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Scripted way to end VATS?
UnvalidUserName replied to Asterra's topic in Fallout New Vegas's Discussion
Johnny guitar plugin has StopVATSCam Otherwise you can force the AP cost to be so high that VATS stops next time the PC tries to shoot -
Making a new Ammolist
UnvalidUserName replied to suspectedanarchist's topic in Fallout New Vegas's Discussion
An ammo list is just a FormList. Go to the Misc tabs and there click on FormLists, there you can create a new one. -
"Ghoulish" perk/trait in NV?
UnvalidUserName replied to Doctorbleed's topic in Fallout New Vegas's Mod Ideas
There is already the Rad Child perk, how different is the perk in Fallout 4? -
References Per-Cell?
UnvalidUserName replied to ashtonlp101's topic in Fallout New Vegas's GECK and Modders
If you want the opinion of some with a sewing machine for PC I can give you mine. The game doesn't stutter for me in any particular cell except for the hub section of the Mothership Zeta DLC. There, as the hub gets more and more cluttered with garbage the worse it runs for me. So, I would use it as an example of what NOT to do. Edit: I confused this with Fallout 3 forum -
Skill Boost While Crafting
UnvalidUserName replied to Radioactivelad's topic in Fallout New Vegas's GECK and Modders
Well if that didn't work you could use an Activate Entry Point on a hidden perk. That entry point is the one that cannibal perk uses but you can set it to run immediately instead of by a menu option. You will have to make sure that the conditions option react to all possible campfire-like crafting station. Then when the player interacts with them you apply the effect and open up the crafting menu through ShowRecipeMenu command. edit: Adding items and equipping them in the same frame causes crashes for me. I just use CastInmediatlyOnSelf instead. And it shouldn't cause save bloat unless the player somehow drops the item. -
Skill Boost While Crafting
UnvalidUserName replied to Radioactivelad's topic in Fallout New Vegas's GECK and Modders
The MenuMode function can detect the crafting menu if you use "MenuMode 1077". Use this in a MenuMode block, if it yeilds true you apply the effect otherwise you remove it if active. On a GameMode block you also check if the effect is active and remove it if necessary. And that's about it -
Going to make an addon for dust
UnvalidUserName replied to longmidnight's topic in Fallout New Vegas's GECK and Modders
I recommend you use the community wiki as reference, you can find it here: geckwiki.com There you will find a brief and concise tutorial on how the script syntax is in GECK and also a reference to all the functions in GECK, NVSE and it's plugins. As for IDEs, I don't know any but I haven't tried looking for one to begin with. -
I think the GECK doesn't allow to creating new entries for Attack animations, that's why most mods either reuse them or replace them all together. You could probably get around it with JIP by using some of the skeleton functions but idk
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I mean an Event Handler. A feature from NVSE that allows you to have a UDF fire when a defined event is detected to happen. It does not involve scripting directly any of the reference involved. Look up Event Handling in the wiki and you should find a reference on how to use them the events you can detect.