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orkel1215

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    Fallout New Vegas
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    Morrowind

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  1. It Wow I guess I was looking at the JIP events. I believe this is what I needed thank you. I'll test it out and I'll let you know if it worked. It worked perfectly. Thank you for pointing out the obvious. (Seriously I don't know how I missed this.)
  2. Yeah basically I'm making an updated version of immersive power armor. So the player can not actually drop the power armor. Now that I know that this is available (I completely overlooked the script extenders event handlers) I just want to drop the PA in a different way. Thank you for clarifying.
  3. Wow I guess I was looking at the JIP events. I believe this is what I needed thank you. I'll test it out and I'll let you know if it worked.
  4. I never thought about that. I would like for the player to unequip normally but be unable to drop the PA. Can you go into a little more detail on how I would prevent the player from dropping the item?
  5. If you mean the ondrop block in a script attached to the price of armor, then yes I have but it would require attaching that script to every price of PA, witch would require patches with mods as well as touching every PA in the game. But if you mean a event that I can register a UDF with then I haven't been able to find any information on it.
  6. Im making a mod and I want it to be as compatible with other mods as possible. I want to prevent the player from dropping Power armor without setting it as a quest item and without attaching a script. The way I'm trying to get this to work right now is when the player is in the pipboy menu it iterates over there inventory and compares it to what was in there inventory to what is now in there inventory to detect when the player drops an item. Then I get refs in cell that are apparel items and then compares all of the items that have the same base id and then adds the closest item back to the players inventory. This is alot of foreach loops. My computer can handle it no sweat but I'm worried that other people might have frame rate drops. Is there a better way to do this?
  7. I have a companion that will only accept 1 weapon and ammo from the player. I have code that adds the weapon and ammo that the player gave him to the proxy container and then the script activates the container on the players behalf ( ProxyContainer.activate player 1 ). The filtering portion of the script works but Only works when I'm outside. I assume that it is because the container is placed outside. How can I access a persistent reference while indoors? Edit: Okay, so with some more experimenting I found that If I travel to far the dialog for the Locker will still open but the items wont be processed correctly...
  8. So I tried the Invisibility and it didn't work for me at all. And no matter what I did with the textures they never worked as intended, When there where no textures listed they just turned into purple heads (I'm lame at textures :sad: ) What I did to Solve the issue is check what equipment slots the actor has equipped and equip "Dummy items" that have no model but take up 1 or more equipment slots, so the game engine removes those parts of the model for me. Thanks for the responses.
  9. Let me preface this with: I don't really know anything about textures, I don't normally deal with textures or models at all. However a mod that I'm working on requires a invisible NPC, or at least the appearance of being invisible. Im making an NPC act like a armor stand basically so if they are wearing armor than I don't want to see there head. If that makes any sense.
  10. So I found that using implied references works. let rSelf := GBO let fCondition := GetCurrentHealth player.addItemAlt rSelf 1 fCondition 0 "This" Also didn't work it actually through an error for that.
  11. How do you add back the object? Player.additem <ObjectID>, How do I get the ref? Getself always returns 0
  12. How do I prevent the player from dropping an item ? I still want the player to be able to store the item in a container and have the item have weight. I have been unable to find a solution to this. Any help would be greatly appreciated.
  13. Since no one else has help you out, I did some looking around. I haven't tested it out yet but have you tried using uniqueBossWeapon.SetWeaponAnimMult 2? If you have already figured it out let me know it sounds like it would be a good bit of info to know.
  14. I'm not really sure what your trying to do, however I NEVER edit the original esp of a mod. I right click at the top on one of the columns and click override record, then I just drag and drop the bits that I want and load that after all of the other mods. In other words I make a Merge Patch. Or if your trying to make a entirely new edit, I would go into the geck make my edit, then use FNV to make sure the edit is not conflicting with something else. If it is then do as I said above. If this didn't help you let me know.
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