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trashgarbage666

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Everything posted by trashgarbage666

  1. I had completely forgotten about these perks, so I cracked them open and had a look! I didn't find any limb regen effects, but I did find some hilariously bad perk art. https://vignette.wikia.nocookie.net/fallout/images/1/12/Survival_Guru.png/revision/latest?cb=20171105222517 I love the vault boy on the left whose head is slightly too small, and taken from Fallout 2. The fact that the other vault boy holding the book backwards is icing on a slightly too small cake. This is extremely relevant, thank you! With this, I can write a script that determines which limbs are being healed, and then cast spells on the player accordingly! EDIT: Oh my god, I forgot that limb health is considered an Actor Value, meaning a standard GetAV command would also work just fine. I'm an idiot, and it's been a long work week. But mainly it's just that I'm an idiot. Guess I didn't need to start this thread in the first place.
  2. I'm experimenting with the idea of a Doctor's Bag that heals limb damage slowly over time, but because they function a little differently than other aid items, it's been difficult to fine-tune. In the base game, using a Doctor's Bag on a specific limb means that limb gets the full healing potential of the item. But if you don't specify a limb, all limbs heal by 10% of the item's effectiveness, and because you only have 6 limbs, you're essentially losing 40% in potential limb healing. This is true whether the item heals instantly or over time. I've got a vague idea of how I want Doctor's Bags to behave and how much they should heal, but it's probably going to require a decent amount of scripting. So before I dive into it, I just wanted to ask if there are any commands that you guys think would be relevant here. Maybe there's a command that can detect when an effect targets a specific limb? (Probably not, that would be too easy.) Thanks for reading!
  3. Not a clue! Changing it had no effect on stat growth, at least nothing that I noticed. My guess is that it's a holdover from a previous Bethesda game.
  4. Increasing an auto-calc'd NPC's level by one and writing down the changes to each skill showed that only their tagged skills increase, the increase is seemingly based on Intelligence, and all tagged skills grow by the same amount per level. So I suppose my goal is to change the NPC tagged skill growth rate. These were the growth rates I saw at each level of Intelligence: 1 INT: +3 to each tagged skill 2 INT: +3 to each tagged skill 3 INT: +4 to each tagged skill 4 INT: +4 to each tagged skill 5 INT: +4 to each tagged skill 6 INT: +4 to each tagged skill 7 INT: +4 to each tagged skill 8 INT: +4 to each tagged skill 9 INT: +4 to each tagged skill 10 INT: +5 to each tagged skill I found two game settings that seemed relevant: iLevelUpSkillPointsBase and iLevelUpSkillCount. Sadly, they're either unused or non-applicable to NPCs. Knowing my luck, this is probably yet another hard-coded element of the game, but I'm still holding out hope. Any information at all would be hugely appreciated! Thanks for reading!
  5. But it isn't useless. Instead of theorizing from a distance, just give my earlier suggestion a try. Faction currency is treated like an inventory item, so you have to barter with it. Go to any store, start a trade, look through your inventory and find the money you want to spend, then trade that money for whatever you want in return.
  6. Hey there! I've got a handful of suggestions. They don't exactly fit the categories you asked for, but I feel like console players would really appreciate them! • New Vegas Uncut. An eight part series that restores tons of cut content from the game. • Enhanced Camera. Lets you see your own body in first person. • Vanilla UI Plus. Corrects and expands many elements of the UI without changing the original design. (Haven't tried this one yet, but it's very highly rated.) • Misc Item Icons. Gives every misc item its own icon. I can't guarantee that some of these mods won't conflict with each other. As someone who also started out playing New Vegas on the PS3, I'm sure you'll have a blast with mods. Hope this helped!
  7. If I have the Embedded Weapon box checked on my weapon, do I still have to specify a Node in order for it to be usable? I'm making a weapon for deathclaws, and I'd like the weapon's effects to apply with each hit regardless of animation. Also, this is more of a request than a question, but I'll be making an embedded weapon for radscorpions shortly after I'm done with this one. Since I want this weapon to be tied to the stinger animation, I assume I'll have to specify a node for that one. However, I've never used Nifskope, and even if I did, I'm ...terrified of scorpions. Could somebody check what the radscorpion stinger node is called for me? I'd really appreciate it!
  8. Hello, and welcome! This sounds like a really fun idea -- although, your project might lean towards medium to high difficulty for a first-timer. But it's totally possible, and there are plenty of talented people here to help! Some advice! • Decide on a unique prefix for your project, and put it in the name of every spell, item, object, etc., you make. It makes it a lot easier to search for your stuff among the sea of infinite assets that is the GECK. • If you don't know how to do something, the best way to teach yourself is to try to think of something similar that happens in the game, find it in the GECK, and examine it. • If you're intimidated by coding, don't be! If you've ever opened the dev console to give yourself an item, perk, spell, or whatever, you already know a little. And if you've never done that before, it's very easy to learn, and great for testing your mod! Google "GECK AddItem" and "GECK CastImmediateOnSelf", then try to use them on yourself in-game. From the sound of it, your mod is going to need either an Actor Effect or Ingestible to be cast on the player, some Base Effects to define what that Actor Effect / Ingestible does, and a Quest set on a timer to cast your Actor Effect / Ingestible on the player. Good luck on your mod! If you have any questions about the GECK in general, feel free to ask!
  9. Faction currency is treated like an inventory item, so you have to barter with it. Go to any store, start a trade, look through your inventory and find the money you want to spend, then trade that money for whatever you want in return.
  10. Of course it has a purpose! All faction currency has value, so it can be used in bartering.
  11. I've been working on a large-scale overhaul of New Vegas for a while now, and I came to a point in the project where I needed to make several custom NPCs. After I got a few of them made, I noticed that their body was white, while their heads retained their original skin color. I already know the fix for this problem, though: convert your mod into an .ESM. So I made a backup of my mod, converted it, started a new file, and teleported to my custom NPC. Sure enough, converting my mod fixed the issue, but it broke something else in the process. Possibly multiple things, but I don't know yet. In vanilla New Vegas, at the very end of the character creation process, Doc Mitchell says "try not to get killed anymore" and a message pops up asking if you'd like to enable Hardcore Mode. What's going on behind the scenes is that a script forces the player to remotely activate an object, and that object shows you the message. In my mod, a different message pops up, and after you were done with that, it shows you the hardcore mode message as per usual. But now that my mod is an .ESM, it doesn't work. Even if I disable collision, go out of bounds, and activate the object myself, nothing. The object that shows the hardcore message works when activated manually, though. I'm not really sure what to do. Are seemingly random problems like this common when converting .ESPs? EDIT: So, I had an idea: What if I used a leveled character spawner instead of a unique NPC? I gave it a try, and it worked fine! Correctly toned limbs on a "new" NPC, no .ESM required!
  12. I'm setting up an OnActivate event handler to fire whenever the player activates another actor. The only example filters I've found have been for the player, specific NPCs, or things within a form list. I'd be fine with making a form list containing every NPC in the game, but in my experience, large lists can make the game stagger a little when the event handler starts up. So as of right now, the first filter isn't set, and my event fires whenever the player activates anything, which isn't exactly ideal. SetEventHandler "OnActivate" MyOnActivateEventSCRIPT "Second"::PlayerREF; I've made a few blind attempts, like "First"::IsActor but that obviously didn't compile. Hopefully there's a way to do it!
  13. Personally, I'd like to see something like this made as a Fallout 2 total conversion mod. No idea how possible that would be, though. Something tells me that, if an FO2 editor even exists, it might not be smooth sailing. Would be nice to be proven wrong, though!
  14. Cool thing to say out loud.
  15. Oh! You probably don't have the GECK. (It's the New Vegas game editor.) But I have another plan! This one can't fail. OK, so fire up your save file with all the mods you normally use plus the fly killer mod, press ~ when you're in-game, and from here, you'll begin the dark ritual. Basically, just type every combination possible until it accepts the command. You'll know it worked when you hit enter and it doesn't spit error text back out at you. In fact, it won't spit out any text at all. StartQuest 00000B01 StartQuest 01000B01 StartQuest 02000B01 StartQuest 03000B01 etc. It shouldn't take more than a couple of minutes. If it goes past 09, instead of moving on to 10, 11, and so forth, you start plugging in letters. StartQuest 0A000B01 StartQuest 0B000B01 StartQuest 0C000B01 One of them will work! Eventually! I'm so sorry this has been so hard to set up.
  16. Huh! Looks to me like Lock and Open type Base Effects are still in the game. I didn't test them though, since I'm working with a script. The reason I was worried casting spells on non-actor entities might not work is because my script wasn't firing, and I couldn't figure out why. From what I can tell, my OnHit event handler wasn't getting along with the form lists I was feeding it. I worked around it by casting a spell on the player that stores whatever object they're highlighting in the crosshairs, checking if it's a door, and casting the spell on it from there. Thanks for the quick reply! (And sorry for the slow response, haha.) EDIT: Just as a sidenote, turns out the problem with my form list was that it had other form lists inside it. Didn't know that wasn't allowed!
  17. Try this link! https://drive.google.com/open?id=1zYwUCzllqnZnfqlMNxVuJLwQvO0OMqfe Since I've never had to get a mod's index number without a mod manager, this is only a guess, but give this a try: if you have the GECK, load up every .esp and .esm you're using in your save file plus the fly killer mod. Once that's loaded up, type "questflykiller" (without quotes) into the Object Window's filter. Expand the tab between "Editor ID" and "Count", and that should reveal the quest's 8 digit Form ID. It'll look something like ??000B01. That should hopefully display the correct ID number you need to use with the StartQuest command. (Hopefully those instructions are coherent. It's hard to concentrate where I'm at right now.)
  18. I know that in Oblivion, you could cast spells on doors to unlock them. That's essentially what I'm trying to do here. Only problem is I don't own Oblivion, so I can't crack it open and see how they did it.
  19. I completely sympathize. I have a crippling fear of insects combined with intrusive thoughts, so seeing one usually leads to my brain showing me even more. Accidentally hitting the VATS button when one is nearby is horrifying. I've got lots of experience with the GECK, and I'd love to help you out! Only problem is, I'd potentially have to look at a lot of bloatflies. A quick look in the GECK shows that there are 68 of them placed in the world, not including the legendary one, or any that are spawned in via a script. (Like the bark scorpions that occasionally appear near Goodsprings.) To spare myself from having to look at them, I could probably write you a script that disables any that get loaded in. They'd get vaporized before you even had a chance of seeing one! Doing it that way would rob you of some EXP, though... But right now, I've gotta get to bed. After breakfast, I'll have it written up in no time! EDIT: All done! What I ended up doing was making a quest that runs in the background. Every two seconds, it scans for any bloatflies within a large radius around the player, disables them, and deletes them. The quest will automatically start itself when you start a new game, but if you want to use this with an old save, you'll have to activate the quest manually. To do it manually, enable the developer console if you haven't already, install the mod, and load up your save file. When you're in-game, press the ~ key. The game should pause, and you'll be able to type things into the lower left corner of the screen. We don't know exactly what needs to be typed yet, because the first two digits of the quest's ID is based on what order the mod is getting loaded into the game. What we know so far is... StartQuest ??000B01 If you're using a mod manager, your mods should look something like this... FalloutNV.esm - 00 DeadMoney.esm - 01 HonestHearts.esm - 02 Whatever combination of numbers or letters appear next to the mod is what we're looking for. So if its index number is "0A", you'd type "StartQuest 0A000B01" into the console, and that would get things going in your current save file. Just be sure to save once you've done that! Oh jeez, I almost forgot the download link: https://www.dropbox.com/home?preview=Fly+Killing+Aura.esp (If this link doesn't work, I'd have no problem getting the file to you some other way! I was going to upload it to my Google Drive, but then I was a little worried that link might give everyone access to my stuff. I've never linked to my personal Google Drive before, so I have no idea.) If you have any questions at all, just ask! I really hope this helps!!
  20. A couple days ago, I was testing OpenTeammateContainer 1 on Ringo and had some strange results. I would run the command on him while he was alive, loot him, and then kill him. A second later, 100 caps would appear on his corpse. I repeated this half a dozen times to see how consistent it was, and it worked every time. I have no idea why this happens. You should probably try to recreate this glitch before getting too invested in OpenTeammateContainer. Unless I'm just using it incorrectly.
  21. I dug around and finally found the answer. If you're reading this and also trying to figure out how to damage the condition of something an NPC is wearing, here's all you need: ExampleREF.GetEquippedCurrentHealth (equip slot) ExampleREF.SetEquippedCurrentHealth (value) (equip slot) EQUIP SLOTS 0: Head 1: Hair 2: Upper body 3: Left hand 4: Right hand 5: Weapon 6: Pip boy 7: Backpack 8: Necklace 9: Headband 10: Hat 11: Eyeglasses 12: Nosering 13: Earrings 14: Mask 15: Choker 16: Mouth object 17: Body addon 1 18: Body addon 2 19: Body addon 3
  22. If you use New Vegas Script Extender, you could try PrintToConsole, which is a really useful command for debugging and testing code. It'll print out whatever text you ask it to! For instance, at the bottom of your ScriptEffectStart block, you could put... scn aaaSCPTLessHealthMoreDamage ref Victim short BonusDamage begin ScriptEffectStart set Victim to GetSelf set BonusDamage to ((Player.GetPermAV Health / 100)/(Player.GetHealthPercentage * 5)) Victim.DamageAV Health BonusDamage PrintToConsole "Victim: %n" Victim PrintToConsole "Bonus Damage: %g" BonusDamage end And whenever your script would fire, you would press ~ to see the text it printed out. In the example I wrote, it will tell you who's getting hit, and how much bonus damage they've just taken. When writing new code, I put these everywhere. It really helps when you can actually see what's going on under the hood in real time.
  23. I haven't had an opportunity to test each weapon extensively, but I've applied the script to every single-bullet-reload weapon, and things have gone smoothly so far! Of course, NPCs don't have inventories that anticipate actual ammo consumption, so I'm working on that now. It's gonna take some time, but once my mod is done, I think people are going to really like it! At least I hope so, haha.
  24. Well, that's a shame. Thanks for the quick reply, though! EDIT: I wonder if I could just slap an OnFire script onto the weapon that removes a bullet each time the trigger is pulled. I'm gonna go give that a try! EDIT: It worked! Aaah!! This is so cool!
  25. I'm toying around with the idea of enabling this setting for every weapon in a mod I'm making, and in my initial testing, I enabled it for a few basic weapons seen around Goodsprings: the single shotgun, varmint rifle, and 357 revolver. The first two weapons behaved fine, but just about everyone using a 357 got caught in an infinite reloading animation. I know there are a few mods out there that enable NPCs Use Ammo. Do they all have this problem, or is there a workaround? Any information would be helpful! Thanks!
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