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Metr13

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Everything posted by Metr13

  1. Well, I managed to solve the problem with talking, by giving my armour the aural suit object script and ripping out all the checks for getequipped from the topics over at the controlling quest. Would be better to create a copy of the quest, but copying doesn't actually copy the topics (which kinda sucks) and I don't really know how to add already-present files into my mods. Guess I need to unpack the dlc package for that.
  2. Thank you! It did help (although there were more problems aside from it).
  3. Yes, we will show off the "Chill Factor" in one of the dev blogs. You can guess that there will be a new stat added to the player and certain armors will boost bonus "Warmth" over other armors. Awesome! That alone is enough to make your mod great, at least for me. You know, kinda funny - I've been thinking that the next thing to happen to fallout would logically be a frozen wasteland, come onto nexus forums and lo and behold.
  4. I'm trying to copy the talking part of the stealthsuit mk2 onto another armour, and right now I'm having troubles with scripting the quest. Specifically, I can't get GECK to swallow the object script: scriptname 1BigMTRiotGearObjectSCRIPT ;copy of nvdlc03auralstealthsuitobjectscript for bigmt ranger gear mod BEGIN OnEquip Player Set 1BigMTRiotGearQUEST.bEquipBark to 1 END; onequip player BEGIN OnUnequip Set 1BigMTRiotGearQUEST.bUnequipBark to 1 END It throws errors about 1bigmtriotgearquest.bequipbark and bunequipbark not existing, even though they clearly do (the name is directly copied from the quest, and the script in the quest is copied too, safe for the player.getequipped checks). Help? What am I doing wrong?
  5. So, not sure if it's bad to selfbump, but I need help with scripting here. I'm trying to get the talking part of the suit to work for another armor. So far, no luck. I've tried editing out the checks for what suit is on the player in the quest script used to handle talking, but all I achieved is that now not even the original suit talks. Help? Here's the code. I commented the proper checks out not to loose them in case I forget (and to check with them in case of anything). Basically what I've done to other armour is give it same script as the stealthsuit has (all it does is sound the equip/unequip barks). ...maybe it doesn't work any more because it's always triggered? Eh.
  6. Anyone here understands how the whole thing with stealth suit mk2 works? It seems that the perk only gives the movement speed instead of adding the properties per-level, and I can't find which piece of code actually works with the quest and enables the voice part to work.
  7. Thank you! Exactly what I wanted. Tried doing it myself, but the model/icon stuff confounded me. Sorry for not replying earlier, I kind of was asleep <_<.
  8. I was wondering if anyone done something like this. The only thing I really hate about the holorifle is it's weird-ass projectile really, and I was wondering if it would be possible to make a laser rifle that has similar base damage and doesn't decay when at 100%?
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