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jazzisparis

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Everything posted by jazzisparis

  1. The 'Required Files' section is intended for 3rd party (non-official) content. Any DLC requirements should be specified in the description tab.
  2. There is currently no script-able way to compile a list of all the items added by a specific/every mod currently loaded. The only option is to compile that list manually, using the NVSE BuildRef command - a method far too tedious to be practical.
  3. First of all, the maximum effective DR is 85%. The minimum damage sustained from an attack is 20% of the base damage, regardless of DR/DT. Even if your DR/DT are both super high, a Deathclaw will still hit you hard.
  4. Then there may be a problem with the collision object settings in the NIF file. Attach it here, if you like, and I will take a look at it.
  5. This activator, what exactly does it do? Is it scripted (if so, please post the script)? When you approach it and point the crosshair at it, does it show rollover text?
  6. Bottom line, if you allow Steam to "take over", does it complete the installation successfully, and are you able to launch the game afterwards? I don't have the DVD version, but from what I understand, this is what's supposed to happen.
  7. Well, I feel like a complete idiot now. I was wrong - there is, indeed, a CD version, just as you said (and llamaRCA confirmed). I was totally unaware one existed.It was arrogant of me to imply you were a pirate, when a quick search was enough to reveal even Amazon sells one.Please accept my sincere apology and hope there are no hard feelings.
  8. Well, isn't this something. The PC version of F:NV was released exclusively for Steam, meaning there is no CD version. If you got your game on CD, it certainly wasn't from Walmart (that link is a "special offer" by Walmart, which then directs you to the Steam Store), and it is a pirated copy. Period.
  9. It is not unusual for this to happen. It is generally harmless, but you can safely delete those records from your file in FNVEdit.
  10. Now recruiting - Mission to Mars 2050. Seriously, how are you planning to develop a mod for a game you know practically nothing about? Initiative is a good thing, but in this case it is way premature.
  11. GetHotkeyItem You cannot assign an item to a hotkey via script, however.
  12. (See my reply to your other post regarding CreateDetectionEvent) You can.
  13. There is no way to force an NPC to detect the player, or any other NPC. CreateDetectionEvent has a relatively short range and would be useless in your case.
  14. The container doesn't have to be in the same cell where the player is. You can create an empty interior cell and place the container there. Give the container a unique Reference ID and tick the Persistent Reference box. You can then access the container remotely, from anywhere, by "activating" it via a script. It would be more suitable to use a clothing item with no Biped Object, and attach a script to it that will fire whenever the player equips this item. The script should look something like this: scn HoldoutBriefcaseScript begin OnEquip player ContainerRefID.Activate player player.UnequipItem BriefcaseEditorID end
  15. Does this happen with every weapon, or only with specific weapons? MMUE is an expansive mod that modifies numerous aspects of the game. I am not sure removing it mid-game would be advisable. You should probably report this issue on the MMUE page.
  16. rickerhk is the lead programmer of PB and most likely has the info you seek. He is around often enough and I'm sure he'll be glad to help you. So if you haven't already, I suggest you contact him.
  17. ^ ^ ^ That, and it will not solve your problem. Are you crashing at random, or always when reaching a certain zone, entering a certain interior? ENB + Nevada Skies + NMC (which one?) + poco is a very demanding setup, and may overwhelm your laptop.
  18. Make sure the folder containing the voice files in data\sound\voice is named exactly as your mod file. If you changed the file extension to ESM, you must change it there as well, then fix the voice files' paths in the GECK.
  19. This idle animation uses dlcpitt_cradlingbabya.kf which, not surprisingly, is included in Fallout - Meshes.bsa, but not used by the game. Extract the .kf file from the BSA to ..\data\meshes\characters\_male\idleanims In the GECK, go to Gameplay > Idle Animations Right-click LOOSE, select Add Child, give it a unique ID (or use LooseDLCPittCradingBabyA), select the .kf as the art file and set both min and max to 10. You can now use that idle in FNV.
  20. It won't interfere with the script. You can leave it if you want, but it won't make any difference. iEvalRange and iEvalDetection act as timers here. Since object/effect scripts iterate every frame (optimally, 60 times/sec), I prefer counting iterations, instead of measuring actual real-time passage. UseWeapon expects a positive integer. Feeding it -1 will make it fire to infinity, until halted by RemoveScriptPackage+EVP. GetRandomPercent takes no parameters and return a random integer in the range of 0-99.
  21. As long as you know 100% what you're doing and are not permanently modifying the game's executable files, I believe it should be OK.
  22. If a robot, then you need to create a Creature, not an NPC. Tick the Allow PC Dialogue box. All the rest should be pretty much the same.
  23. The detection mechanism in the game and how exactly is detection calculated is not fully-understood and is at least partially hardcoded. You can force an NPC to search for the player (SendAssaultAlarm), but you can't force it to detect the player. At such long ranges you speak of, there is no chance an NPC will detect the player, even in daytime and with a clear LOS. I suggest a "simulated" detection process, and UseWeapon to force attack. Consider the following script: scn SniperModScript ref rSniper short iEvalRange short iRange short bLooking short iEvalDetection short bDetected float fChance begin GameMode if iEvalRange == 0 set iRange to GetDistance player if iRange < 8000 if bLooking == 0 set bLooking to 1 Look player endif if iEvalDetection == 0 set iEvalDetection to 300 if GetLOS player == 0 set bDetected to 0 elseif bDetected == 0 set fChance to 20 + ((8000 - iRange) / 400) if player.IsSneaking set fChance to fChance * (1 - (player.GetAV Sneak / 200)) endif if (GameHour > 19) || (GameHour < 5) set fChance to fChance / 2 endif set bDetected to (fChance > GetRandomPercent) endif if bDetected != (GetCurrentAIPackage == 33) if bDetected if rSniper == 0 set rSniper to GetSelf endif UseWeapon WeapNVGhillieSniperRifle rSniper player -1 0 0 else RemoveScriptPackage EVP endif endif else set iEvalDetection to iEvalDetection - 1 endif else set iEvalRange to 600 set iEvalDetection to 0 if bDetected set bDetected to 0 RemoveScriptPackage EVP endif if bLooking set bLooking to 0 StopLook endif endif else set iEvalRange to iEvalRange - 1 endif end What happens here: Every 10 seconds, the script checks if the player is within 8000 game units. If so, it runs a detection check every five seconds, based on LOS, distance from the player, time of day, whether the player is sneaking, the player's sneak skill, and finally a random percent. The calculated detection chance is from 5 to 40% (this seems realistic and balanced enough to me. You can, of course, tweak it - just remember it is re-evaluated every 5 seconds). If successful, the NPC will start firing at the player, and will not cease until losing LOS - at which point detection checks will resume.
  24. Unless you remove at least 40 mods from your load order, you'll be returning here sooner than later with much more serious issues. Your load order should never exceed 139 active files. Those are actually ESMs with .esp extension.
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