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UnvalidUserName

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Everything posted by UnvalidUserName

  1. You can still use the event handler from within an event handler. You could use the UDF that you are currently using for the OnHit handler to declare the crippled limb thingy whenever the target reference changes and clear previous event handlers for efficiency. That way you only need to check whether the limb got crippled on the first shot and then skip that part of the routine if the handler is already set.
  2. Yeah "this" never worked for me either but it's mentioned everywhere in the wikis so I assumed it was just my problem. If the object has no world model it will "disappear" when dropped but you should still find some way to MarkForDelete on it just to make sure it doesn't stick in the save file.
  3. Try using "this" keyword as reference then. And yes use, Player.AddItem object ID 1 1. The last 1 means it will hide the item added message
  4. Attach a script to the item with an OnDrop block. Make the block Disable and MarkForDelete the item when dropped and add back another copy of it to the player's inventory.
  5. The weapon animation Mult doesn't affect reload speed, it only affect attack and equip speed. And back to the original question, there is no actor value for reload speed other than the effect agility has on the actor.
  6. It's against the site terms of service. You can't use assets from one game on another. There is nothing stopping you from making your own version of those assets of course.
  7. Well it could work but I see a few problems. First, once someone has a limb crippled the sound will keep playing after every shot. Second, you could land a headshot on someone with a crippled leg and it will also play the sound. To fix it I suggest you check for hit location and also keep tabs on limbs that first get crippled. With a few variables and keeping tab of the target ref. You will have to declare these outside the UDF script all together because they will otherwise not persist and flush them every time the target ref changes.
  8. What dubious said, and you can probably just check if the enemy starts playing a stagger animation when hit. GetAnimAction can do this but you'll will have to make few extra checks. Otherwise IsAnimationPlaying could work but I don't remember if there is a PlayGroup for stagger animation, maybe IsAnimationPlayingEx can recognize it.
  9. Try by iterating through the Actors on the Cell by using NextRef and etc. Mind you that setting it on everyone could be a problem if many actors get their limbs crippled at the same time. Also, If you don't mind tell us what do you want to achieve for us to see what you need the Event Handler for.
  10. What Ladez said, and yes you can pick up where you left. I recommend you load the exact same masters or you'll end up with unwanted masters once you save progress. If this happens you can correct it with FNVEdit but best to avoid it all together.
  11. Sound like you will end up just remaking JSwayer mod with these changes. The recipes are it's own thing, they are on the misc tab IIRC.
  12. There's the StopSound command from JIP, and that's about it. I recommend making some check to see if the script fired in the last 2 or 3 frames, and skip the PlaySound if it did.
  13. If you use it on an effect script, you get the reference of the actor affected by it. What reference are you looking for? The reference to a piece of equipment I assume? If so, check GetEquippedItemRef function, a JIP function that returns an inventory reference. There is also GetEquippedObjectRef but it return a base reference. If you want the reference of the PC just use the "player" keyword as your reference.
  14. I want to use a few icons from New Vegas on a Fallout 3 mod. Would that be an infringement?
  15. If the main menu doesn't load it means there is missing master file for one of those mods. Make sure you meet the requirements for each of them.
  16. You can do so with JIP. Especifically, the SetObjectEffect function. Check it out on the wiki to see how it works. Also take a look at the AddNewEffect function as you might need it.
  17. This is a common radio bug, It's just that radios don't loop when they reach the end of the broadcast. It USUALLY gets fixed by restarting the game but it's not a consistent fix.
  18. Maybe download the compatibility patch that is on WMX mod page right here in Nexus?
  19. That character is from a mod. I guess that's just her face?
  20. In geck there are two entries for increase health, one is IncreaseHealth that shows under the name "Increase Health". This one will only increase the temp HP of an Actor. Then there is IncreaseHealthPermanent that shows as "NPC Permanent Increased Health", this one does actually increase max hp. Make sure to use the second one.
  21. Also that HUD bug you are having is common when you give someone temporal hp instead of permanent hp. It even happens to the player when taking buffout at full health. Are you adding hp through an effect or a script?
  22. JIP has a lot of UI functions you can try: here is a link to the wiki https://geckwiki.com/index.php?title=Category:UI_Functions_(JIP)
  23. Nice. Be sure to increase it's weapon max range too. In theory that's the range at which an NPC will approach the enemy
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