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UnvalidUserName

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Everything posted by UnvalidUserName

  1. If I were you I would make a second script that runs on gamemode. This one would make makeitstop 0. Just attach it to a quest. You could even cause the quest to end immediately after setting makeitstop to 0 and just restart the quest every time you enter the loop in this script you posted
  2. What do you need it for? Is it to check for NPC interacting with something or someone or is it to start dialogue with the player?
  3. Wait so that means that if you have bean bags loaded a mine will deal 5% damage?
  4. Nothing to do with the topic but nice username. It gave me laugh
  5. WMX already has this feature if you want to check it out
  6. Well. Going all the way back to your original problem. I don't see why this script wouldn't work assuming it's on the item result script section of your terminal. You shouldn't need a blocktype there, I'm sorry if we mislead you. However what I would try changing is the following. Try with an integer instead of a float AND try doing the division before attempting to add the chips. In my experience, GECK sometimes has a hard time interpreting inline mathematical operations. Edit: What I mean by that: long RoomChipCount long ChipPayout set RoomChipCount to (Player.GetItemCount RoomChip) set ChipPayout to (RoomChipCount / 10) Player.AddItem TheTopsChip ChipPayout Player.RemoveItem RoomChip RoomChipCount
  7. Also, this is a know bug in Fallout 3 that was never patched but I don't know if it's the case for New Vegas
  8. What difficulty setting are you on? Try changing it to see if that causes the DR to behave differently
  9. You should probably post your load order then, someone might be able to help
  10. Are you in good standings with the Kings? If no, that's probably why
  11. What I mean is that if your objective is to have the glowing ones cause a second explosion when they use their irradiate attack, it's easier if you just change their script to call for this explosion instead of this whole other ordeal. Like this: ScriptName GlowingOneBurstScript Begin ScriptEffectStart PlaceAtMe GlowingOneBurstExplode PlaceAtMe secondaryExplosionThing End
  12. As for the topic, assuming armour works the same way weapons do regarding their item hp. They loose a set amount every time you are hit IF the appeal provides DT. For weapons for example, each shot causes a drop of 0.2 points of item hp, or durability so to speak. Idk how much it is for armor
  13. Don't mind him. He always answers like a rude assholes. Just ignore him and he will go away
  14. Mktavish the only place where you can get a script to run without a begin command is in the result script section of a quest.
  15. That's a pretty wierd problem. It seems to me that the effect being applied to the victims is what is calling for all those explosions. Try instead just adding another line to the original script calling for the extra explosion and getting rid of the whole other ordeal
  16. I assume all the power rangers already exist in the game but are initially disabled. Check if GSPGTravelPackage enables the entity it gets attached to
  17. In GECK all script, except queststage results script, start with begin command and take a blocktype as argument, then end with end command. Your script is missing those. The links provided by dubious should help you learn how to choose the blocktype you need.
  18. Try with an integer for RoomChipCount. You will have to accommodate for the extra chips beyond multiples of tens like dubious said
  19. Using NVSE you could set up an event handler that causes anyone that enters combat with anyone to do the thing you want to do to them
  20. I think you are confusing Yes Man with Victor. There are companion mods for Victor
  21. Aren't these those awful bad one time use pistols that were given to the resistance?
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