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Ladez

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Everything posted by Ladez

  1. Depends, the quest updates in the HUD are glitchy as hell. Sometimes they flash by in less than a second. Sometimes they don't appear at all. As long as the logic is working out I wouldn't worry.
  2. Did you put the note directly in Tom's inventory instead of the misc. item? The script won't run if you pick up the note that way, it needs to go through the intermediary so the OnAdd block runs.
  3. Does Tom have a script that sets the stage to 30? I assumed you had that covered. If you copied the script from my post it won't work if the stage is not at 20 or above.
  4. It's just a misc. item with a script that removes itself and gives you the note when you pick it up.
  5. Since you can't attach scripts to notes, anything that needs to trigger upon picking up a note is usually handled with an intermediary item, usually a misc. object. I'm guessing this is what you are doing now. I don't see you adding the actual note anywhere in the script. Also, the GetHasNote condition is kind of redundant. Try this: scn MamboHolotapeACTIVScript begin OnAdd player if getStage MamboQuest01 >= 20 setStage MamboQuest01 40 endif AddNote MamboHolotape01 RemoveMe end RemoveMe removes the intermediary item so you end up with just the note. This should get you to where the player must listen to the note. To get to the next stage, use SetStage MamboQuest01 50 in the result script of the dialog topic that the note plays.
  6. Alternatively, you can set up an activator or a misc. item that adds the note and starts the ambush when activated/picked up. Then you avoid checking GetHasNote every frame.
  7. I put it up on the site just now. http://www.nexusmods.com/newvegas/mods/62921/
  8. Looking at the name of the root node in NifSkope gave a clue as to where the original mesh is from: NVDLC01_AutoDoc
  9. The function can be used in a condition, so it's really as simple as replacing your current form list condition, assuming you have the GECK loaded with NVSE and Lutana installed.
  10. Yes, but it requires Lutana NVSE. http://geck.bethsoft.com/index.php?title=GetArmorClass
  11. Shouldn't be too long. Been working on controller support and next up is some polish. I'll try to get another version up soon for you to test.
  12. Hey Gogan2, I remember your request. This feature has been in the back of my mind for a long time, actually. This thread prompted me to finally work out a way to select more than one perk in the level-up menu. This will allow you to save up both skill points and perk points. If my infamously short attention span allows it, it'll be integrated with this file and uploaded to the site soon.
  13. That's not surprising. OnTrigger runs every frame, just like a GameMode block. You need to check how much time has passed between each iteration using GetSecondsPassed. scn SteelMillHotSteelScript float fTimer begin onTrigger player if (fTimer > 0) set fTimer to fTimer - GetSecondsPassed else set fTimer to 1 player.DamageActorValue Health 20 ApplyImageSpaceModifier TrapToiletShockISFX player.Say Hit endif end
  14. http://geck.bethsoft.com/index.php?title=OnTrigger
  15. This can happen if you have too many plugins installed, as hinted at by a previous poster in this thread.
  16. What about writing communities that are more general and not aimed specifically at fanfiction? I'm not a writer so I don't have examples off the top of my mind, but I know they're out there and a quick google search should quickly lead you to the most popular ones. If what you're looking for is a writer's critique on your skills as a writer and not just general feedback, I think that would be the places to go.
  17. Thought I'd make a test release here for now. Attachment removed, download the mod here. Stops automatic level up using SetInCharGen method and levels up player with use of a hotkey (U). Here's what should happen when you gain enough XP to level up: After the XP meter has faded out, the level up sound should play and the level up text should fade in and out as normal, but the level up menu should not appear.You can choose to level up your character and show the level up menu by using the hotkey (U). Until you do that, your character level will not increase.You will get recurring reminders—first after five seconds, then every five minutes—when you are able to level up.If you accumulate enough XP to gain multiple levels, you do not get additional alerts. Use the first level up to be alerted to and able to use the next.Please let me know if anything isn't working as expected. And of course, this requires NVSE.
  18. The suggestion was to upload it to the site as a file (or "mod") in the Miscellaneous category, not post it as a thread on the forum. Sorry for the confusion. :)
  19. I am not aware of that function being included in NVSE. It compiles and functions in-game for me with the current GECK version, without NVSE.
  20. There is a "Save Games" tool included with Fallout Mod Manager with which you can view which plugins are used on a given save.
  21. It's not exactly armoured so maybe it's not what you're looking for, but there is this: Arcade Battle Doctor
  22. Yes I remember seeing it used in the startup quest and during the endgame and DLC slideshows. Completely slipped my mind now though. A ShowLevelUpMenu function in NVSE 5.1 sounds fantastic, thanks for the info.
  23. Vault 8 is a vault. Vault City is not. The vault itself is breaking down and all but the top level has nobody living in it anymore except for a "stuttering loner." Lower levels are used for storage, not residence.
  24. I'm ashamed that I didn't think of that, been wanting a way to stop the game from forcing the level-up menu. Thanks, luthien! Now if only there was a way to launch the level-up menu without advancing character level.
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