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nekollx

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Everything posted by nekollx

  1. Hi there, working on a concept for a evolving companion that changes his skills and abilties after certine quotas are met, i figure the easiest way would just to build several companions for each tier and swap them out but how do i make sure their inventories are keep the same
  2. Trying to biild a MCM menu for my mod's next update but a few things have eluded me to the point of fustration, tought some people might have some ideas. Actor Property PlayerREF Auto string PlayerRace = PlayerREF.GetRace() if(PlayerREF.GetRace() == ArgonianRace) Debug.Trace("Player is " + PlayerRef) ​endif I'm trying to do a simple check on what the race of the player is before adding a new spell to their list but it wont compile i get on the if line the following error missing EOF at 'if' What am i doing wrong? My second problem i hope is a bit simpler, i want to (via my MCM) edit the Khajit Claws power, as i understand it you can modify the damange of it, and really all claws does is give +12 to unarmed, so i want to make a way to toggle it to the proper 15 (and later on do a quest yo sharpen the claws up to a potential +24 total) Best way to do that? And latly i'm trying to make a series of spell that replicate consol commands i know how to use them in the console but how do i code a script to say effectivly perform "on the taerget who is hit".SexChange, or .SetOwenership (To Caster), or setrelationshiprank or setRace (pulling up a dialog choice of races to choose from) or really any consol command if i wanted to make a "make giant" spell for example i would need a way to link "spelltarget" to setscale but how to do get that dynamically
  3. looks like i've figured out what i needed, now just tryingto get it to complile, thanks everyone
  4. well what i'm mainly trying to do is use the MCM to add/remove powers to the player, and that seems easy enough right? IE The below should work elseIf (a_option == _toggleAddClaws_B) _toggleStateAddClaws = !_toggleStateAddClaws SetToggleOptionValue(a_option, _toggleStateAddClaws) if (_toggleAddClaws_B == true) ;check if player is not Khajiit, then check if has KhajitClaws Power, if they don't add it if ((PlayerRace != KhajiitRace) OR (PlayerRace != KhajiitRaceVampire) OR (PlayerRace != WerewolfBeastRace)) if (!Game.GetPlayer().HasSpell(RaceKhajiitClaws)) player.addSpell 000AA01E ;Adds RaceKhajiitClaws to the player endIf endif elseIf (_toggleAddClaws_B == false) if ((PlayerRace != KhajiitRace) OR (PlayerRace != KhajiitRaceVampire) OR (PlayerRace != WerewolfBeastRace)) if (Game.GetPlayer().HasSpell(RaceKhajiitClaws)) player.RemoveSpell 000AA01E ;removes RaceKhajiitClaws from the player endIf endif endif
  5. So I'm making a MCM Menu for my mod but i'm having trouble figuring out a couple things, not with the script itself but nuances. My mod Adds new racial skills as well as several Quality of Life additions and I'm just not sure what am i suppose to attach a MCM script to so it will load? (since in Skyrim CK you need to attach a script to a object first off instead of Fallout where you write a script first, set one of 4 types, then ties that to the object after) My other question is more about specific commands, one MCM option changes the damange of a power (Khajit claws for example) what is the code i would use to do something like: Set KhajitClaws.Damage = 15? another part of the mod needs to check the players race and see what they have. In a more specific Example of Psydo Code: If (PlayerRace == Khajiit) if (Player.hasSkill == NightEyes) player.removeSkilll NightEyes if (player.hasSkill != AdaptiveNightKhajiit) player.addSkill = AdaptiveNightKhajiit endif endif endif I have a few variations on that concept but once i know the right variables and methods i'll be fine, i'm just not sure what items fit that bill.
  6. working on a upgrade quest for my mod Races Expanded (khajiit at the moment) http://skyrim.nexusmods.com/mods/40329//? So I'm looking through the effect, in particular LifeDetected and LifeDetectedEnemy but from what I can see the red anf blue color isn't there. I want to update my mod to use MCM and let the user set their prefered Detect colors but where is the color of the effect being set?
  7. Working on a mod pice by piece, just a lot of little things and thought id ask everyone what kind of "quality of life" changes would they like to see so I can add the favs to my list and start seeing about adding them in. Right now here's my current todo list. Create non Lethal Weapons, right now i'm testing it on the BBGun but the general idea is that certain weapons on kill flag the target essential but you can still loot them, and they flag non essential on self revive. If i can also find a way to check the race of the target some will be immune to KO and be killed (like oh radroaches). I'd also like to put in a Crit check so on the chance you crit (and thuse gut the bloodly giblets animation) then they die normal like. Once i can iron out the kinks it will apply to: BBGun/varients Baseball bats/varients Anything else people thing should be non lethal Ok next up on my plan list is just a few recruitment mods, stuff that would be lore friendly. As much as I would Love for Sims to join me in my adventuring he has megaton to watch. But The Holdens from Escape wanted to get out and either they are gunned down or...just stand there. So save their lives and you can recruit them. Anyone else you think would logically be recruitable? (good, evil, hireling?) No more Radiation Damn it! This might be a bit trickier but i want to make the river slowly become less and less irradiated until its all radiation free (though not free of contaminents of others kinds) basicly once you launch project purity you should be able to go swimming without comming out glowing the other side. Lastly a sort of "reward" tree for the various "Bring me x" quests. Bring Walter enough scrap and see things like the water fountain being less irradiated and bottles of Dirty or good (half value of dirty) water showing up around town. Their next to a un detonated bomb so it's never gonna be pure. Do something similar for the one in Underworld but it can go to pure Thus this won't devalue the Purifier which will still have better quality water and less micro organisim just due to the better facilties but it will mean seeing more Purfifed water in those two places to compete with Aqua Pura. Heck do it enough and they could start selling it and get some income for the town! Similar reward tree would be in the Outcasts, Brotherhood, and Paradise Hills, heck give enough material to Rothchild and you can repair Libery prime and see him wandering the wastes destroying Comunists (ok mostly supermutants in the DC ruins) Other thoughts? Tos um my way.
  8. looks like it was the positite i set it as a object effect (instead of just a effect) andi could tied the cript directly to the target. Now i'm tinkering with the object effect to see if there is a item in targets inventory but there doesn't seem to be a "if actor possesses" or similar but there doesnt seem to be one but there is a GetPerk but even if imake some sort o BBKO perk im not seing how that would gell with the attached object script. Maybe i should do it all in the object script itself, is there a codei can add to the script that would do something like: target.addItem BBToken and something else to the effect of begin OnWakeFromUnconsious if (Target.hasitem BBToken) Target.setEssential 0 target.remove item BBToken This would add the token on hit if they don't have it and remove it after they wake and sent them non essntial Then all i would need is a global script target ongamestart if (player.activate AND Target.hasitem BBToken) target.openinventory
  9. so created the script and object effect, tied the object effect to the weapon but i can't find a way to actual tie the script to the objectEffect it doenst show up no matter what i do in the new ipions as a valid script to attach
  10. So been wathing the totorials and well I'm coding a game from scratch in Java 7 so the scripting doesn't even remotely scare me but i've run into a couple of problems finding where to put the scripts for the best effect. So here's my first question. I want to make the BB gun a viable weapon for those of us Vault dwellers who don't want to be cold blooded killers right out of the vault, those guards after all were your friends. So i want to attach a script that if you kill someone with the BB gun it knocks them unconscious instead. Would this be a quest script? Object? See anything off about my code? Right now I'm thinking it would look something like this begin OnhitWith <what the id for a BB, or do i need the ID for the bbGun an any variants?> if (onDeath == true) if (target.IsEssential != 1);//only change flag if their not already essential by default to prevent breaking quest npcs target.setEssential = 1; ;need some kind of timer here before it altomaticallys changes essential back to 0 endif if (onActivate == true && target.IsEssential == 1); now long as their essential lets openingthe inventory on interacting with them target.OpenInventory endif endif end Any help refining my script would be appreciated.
  11. yup one of my mods is thr 3gb enabler as for spring vale the only one i am arare of in the Mini Hideout but all it does is add a manhole under the rocket area as for total mods i'm sitting at 232, nmm wont let me install more then 255 anyway did the large memory aware bat file thing, nothing seemed to change, then i statred disabling mods based on them adding new content (i didnt diable things that change meshes or textures just things that added new stoff even if it was something as simple as adding backpack or new armor) anfi got to springvale, even made it to MEgaton which previously would show a red error icon floating over the gate sniper and even got to the door but crashed while loading, now disabling megaton mods to find the culprit there then i can start enabling mods one by one to find what i can keep, thanks every pony
  12. that's my last resport i just thought i'd try here first and see if any pony saw something obvious i was missing
  13. So i've got my mods installed, game boots fine, but when i approach Springvale it crashes, i've noticed that sometimes the rocket texture turns back so it has to be somewhere to do with that, I've used Boss Auto sort in FOMM, check the load order report, run conflict detection, and run the Boss stand alone but i can't seem ot track down the problem. My Load ORder is as follows GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1FNNsys.esm=1Inventory Access.esm=1IMCN.esm=1aHUD.esm=1iHUD.esm=1TalonExtraArmor.esm=1Impervious Power Armour.esm=1CINEMATECH.esm=1CRAFT.esm=1CALIBR.esm=1AWorldOfPainFO3.esm=1tubrrCompound.esm=1GNRBuilding_BoS.esm=1Advanced Recon Tech.esm=1EVE.esm=1FO3 Wanderers Edition - Main File.esm=1FWE - Combat Overhaul_Core.esm=1Mart's Mutant Mod.esm=1Companion Core.esm=1RobCo Certified v2.esm=1Wasteland Whisperer v2.esm=1DCInteriors_ComboEdition.esm=1RH_IRONSIGHTS.esm=1Detect Traps.esm=1Ambient Temperature.esm=1PowerOfTheAtom_FOOKandFWE.esp=1ImaginatorFO3.esp=1SPECIAL Based Player Height.esp=1Unofficial Fallout 3 Patch - Operation Anchorage.esp=1Unofficial Fallout 3 Patch - The Pitt.esp=1Unofficial Fallout 3 Patch - Broken Steel.esp=1Unofficial Fallout 3 Patch - Point Lookout.esp=1Unofficial Fallout 3 Patch - Mothership Zeta.esp=1FireLightFix.esp=1BlackWidowBurkeFix.esp=1Stop Insulting Me Outcasts.esp=1DarNifiedUIF3.esp=1Ambient Temperature HUD.esp=1Ambient Temperature - OA.esp=1PIMP.esp=1DynamicCrosshair.esp=1MaxLevelWorkaround-BS.esp=1MaxLevel100.esp=1CASM.esp=1RH_IronSights_Basic_VanillaPlugin.esp=1RH_IronSights_Basic_AnchoragePlugin.esp=1RH_IronSights_Basic_PittPlugin.esp=1RH_IronSights_Basic_BrokenSteelPlugin.esp=1RH_IronSights_Basic_PointLookoutPlugin.esp=1RH_IronSights_Basic_ZetaPlugin.esp=1RH_IronSights_Pitt_NewRifleSights.esp=1RH_IronSights_RemoveReticule.esp=1RH_IronSights_PL_NewItems.esp=1YetAnotherPurgeCellBuffersPlugin.esp=1Attack of the 50 Foot Woman4.0.esp=1UPP - Pack 1.esp=1UPP - Pack 2.esp=1UPP - Original Perks.esp=1UPP - Experience Perks.esp=1UPP - Quest Perks.esp=1UPP - Beverage Perks.esp=1FalloutPerks.esp=1Detect Traps - The Traponator 4000.esp=1Detect Traps - Perk.esp=1Detect Traps - DLC.esp=1Dree Perks.esp=1Dree Perks Anchorage.esp=1Dree Perks Pitts.esp=1Dree Perks Broken Steel.esp=1Dree Perks Point Lookout.esp=1Dree Perks Mothership Zeta.esp=1super_jump_perk.esp=1Makes Sense Bounty Hunter 0.91.esp=1XtraSPECIAL.esp=1CitadelArmory.esp=1NotSoFast.esp=1Arnold.esp=1Megaton Tweaks - Snipers Edition.esp=1RZW_PortableLamps.esp=1tubRRCompound.esp=1FF_WonderMeatMaker.esp=1BlackWolf Backpack.esp=1BlackWolf Backpack - Vendor Script Replenish.esp=1BlackWolf Backpack - Blank's Container Patch.esp=1Binoculars and Scopes.esp=1MaintenanceShed.esp=1UrgeWashingtonBoS.esp=1MoreMapMarkers.esp=1MaxLevelWorkaround-HP-BS.esp=1WastelandMastery.esp=1SkillCheck.esp=1MTC Wasteland Travellers.esp=1MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp=1NPC Height Randomizer.esp=1NPC Response Expansion.esp=1UpgradedCaravanMerchants.esp=1DCStreet.esp=0DCStreet - BS.esp=1GNRBuilding_Studio.esp=1megalight.esp=1Tenpenny Suite.esp=1Trophies - Megaton.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Alternate Travel.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=1RH_FWE_Bridge.esp=1DLM_FWE Medic PA FWE+Zeta required.esp=1FWE - Combat Overhaul_Equipment.esp=1WeaponModKits.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=13EFdrg.esp=1Advanced Recon Armor.esp=1Advanced Recon Gear.esp=1Advanced Recon Tech.esp=1Advanced Recon Tech - Detect Traps.esp=1Advanced Recon Range Finder.esp=1Dogmeat Leather Armor - no crafting.esp=1Dragonskin Tactical Outfit.esp=1DragonskinBonusPack.esp=1FemalePowerArmor - Vanilla.esp=1FemalePowerArmor - FWE.esp=1Female Winterized T51-B.esp=1LeatherBackpack - eng.esp=1Merc Adventurer Armor - eng.esp=1MissingUniqueArmorClothing-Base.esp=1NAPA.esp=1Powered Power Armor.esp=1PPA - Operation Anchorage.esp=1PPA - Broken Steel.esp=1PPA - The Pitt.esp=1PPA - Mothership Zeta.esp=1PPA - FWE.esp=1PPA - Super Human Jump Perk.esp=1PPA - Ambient Temperature.esp=1PPA - IMCN.esp=1TeslaForGirls.esp=1CantaburyCommonsGuards - DTO.esp=1Companion Core DLC Addon.esp=1Wasteland Whisperer v2 Broken Steel Addon.esp=1RobCo Certified v2 Mechanist's Edition.esp=1Mr Smith's Scrapyard.esp=1BuildableBots v0.3a.esp=1WeaponModKits-Unique.esp=1Deputy Weld and Steel - Badges and Hats.esp=1EVE.esp=1EVE Operation Anchorage.esp=1RH_EVE_Bridge.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Master Menu Module.esp=1MMM - FWE_Combat Overhaul Master Release.esp=1Imp's More Complex Needs.esp=1IMCN - FWE Compatibility and Ingestibles.esp=1IMCN - MMM Meats, Bloods, and Eyeballs.esp=1Core Robots - The Eyebots.esp=1Megaton Closes.esp=1Owned!.esp=1T3T_OutcastTechSupport.esp=1TenpennyGhoulsAtPeace.esp=1F3ProjectRealityMkI.esp=1RobCo Certified v2 Omnipatch.esp=1RobCo Certified v2 Impervious FWE.esp=1FNNsys - FWE.esp=1FNNsys start inventory.esp=1Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp=1Compatibility Plugin00 TalonCo & Marts.esp=1Error Fixes V1.5.esp=1radio_fix.esp=1Caravan Tracking.esp=1suitcase_nuke.esp=1JesterSiloBasev1.esp=1Unique Dread Dogmeat.esp=1Vault87CompanionFix.esp=1Vault87EntryFix.esp=1MoreUniqueWeapons.esp=1cleo_adamantiumX.esp=1MiniVaultWithScav.esp=1Missile Minigun.esp=1Portable Turrets.esp=1Radiation King.esp=1RadiationVampire.esp=1FireLightFix_rus.esp=1Tough Girl.esp=1SI_EssentialNPC.esp=1HZSmoothLight - FO3.esp=1SpecialEverySevenLevels.esp=1Night Strike Armor 2.esp=1No SPECIAL check on Bobblehead scripts.esp=1Tenpenny Asian House Keeper.esp=1RH_WMK_Bridge.esp=1AhzrukhalCapsOnCorpse.esp=1BeefedUpCitadel.esp=1Better RC Church.esp=1Advanced Recon Tech FWE.esp=1moira-book-club.esp=1CyberneticImplants11.esp=1Cybernetics.esp=1UseableToilets.esp=1IMCN - FNNsys.esp=1Megaton Closes - PlayerDoorLock.esp=1PackRatArmor.esp=1Compatibility Plugin_TalonExtraArmor_FWE.esp=1FactionPerkVF-Drawbacks.esp=1FO3_Nuka_Cola_Mayhem.esp=1CustomBBGunsforFWE603-V1-18741.esp=1Cleaned Museum.esp=1UniqueItems_1.1_ENG.esp=1CamoCombatArmorRedux_V3.esp=1Medic PA DX.esp=1DYNAVISION - Dynamic Lens Effect.esp=1Directors Chair - Fallout 3.esp=1
  14. So recently found this mod, (http://fallout3.nexusmods.com/mods/9982/) love it conceptually since i want my vault dweller to start up uneasy about killing but was hoping someone knew of or could make a mod to modify the bb gun to knock unconsious character instead of killing them (unless you crit) and do the same for varous brunt weapons like the bat
  15. Was wondering if anyone was aware of what script handles the _0 and _1 armor scaling and how hard it would would be to apply that same scaling for say a slep that changes gender or as a replacer for the werewolf transformation it seems like if would we could seemly seem between base form or race to another one one would look pretty smooth
  16. Tinkering in the and managed to edit the Flame Atchronoch to make it playable, i can even use SetPlayerRace to change the race but when i do the camera seems to no know where to go to see me. And ifi use ShowRacceMenu it CTDs so i figured i'd any if anyone had any thoughts how to fix it.
  17. can do, consider this thread Un hijacked, and gook luck Soul!
  18. i know theres a forceequipitem command, would it be posible to have that fire off when you enter a area with a range of say 300m to every actor around you?
  19. couln't you just changed all nps to have no outfite and just clothes in their inventory, wont they auto equip it then? then if you open the gift menu you can change their equipment... hummmmm i wonder if it might just be easier that when you talk to them it open YOUR inventory and adds a option Give, you never seen their inventory and you just use the give button to dynamicly add their actor id to add it to their inventory...the only problem i see happening is if you want to upgrade their equipment later they would quickly overload...but maybe...when you give a iteam the script would give back to you a item withthe same slot id position? give a body armor it gives back a body armor, gives boots you get back boots, give gloves and they have none you get back nothing
  20. Working on a mod that takes several stand alone mods and merges them into one super esp along with some of my own additions. Wanted to post my notes and get thoughts on anything else the community feels i should add to really make them perfect Have at you Kajeet Fixed mod: Combines several mods for better beast Race/Unarmed play Khajiit Claws Fix - http://skyrim.nexusmods.com/mods/22909 1.0 by Yetu Companions Inner Circle Changes by LLX - This mods sets the default armor for Skoor, Alea the Huntress and Vijar and his brother to all use Wolf Armor, Skoor as a unarmed fighter gets the juggernaut Perk and Heavy Armor unarmed bonus. All their eyes were turned yollow and they were given Sense of Smell and Adaptive Nigh Eyes I also changed Alela Hunting bow to a Dragon Bone Bow. Upcomming Changes: Add a “wolf bow” a full Wolf equipment set to their inventories for example a Wolf Sword instead of the Skyforge Steel Great Sword, Wolf Shield, etc. As well as let them use the open hand claw swipe of Kajeet form unarmed attacks. Adaptive Night Eyes - Blue Grey Tint-Brighter - http://skyrim.nexusmods.com/mods/17438 v1.03 by estioarem *APPROVED* La Femme Lycana Female Werewolf Body - http://skyrim.nexusmods.com/mods/7169 1.0.7 by madcat221 Khajiit Sense of Smell v2 http://skyrim.nexusmods.com/mods/22283 by edg3k - Adds a scent ability (similar to detect life) to werewolves and Khajiit Mods to Incorporate: Leveled Unarmed Damage Turn companions into Werewolves Werecats for Kajeet WereLizards for Argonians
  21. I am also interested in this (i have plans for a mod to let you upgrade equipment by mixing in a better material so you could keep the promo Dragon Born look or Lydia's default armor through the entire game but improve it's stats with only some minor color changes.)
  22. Was looking for help in creating a mod for a amulet that would let the user use the kajet claw swipe, i know theres a mod that changes it for all races but i just want when you equip "the ring of the cat" you get the Kajeet racial perks and the open hand slash. Any ideas?
  23. if i jsut wanted to add a dialog option to say give a NPC armor or gold (like Zemalf wants to do for the blacksmith in his early LPs) could i just make a dialog option that acesses ShowGifftMenu - Actor? http://www.creationkit.com/ShowGiftMenu_-_Actor
  24. ok seems to be workign now but i have darm ui and I must be doing something wrong, di i need to config Darn ui before launghing, tryed to do a new game and if i hit esc i get the welcome screen and the ok button does nothing to dismiss it, i'm stuck
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