare 1, 2, or 3 Cartons of Quartz Coolant from a workbench using certain ingredients. The Coolant repairs any energy weapon to a degree determined by the users repair skill. RAIDER MASQUERADE With this perk, wasteland raiders won't be hostile towards you so long as you're wearing one of their common "Raider" apparel and don't give them reason to attack. RAIN SHIELD With this perk, you gain 75% damage resistance whilst firing a minigun, gattling laser, or unique variant of these weapons. SLAVER RESPECT With this perk you're an aspiring super slaver. The Mesmetron requires less AP and is more accurate and wearing any "Merc" outfit, Zoot Suit, Leather or Metal Armour, boosts perception and endurance +2. But you must maintain very evil karma. STEEL MARAUDER With this perk, sneak attack critical hits with the Kitchen, Combat, Trench Knives, or any unique variant will kill humans and ghouls instantly. TEAM SPIRIT With this perk, any companion you're with gain +10% damage resistance and can carry 15 lbs more equipment. TEXTILE SOLUTION With this perk you'll be able to repair certain armours with pre-war clothes and misc items. Full details are publicized when you take the perk. TROPHY COLLECTOR With this perk, you learn to collect trophies from slain beasts. Collect x 20 trophies and you gain new perks, but the prey is fearsome: Albino Radscorpions, Deathclaws, Ghoul Reavers, and Super Mutant Overlords. UNHOLY HARVEST With this perk, you might "harvest" some Succulent Meat from humans or ghouls you kill. It is better to strange meat in every way but costs Karma when eaten. VITAL CALIBRATE With this perk, your critical damage and VATS accuracy with energy weapons are boosted by an amount roughly 40% of your current science skill. [e.g., 10 science, 4% boost] WASTELAND FILTER With this perk, a 75% damage increase is granted to the Silenced Pistol and the .32 Revolver as well as an extra 30 AP for those weapons, all so long as good karma is maintained. WASTELAND SLAYER With this perk, the Axe, Dismemberer, Samurai Sword, Chinese Officer's Sword and Vampire's Edge deal 75% more damage and give a 20% damage resistance bonus whilst equipped all so long as evil karma is maintained. WEATHERED VETERAN With this perk, you gain +10% resistance to fire damage, poison, and radiation WIRED NIKITA Missile Launchers gain +80 AP and do extra damage to enemy legs. Furthermore you gain +15% damage resistance when wearing a Confederate Hat, Police Hat, or a Storm Chaser hat with one of these weapons equipped. Thanks for taking the time to read them. Are they any good?
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Hi everyone! I have this theory that I can introduce reputation to Fallout 3 (New Vegas style) and I think I can do it, but I’m not sure if I can articulate my problem because I’m bad with scripting jargon. I’ll use the small script from FFOutcasts [Outcast Collection Agent unmarked quest] as an example. This script activates when you’ve handed in a laser rifle to Protector Casdin at Fort Independence and is located in “topics” in the quest itself. set FFOutcasts.TechValue to 4 set FFOutcasts.OutcastTrust to FFOutcasts.OutcastTrust + FFOutcasts.TechValue Now I’m thinking if “OutcastTrust” could be replaced, the value it returns could trigger quest stages which active various effects (of the modders choosing) associated with reputation increases or decreases. But when attempting this in a script, I get an error message saying “Unknown variable or function.” So I think *things* like this need to be declared in some way in order to be valid, but I don’t know how to do it. I thought at the beginning of the script you declare it with “short” or “float” but I’m missing something. I had envisioned something like this (maybe) set NewReputationQuest.Donating10Caps to 10 set NewReputationQuest.ExampleFactionReputation to NewReputationQuest.ExampleFactionReputation + NewReputationQuest.Donating10Caps set NewReputationQuest.ShotAManInReno to -100 set NewReputationQuest.ExampleFactionReputation to NewReputationQuest.ExampleFactionReputation + NewReputationQuest.ShotAManInReno Here’s my current script edited a little to focus on my error scn zzEoLGoodKarmaSCRIPT Short zzSTUreputation BEGIN GameMode If (zzEoLGoodKarma.zzSTUreputation > 150) && (zzEoLGoodKarma.zzSTUreputation < 499) Setstage zzEoLGoodKarma 7 ; respected by STU faction and setstage triggers effects Endif If (zzEoLGoodKarma.zzSTUreputation < 149) && (zzEoLGoodKarma.zzSTUreputation > -149) Setstage zzEoLGoodKarma 8 ; neutral to STU faction and setstage triggers effects Endif If (zzEoLGoodKarma.zzSTUreputation < -150) && (zzEoLGoodKarma.zzSTUreputation > -499) Setstage zzEoLGoodKarma 9 ; shunned by STU faction and setstage triggers effects Endif End I intuitively know I’m committing a stupid, even elementary mistake, but if I can get this bad boy working, my mod can take on a whole new life. But I’m stumped. Oh Nexus community, lend me some of your forbidden Enclave knowledge!