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IntenseMute

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Everything posted by IntenseMute

  1. To detect a murder by the player character you can setup an OnDying event handler to detect any death that occurs. Then you simply check to see if the player character is the cause of death by using GetActorCrimePlayerEnemy, GetActorFactionPlayerEnemy and IsKiller. I do exactly this in my mod Leave No Witnesses. You can detect if the player has stolen from or assaulted an NPC using the GetActorCrimePlayerEnemy function but I don't recommend it due to it being unreliable.
  2. If a working mirror is what you desire I'd recommend learning the ProjectExtraCamera and AttachExtraCamera functions (These functions allow you to project a point of view from any location onto the surface of an object). Can't really help you on how to get these functions working since the last time I tried to use them was several months ago but I do warn you, if you choose to go this route you might have to deal with problems involving occlusion culling. Edit: Also, I should mention this note as seen on the wiki page: "This function should be considered EXPERIMENTAL, and may change considerably (or be scrapped, altogether) in the future."
  3. I'm currently working on a mod that requires me to know the formula on how the game calculates detection (Due to workarounds involving bugs with detection). Apparently this GECK Wiki page is all we know about this calculation, which is very much incomplete. Below is what I tested to be the actual calculation and I even made a mod displaying the predicted detection value compared to the actual value provided by the JIP function "GetDetectionValue". The game uses many environmental variables and conditions to determine detection. If you wanted to predict the outcome of a detection event that will happen in the future, you would have to answer each question listed below: The game also uses many game setting variables to determine detection: NOTE: When it comes to calculating sound detection, the value might seem to be off by a lot but that is only because the game has the sounds persisting in the calculations for a lot longer than I am able to detect. For example, you shoot your gun and that gun shot will persist in my calculation for about 2 seconds while it will persist in the actual game calculation for about 5 seconds, thus creating 3 seconds of what looks to be a false calculation. NOTE: I seemed to have forgotten about the silent running perk so keep that in mind.
  4. TommInfinite's new NVSE plugin (SUP NVSE Plugin) has a function for this. GetCalculatedPos Float AngleVar Float DistanceVar Float fOutX Float fOutY Begin GameMode Set AngleVar To Player.GetAngle Z Set DistanceVar To 100 ;Modify this value to determine distance from player Player.GetCalculatedPos AngleVar DistanceVar fOutX fOutY Let fOutX -= Player.GetPos X Let fOutY -= Player.GetPos Y <REFERENCE>.MoveTo Player fOutX fOutY 0 End
  5. Yes, geckwiki is the most current list of commands. I recommend looking at the subcategories on this page for a more organized view. The function you are looking for is SetNthEffectTraitNumeric, see example below: Set DurationVar To (TimeScale / 30) * 1440 SetNthEffectTraitNumeric WellRestedSpell 0 2 DurationVar
  6. Use the script function SetStringSetting. The GameSetting you want to modify is called sNoFastTravelCell. Example: SetStringSetting "sNoFastTravelCell" "Your Text Here"
  7. I'm going to take a wild guess and say you have Vanilla HUD Cleaned installed (This type of mod won't show up in a list like the one you provided). If thats the case, then to fix this you can do 1 of 2 options: You can either install Vanilla UI Plus or you can reinstall Vanilla HUD Cleaned but this time during installation, uncheck the option "Vanilla UI + Patch"
  8. You are looking for ToggleCreatureModel, you must also use Update3D for the changes to show any effect.
  9. Actually, its Primary Needs HUD Edit: The exact mod he uses is oHUD, which has Primary Needs HUD included with it.
  10. Actually, that function does exist in JIP, it is called GetFormDescription.
  11. Download and Install lStewieAl's Tweaks. In the INI file, there should be an option called bUltrawideSupport, change the 0 to a 1.
  12. Download and Install lStewieAl's Tweaks. In the INI file, there should be an option called bAllowKeyboardAndMouseWithControllerConnected, change the 0 to a 1.
  13. I've created a mod just like this for somebody else You can find it here (https://www.nexusmods.com/newvegas/mods/67319?tab=files) under the name "virginharvester - 002" It automatically consumes food and drink items in your inventory so you always stay at the desired health (Which can be specified in the included INI file). You can also blacklist certain food items.
  14. If you rename it then the game setting will not show up in the GECK when you reload the file.
  15. Your new "Game Setting" (Created with FNVEdit) must have one of these editor IDs, then you will be able to see it in the GECK. As for making a new pipboy stat, I wouldn't know how to do that.
  16. If your string variable is just storing the string "increaseskillbarter", then I'm pretty certain it is not possible to get a reference from that. However, if your string variable stored the formid as a string which would be "00031D6A", then you could modify that string to be usable with the BuildRef function. Is there a reason why the effects you want to use are stored as strings?
  17. To use this function you will need to know the difference between a "Base Object" and a "Reference to a Base Object". A Base Object does not exist in the game as a 3D object, it exists as a bunch of data that describes the object. A Reference to a Base Object is the individual 3D objects that exist in the game that can be interacted with, they use the data stored in the base object. See image. From my testing, this function only affects "References to Base Objects". That means that whatever items you want to modify, you are going to have to set a "Reference Editor ID". See step-by-step images on how to do that. After setting a "Reference Editor ID", just use the functions like this: Or you can just follow this example, although it might be a little advanced. This script will look at all the MISC items around the player and if any of them are Fission Batteries it will set their item model to that of conductors.
  18. You are looking for SetModelPathEx. You must also use Update3D for the changes to show any effect.
  19. Wow, doing the same mistake that I was correcting, I'm an idiot :wallbash:. I'm glad it didn't just confuse you more.
  20. In the UIO txt file, if you type... ...your injected xml file has now been injected inside the hudtemplates.xml file, and inside the element <template name="template_justify_right_text">. Your xml file should look like this... ...and the path to control the new clone would be: SetUIFloat "HUDMainMenu\ActionPoints\justify_right_text_clone:1\visible" 1
  21. It seems like you forgot to place an "EndIf", it should be above the "ELSEIF" Also you can shorten your script slightly, take a look: scn BloodPotionGenderDependantQuestSCRIPT BEGIN GameMode If ( Player.GetHealthPercentage < 0.35 ) && (Player.IsInCombat == 1) && ( Player.HasMagicEffect RestoreHealth == 0) If ( Player.GetItemCount BloodPotion > 0 ShowMessage BloodPotionUsedMSG; If Player.GetIsSex Male == 1 PlaySound NPCHumanUsingBloodPotionMALE Elseif Player.GetIsSex Female == 1 PlaySound NPCHumanUsingBloodPotionFEMALE Endif Player.CastImmediateOnSelf BloodPotion Player.RemoveItem BloodPotion 1 Endif END
  22. What exactly are you trying to find because I can tell you the path to every HUD element. I made this image for somebody else a long time ago, you might find it helpful. Yeah, you gotta clone that if you want to work around that hardcoded garbage. Well, here is an example... ...For anything that uses templates, it is just a guessing game on what "*:N" is going to be since the order that the elements were added are not shown. If you want to retrieve it through script, you would use... ...Using "*:4" doesn't work when checking for the string for some reason, use "justify_right_text:1" instead. Don't ask why, because I have no idea! Also, if you have added another element within "template_justify_right_text", you have to use "justify_right_text:1" to check the visibility. otherwise "*:4" would have been fine.
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