Jump to content

GodofWolves

Supporter
  • Posts

    30
  • Joined

  • Last visited

Nexus Mods Profile

About GodofWolves

Profile Fields

  • Country
    United States
  • Favourite Game
    the whole list will not fit here

GodofWolves's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I would say I am aiming to do it sort of on a grand scale. More or less; If an actor(s) lives in a place; when they die, it would not be owned by them anymore. Given the size of the game would take long time to achieve, as well as increased the odds of mod incompatibility; I would agree that this would not be ideal. conceptually the only better solution to this problem I can come up with so far, use a form list for specifically for each cell. It would rely accusing the form list to find out what base items I want ownership changes in said specific cells. It Also on a Conceptual level it seems more elegant and less time consuming then the other solution. Figuring out how I would make it is my current problem but hopefully with in a few days I can figure out something. The key word in that sentence if hopefully since I am sure it will take longer. My mind blanks when try to come up with any other solutions so I hope this idea actually can work.
  2. Wait I think I may have an idea why this is happening. DocMitchellDresserRef has an reference editor id and while almost every other one I checked seem to not have one. So I would have to hypothetically go into each individual object for a cell and add a reference editor id make what ever objects want to have working with the script. This sounds like a highly tedious to say the least.
  3. Ok working on this mod got postponed by a day DocMitchellDresserRef.ClearOwnership If I copy and paste that line into the script then I don't get a syntax error but scn OwnershipKILLTEST int JeannieMayWitch ;variable Begin GameMode if JeannieMayWitch == 0 && JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse SubQueenBed01DirtyR.ClearOwnership endif end the line- SubQueenBed01DirtyR.ClearOwnership is claimed to be the cause syntax error and it's called an invalid reference
  4. I have tried replacing object id with specif id from the particular cell and it still does not accept it. Motivation to work on something can only last so long before get a bit burned out and want to take a break. I am taking a bit of a break from geck and get back working on my mod it tomorrow after noon.
  5. according to geck power up when I put something like sugarbombs1.ClearOwnership, or one for the bed, or a container in the room I get syntax error (only objects and referenced variables are allowed in this context) and thus it the script can not be saved. I guess I may need to add some more variable things on top of the script. I only understood how to kinda use short just a few days ago. I am at the point where I am a bit confused. well I am going dabble a bit in using form lists and see how that works out and mess around with stuff unless has any better suggestions on how to achieve this
  6. that seems pretty time consuming. well I will test out that solution to see if it works. maybe I could use an individual fromlist for each cell? I don't know exactly how advanced that would be; It is just an idea.
  7. I replaced if JeannieMayWitch && JeannieMayCrawford.GetDead with if (JeannieMayWitch == 0) && JeannieMayCrawford.GetDead and it still did not work.
  8. scn OwnershipKILLTEST short JeannieMayWitch ;variable Begin GameMode if JeannieMayWitch elseif JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse set JeannieMayWitch to 1 endif end I tried out my idea of separating it into two lines and it still did not work. Now I am currently out of ideas.
  9. I just realized I typed work, instead of working in the title despite the fact I in my head I though I type the full word. stuff like that happen fairly often for me if I don't proof read what I write or type Anyway I am try to make script that makes objects not owned when the an actor dies and so far I have not succeeded. The script self is structurally sound according to geck powerup since it lets me save the script but its is not doing anything in game. It a quest script already attached to a quest that starts whit start game enabled check and script processing delay on default. I happen not have a great understating of the fundamental of programming. until yesterday I had no clue what elseif did. I am probability missing something important I but lack the knowledge to know what I would need to do. I have tried not using a short and that does not work either. The && is between the variable and getdead since the short to only run once the actor dies seems logical? I will be trying the out the idea of the short variable and getdead being on separate lines. scn OwnershipKILLTEST short JeannieMayWitch Begin GameMode if JeannieMayWitch && JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse set JeannieMayWitch to 1 endif end If I could get it working it greatly help my mod
  10. I like to 100% sure about mod permission. I would obviously credit you but would any one have ask permission from you if they used mod for anything other then person use such as using as an asset up there mod and putting it up for download? some people could be very particular about people asking permission to use some they made. It's safer to ask then it is to assume everyone is ok with what ever permission your mod says.
  11. I don't have time to test it right now but it looks structurally sound. It seems like I could apply script like this to actors in general. It may be inefficient to do this for a majority of the owned cells but seems like a possibility. could I do this ActorREF1.GetDead && ActorREF2.GetDead and would it work? Lets say for example the Primm's Mojave Express express cell ownership being reverted to the player only if both Ruby and John Nash are dead. if works and use it in my mod how would permission work? I am pretty loose about having to ask permission to use my mod. as long as I am credited and the person send me message telling my they are using my mod then they can use it. No actual permission is needed.
  12. I am trying to to make a script that make the objects in the house of the person you get boone to kill in the quest one for my baby unowned when they get killed for my mod. all know so far is will need to use SetCellOwnership and GetDead to check if the actor is dead since the quest does not seem set up with individual quest stages for each person being killed. I just don't have the scripting knowledge to figure out how to make the script. I don't know yet if I would need to make separate script for each actor who can get killed or if I could just do all in one script. If using a separate scripts for each actor I know I would have to make sure the script ended when the quest is complete or failed for the ones not killed. The other solution is to make general scripts that effects actors objects and/or cells unowned but I lack the knowledge do that as well.
  13. http://forums.nexusmods.com/index.php?/topic/1752988-massive-object-ownership-revamp-11-help/&do=findComment&comment=15115192 A while ago jazzisparis helped the development up of my mod by making this short bVMS01Done ; Add this with the rest of the script's variables. begin GameMode if bVMS01Done elseif GetStage VMS01 >= 90 set bVMS01Done to 1 SetCellOwnership RocketLabTop endif endI can easily adjust it to work with any quest and cell. the issue is I have not been able to figure out how adjust in a way that changes more then one cell, while still using a single quest script and quest. at some point I tried different ways of get all the interiors cell in camp forlorn hope changed with one script. I could make six or seven quest script and quest to achieve this but it seems inefficient.
  14. I never use it. the first time tried to use it did not work. The quest did not advance after i killed the guy and i failed the bounty due not getting it done in time. when tried get another it did not seem to work it did not matter if it was a few day later or over in game week. I guess I will try it again on on my new charter when ever I reach the point where I start nvb2 again but reaching that point will take long a while.
  15. so I want to make a bat on fire. how would I do that. this is inspired a boss called bad girl in game no more heroes. i would imagine this bat having a very low item health
×
×
  • Create New...