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OverlordManny

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  1. I'm having difficulties with RegisterForCrosshairRef(), perhaps I'm using it wrong. I'm trying to put a script on a weapon that when equipped will return my target's ref. I want to do this to eventually check the target's relationship to the player. I haven't gotten all of that written because I can't even get the ref to return. Here is what I have. Is it that fact that I have it attached to a weapon that is the problem? If so, how would I then accomplish my goal? Scriptname DKMDyingBreath extends ObjectReference Event OnEquipped(Actor akActor) If akActor == Game.GetPlayer() RegisterForCrosshairRef() Debug.Notification("I was equipped") EndIf EndEvent Event OnCrosshairRefChange(ObjectReference ref) If ref Debug.Notification("Crosshair had " + ref + " targeted.") EndIf EndEvent Event OnUnEquipped(Actor akActor) If akActor == Game.GetPlayer() UnregisterForCrosshairRef() Debug.Notification("I was unequipped") EndIf EndEvent
  2. I was wondering the same thing while trying to add something to tho sunset sarsaparilla factory, which does the same thing as the lodge... just boxes. If you happen to find out please post it here and if I find out something I'll share it with you here as well.
  3. Not to hijack this thread but... it is related. Do conditions on buttons work for you in the message dialogue? Or are you setting button conditions somehow in script. I ask this because anytime I set a condition the button will not appear even if the condition is true. Say in the message dialogue I have a condition for a button that says (GetItemCount spareparts >= 1) and set that to run on target, even if my character has spareparts (Scrap Metal) the button will not appear. Am I doing this wrong? I've been trying to run this message from a script that is attached to an activator that is a persistent ref.
  4. I figured out the problem I think. I don't know why the hell it is a problem but it seems like the geck didn't like the two leading zeros in my reference name. I have been trying to build a quest of four days and honestly the geck is way too buggy and glitchy for me. It's just not worth my efforts to have to fight to try to figure out all its stupid little unwritten rules. Sorry don't mean to complain I'm just frustrated that the program is a pile of crap. I can't continue writing my quest since I can't use conditions on messages, (the game just shows blank menus if I do). I got pretty far but I'm not going to release a quest that is broken and buggy due to unintentional limitations of the editor. I'm amazed Obsidian or even Bethesda got a game created with it. I will no longer complain of bugs in their games because if this is the tools they used to create FO3 and FONV they are gods for getting anything done.
  5. Also for some reason when I try to put conditions on the buttons of a message the buttons will not appear at all, even if the condition is true. Is this a bug?
  6. I'm having serious issues with the geck. We disagree on everything it seems. So I'm trying to build my first mod with a quest and such. Well here's what I'm trying to accomplish. I want a menu that removes Items from the player and then adds items to a (persistent) referenced container. The geck refuses to save my script. Here's my code. scn 00DMCapMachineScript short awaitingInput00DM short buttonVar00DM short metal Begin OnActivate set metal to (player.getitemcount spareparts) if (GetActionRef == player) ShowMessage 00DMCapPressMenuMessage set awaitingInput00DM to 1 endif End Begin GameMode if awaitingInput00DM == 1 set buttonVar00DM to getbuttonpressed if buttonVar00DM == 0 if metal >= 1 player.RemoveItem spareparts 1 00DMCapCollectorREF.AddItem CounterfeitCaps 100 else ShowMessage 00DMNotEnoughMetalMessage endif elseif buttonVar00DM == 1 if metal >= 10 player.RemoveItem spareparts 10 00DMCapCollectorREF.AddItem CounterfeitCaps 1000 else ShowMessage 00DMNotEnoughMetalMessage endif endif endif End If I change the '00DMCapCollectorREF' to 'player' the script compiles and works great, taking scrap metal from the player and adding counterfeit caps to the player. But I want to add the counterfeit caps to a container. Is this not possible? I know it can be done for merchants because there's a tut for that in the wiki. So why is the geck giving me so much hell?
  7. Ok I know this thread is old but I'm gonna post anyway. I've got a pretty decent system: e8400 core2 duo 2 gigs ocz ram Nvidia 9800 GX2 This machine plays everything I throw at it at high res and full settings. For some reason I'm getting LOW fps with MGE, like 5-8 frames in most open areas of Morrowind. In Seyda Neen I'm getting 15 fps tops. This can't be right. I have even set to low settings and though I get slight improvements in FPS it's still not playable.
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