-
Posts
148 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by UnvalidUserName
-
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 replies
-
- scripting
- references
-
(and 3 more)
Tagged with:
-
Hunting revolver scope
UnvalidUserName replied to Deleted82427968User's topic in Fallout New Vegas's Mod Ideas
WMX already has this feature if you want to check it out -
Terminal Cashier Issue
UnvalidUserName replied to Deltagamer163's topic in Fallout New Vegas's GECK and Modders
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 -
An odd DR Issue
UnvalidUserName replied to Cruor34's topic in Fallout New Vegas's Mod Troubleshooting
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 -
An odd DR Issue
UnvalidUserName replied to Cruor34's topic in Fallout New Vegas's Mod Troubleshooting
What difficulty setting are you on? Try changing it to see if that causes the DR to behave differently -
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
-
damage to armor hitpoint calculations
UnvalidUserName replied to stckhlmsyndrme's topic in Fallout New Vegas's Discussion
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 -
damage to armor hitpoint calculations
UnvalidUserName replied to stckhlmsyndrme's topic in Fallout New Vegas's Discussion
Don't mind him. He always answers like a rude assholes. Just ignore him and he will go away -
Terminal Cashier Issue
UnvalidUserName replied to Deltagamer163's topic in Fallout New Vegas's GECK and Modders
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. -
Terminal Cashier Issue
UnvalidUserName replied to Deltagamer163's topic in Fallout New Vegas's GECK and Modders
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. -
Terminal Cashier Issue
UnvalidUserName replied to Deltagamer163's topic in Fallout New Vegas's GECK and Modders
He was asking you to post the entire script -
Terminal Cashier Issue
UnvalidUserName replied to Deltagamer163's topic in Fallout New Vegas's GECK and Modders
Try with an integer for RoomChipCount. You will have to accommodate for the extra chips beyond multiples of tens like dubious said -
I think you are confusing Yes Man with Victor. There are companion mods for Victor
-
Manufrance Le Français pistol
UnvalidUserName replied to fib3604's topic in Fallout New Vegas's Mod Ideas
Aren't these those awful bad one time use pistols that were given to the resistance?