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Posts
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Everything posted by Crimsonfoxy
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Few Questions about creating a new Player House:
Crimsonfoxy replied to Ulathar's topic in Skyrim's Skyrim LE
I haven't used the Skyrim creation kit huge amounts yet but it's extremely similar to GECK so things should be similar if not the same. 1. Open your container properties and uncheck the respawns flag. Check containers you know are safe already in game for an example. 2. Not sure on this one but I imagine it is done by script when you are given the house by the NPC who sells t to you. So check the quests and scripts related. Now there are a couple of ways of making a "dynamic" cell. The first is to disable/enable objects through script when you need to (eg. When you buy an upgrade) or if it's a huge change then you may be better of making 2 cells, 1 with all the changes, one without, and changing which cell the entrance takes you too through script. This becomes not so useful if you need to make many separate separate changes. Hope that helps. =) -
Hmm, pretty much what I expected really. Yeah, what I really need is for them to be able to get over an object. Maybe some way of setting them so they can pass THROUGH objects yet play an animation at the right time? =/
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Is it even possible? I can't see any applicable animations or commands to do it which leads me to the idea they aren't programmed to jump but if anyone knows that'd be great. =)
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Perfect answer, kudos to you!
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Now I know once you're cured of Vampirism you can't become a vampire again without console commands/mods etc. But my question is does this cure encompass the disease stage at the beginning or only once you're actually become a vampire Eg. If I cure the disease within the first 3 days before I become a vampire, can you still become a vampire?
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Just check jeux and david's posts above. You need the time checking in a GameMode block otherwise it isn't constantly updating, it'll only check when the player enters not the whole time after they trigger it.
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Ah, that's unfortunate. On a related note, how was the baby scene at the start done in FO3 or was it a mechanic removed from NV? Or was it just a scaled down rig?
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Just trying to grasp an idea of what's possible at the moment but is it possible to change the player model? If so, is it possible to do it ingame on the fly as opposed to a permanent change? Also if you can do you need to stick with a strict skeleton for the rigging or can you rig it up however you choose?
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PlayMagicShaderVisuals Question
Crimsonfoxy replied to Crimsonfoxy's topic in Fallout New Vegas's Discussion
This works perfectly, exactly what I'm looking for. Still probably think the actor effect is a better method but as I can't figure out what's going wrong this works just as well. =) Cheers guys. -
PlayMagicShaderVisuals Question
Crimsonfoxy replied to Crimsonfoxy's topic in Fallout New Vegas's Discussion
Yeah I've seen that, though I don't know how ScriptEffectStart is called (Which seems to be trigged by combat), which leads me back to my original post, if I'm doing it through the GameMode block, does it need to be constant or just done once. -
PlayMagicShaderVisuals Question
Crimsonfoxy replied to Crimsonfoxy's topic in Fallout New Vegas's Discussion
Nope, got it setup exactly like that. Only thing I don't have is the GlowingOne script which just covers it's death. -
PlayMagicShaderVisuals Question
Crimsonfoxy replied to Crimsonfoxy's topic in Fallout New Vegas's Discussion
I did try it before but I had another go and it still didn't work...until I tried to shoot it then it activated the glow. Now if I can get that without it being in battle (especially seeing as this one shouldn't be affected by gunfire). -
If I want to apply a continuous effect to an actor, in my case, a custom Bighorner, do I only need to call it once without a duration parameter or constantly? Eg. begin GameMode pms GlowingOneFXShader end OR begin GameMode if ( doOnce == 0 ) pms GlowingOneFXShader set doOnce to 1 endif end It does work without the doOnce but I can't tell if it's reapplying it constantly and wasting resources. Anyone got any experience with this? http://geck.bethsoft.com/index.php/PlayMagicShaderVisuals
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Script Problem
Crimsonfoxy replied to Crimsonfoxy's topic in Fallout New Vegas's Mod Troubleshooting
Ah, so close. Thanks for the perfect answer! -
This code doesn't seem to be working. I've got the script attached to a new type of Bighorner. Pretty much a duplicate of the standard Bighorner, nothing special, just needed something to test it on. I presume I'm using the correct functions, I can't seem to find any others that would apply to this situation. Any help guys? scn HealthDetectBighorner ref BighornerREF short doOnce begin onHit set BighornerREF to GetOwnerLastTarget if ( doOnce == 0 ) if ( BighornerREF.GetHealthPercentage < 0.80 ) showmessage HealthLow set doOnce to 1 endif endif end
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Attaching a static/object to player
Crimsonfoxy replied to Crimsonfoxy's topic in Fallout New Vegas's Discussion
That's the kind of answer I was looking for. I was hoping there was a just a simple attach function because it's all I really need but I'll look into the rigging side of things. Cheers. -
Are there any built in methods in Geck to attach objects to the player smoothly? If not, what are peoples ways of doing it? I imagine something to do with armour possibly?
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I've got this script that should make DocMitchells TV disappear after a day but for whatever reason, I can't get it to work. It's attached to a quest, start game enabled, syntax is correct and I've assigned the TV an ID (specifically "DocsTV"). It was working when I wasn't setting the StartingDay to anything but would simply disappear instantly. Any help would be appreciated and the code is below. =) scn vanish float startingDay; float diff; short setToVanish; short doOnce; BEGIN GameMode if ( doOnce==0 ) set startingDay to GameDaysPassed set doOnce to 1 set setToVanish to 1 endif if setToVanish == 1 set diff to ( GameDaysPassed - startingDay); if diff >= 1 ;Enable vanish here DocsTV.disable set setToVanish to 0 StopQuest 1PlantVanish endif endif END Edit: Problem discovered. I thought GameDaysPassed was a whole number, so I was just waiting until the next day as opposed to 24 hours from the starting time. Feel free to laugh and then lock. :D
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Hmmm, if it returns WHAT it hits then it might be possible to cause damaging + explosion effect at its location. Someone who knows some more about it hopefully can help though.
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Hmm, I'm fairly new to all this but would it be possible to add a script onto a weapon and then do a "onhit" check, wait and then explode? There's a script on WeapNVZapGlove that has an "onhit" section but all it looks like it does is play a sound effect, but I'm sure you could make it do some more.
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Hi guys! First post here and yeah, it's a question, sorry about that. :P Is it possible to disable a bunch of specific objects in a cell through a script? I know I can assign them all ID's and then disable them one by one but it seems like a long way around. I've read some things about lists but I'm not entirely sure how they work or if they're even applicable to this scenario. Any help would be appreciated, cheers. =)
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Hi guys! First post here and yeah, it's a question, sorry about that. :P Is it possible to disable a bunch of specific objects in a cell through a script? I know I can assign them all ID's and then disable them one by one but it seems like a long way around. I've read some things about lists but I'm not entirely sure how they work or if they're even applicable to this scenario. Any help would be appreciated, cheers. =)