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senterpat

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Everything posted by senterpat

  1. Use the geck instead of FNVedit. Will likely be alot easier to achieve what you want as well.
  2. Is it possible to script objects so that you can spawn items based of their rotation and position? I'm working on a mod that open containers as doors, an allows you to see what your looting, I have the script to spawn leveled lists items and everything, but can think of a way to get the items to spawn on the shelves. I could do a dummy object like skyrim, but would rather not have to manually place each of those in every container. I'm not to great with angles and what have you, can't seem to wrap my mind around how I can get this to work.
  3. You also have to delete the items use info, right click and the option is there. If you don't do this there's a chance the mod will cause infinite loading on game launch, by trying to access records that are no longer there.
  4. I don't think you can declare variables in the Perk activation box. So no Ref or Int allowed. You can still do everything else in a script, using globals instead of variables would probably work.
  5. Just what the title says, is it possible? I'd like to be able to cap my increased spawns, mods like AWOP have too many actors and I crash :(
  6. You may want to look into arwens med-tek module. http://www.nexusmods.com/newvegas/mods/34759/?
  7. They are simply injected into the cell. The "proper" way to do it is just add it to the cell :p The Geck website has several tutorials on cell editing.
  8. It was occuring a lot last night on the FNV Nexus, while I was uploading a file update. Couldn't close the tab because the file was uploading. By location do you mean my IRL location? If so Austin, Texas. I can't tell you what they were advertising, because I slammed my mute key as soon as it started blasting. And I couldn't say if I've heard them on other sites. Generally avoid ads when I can. I'll definitely pay more attention to what they are specifically next time though.
  9. What's with the audio ads playing every minute or so on the Nexus page? You mute it, and it just refreshes itself and plays a new one. Other times you can't even see the ad to mute it. Can't watch any embedded videos or anything else while I'm looking at mods without being blasted by ads that have volume so much higher then anything else does. Really making the site annoying.
  10. Well finally got it to work, could not, for the life of me, to get a Flee Not Combat package to make the creature flee without setting a specific destination, tested around a lot, and could not get it working, I ended up making a Wander package with all the options off set it to always run, and it's sort of working, sometimes they run towards the player though.
  11. Make a custom door, and check the minimal use checkbox, should prevent NPCs from accessing it. http://geck.bethsoft.com/index.php?title=Door
  12. Squirrels, deer, iguanas, raccoons, etc
  13. Hey, more stuff needed, so I have new creatures, that are set up to be friendly to the player, then a script starts combat so they flee (cowardly ai data) if the player gets to close. It's set up like this so that the creatures don't show up on the compass as enemies, as they are just ambient critters, Once out of range they resetai and turn green again. The only problem with this method, is that as soon as they start combat, if the player has any followers they go all bonkers and start shooting away. So I'm wondering if there's a way to make the critter flee and not have combat start. I think maybe an AI package? I don't have any experience with them tho so I'm not too sure about that.. Anyways, appreciate any insight, or alternate methods if you can think of any that would work.
  14. After some pretty heavy testing, I've determined Hemingway is right, if they use a leveled creature as a template, they will not respawn the first creature, unless it's flag is set to respawn. So if there are creatures set to respawn, it will place two creatures there on respawn. Thanks for the help, definitely helped! And ya Fallout2AM, I'm using a onReset block to respawn them. Have to disable the old and place a new one to get the script to fire again, but it seems to be working. I don't really need to enable them ever, they just act as spawn points, the scripts attached to them control the spawns.
  15. Umm I'm pretty sure there are several mods that do just this: http://www.nexusmods.com/newvegas/mods/40823/? http://www.nexusmods.com/newvegas/mods/37960/? http://www.nexusmods.com/newvegas/mods/41009/? theres alot more out there, i found that by googling collectables fallout new vegas nexus.
  16. So I'm replacing creatures via script, and I'm just wondering if creatures that are disabled/markfordelete will repawn when the cell resets. If not, how could I disable the creature until the cell reset?
  17. I've never once had that happen to me. The geck crashes all the time, but never once while trying to save a script. Pretty sure power up actually reduces the number of crashes.
  18. The weapon replacer would be very simple, assuming you can use nifskope, just delete the mesh in the nif file for the bumper sword, and copy in the mesh for the daedric sword into the bumper swords nif.
  19. If a script won't save, that means that there's an error in the script. I recommend getting the Geck Power Up, available on the nexus, will generally tell you what's up with script.
  20. Having an issue with my mod after cleaning it in FNVedit, some people are experiencing crashing at the main menu. Converting the file to an esm reportedly solves the issue for them, but it's still an annoying issue that I'd like to not have in my mod. I'm not having the crashes, and several others have reported the mod working fine, but several have also reported the crash. Does anyone have any light they can shed on this?
  21. Went rooting around PNs scripts and found they use iMaxCharacterLevel, probably what I'll be using, thanks for your help!
  22. Thanks alot, but I got it working, didn't change anything from last night, just added the printc and went to check it out and it was working fine :/ maybe I didnt save or something before going in to test last. Either way, I appreciate the help! While your here do you know of a way to check the players maximum level? I know mods can change it, so I want the script to scale with the players max level
  23. So having some trouble with the following script. The math checks out, so I think I may be scripting it wrong... The stat boosts function, but they come out way higher then they should. I've tested a lot and cannot get it to function properly. Am I messing up something in the script? begin ScriptEffectStart if SUPERCritterLeveling == 1 && doonce == 0set iRare to getrandompercent / 10if iRare >= getrandompercentset iRand to getrandompercentset Var1 to player.getlevel / 50 ; comes out to "1" at level 50set Var2 to iRand / 200 ; comes out to "0.2" if random is 100set nScale to 1 + GetRandomPercent / 1999 ; This part comes out fineelseset iRand to getrandompercentset Var1 to player.getlevel / 100set Var2 to iRand / 500set nScale to .95000 + GetRandomPercent / 1999 endifif GetLevel < Player.GetLevel;get stat boostsset LevelBoost to (GetLevel) * (Var1 + Var2)set LevelBoost to (GetLevel + LevelBoost)set HealthBoost to (GetAV Health) * (Var1 + Var2)set StrBoost to (GetAV Strength) * (Var1 + Var2)set AgiBoost to (GetAV Agility) * (Var1 + Var2)set PerBoost to (GetAV Perception) * (Var1 + Var2)set EndBoost to (GetAV Endurance) * (Var1 + Var2)set ChrBoost to (GetAV Charisma) * (Var1 + Var2)set IntBoost to (GetAV Intelligence) * (Var1 + Var2)set LckBoost to (GetAV Luck) * (Var1 + Var2)set MeleeBoost to (GetAV MeleeWeapons) * (Var1 + Var2)set UnarmedBoost to (GetAV Unarmed) * (Var1 + Var2)set EnergyBoost to (GetAV EnergyWeapons) * (Var1 + Var2)set GunsBoost to (GetAV Guns) * (Var1 + Var2)set ExplosiveBoost to (GetAV Explosives) * (Var1 + Var2)set MDmgBoost to (GetAV MeleeDamage) * (Var1 + Var2)set UDmgBoost to (GetAV UnarmedDamage) * (Var1 + Var2)set CritBoost to (GetAV CritChance) * (Var1 + Var2)set DRBoost to (GetAV DamageResist) * (Var1 + Var2);apply new statsSetLevel LevelBoostModAv Health HealthBoostModAv Strength StrBoost ModAv Agility AgiBoost ModAv Perception PerBoost ModAv Endurance EndBoost ModAv Charisma ChrBoost ModAv Intelligence IntBoost ModAv Luck LckBoost ModAv Meleeweapons MeleeBoost ModAv Unarmed UnarmedBoost ModAv EnergyWeapons EnergyBoost ModAv Guns GunsBoost ModAv Explosives ExplosiveBoost ModAv MeleeDamage MDmgBoost ModAv UnarmedDamage UDmgBoost ModAv CritChance CritBoost ModAv DamageResist DRBoostsetScale nScaleset doonce to 1endifendif end So the level for example, should come out to the level * 1.2 at the most, but it's coming out as level * 3 or higher
  24. Turns out it was just me failing to read. It's ok, I learn do right. Delete or ignore or whatever.
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