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jazzisparis

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Everything posted by jazzisparis

  1. From the EVE mod page: Reading instructions is a good practice in modding (and in life, in general).
  2. It is controlled by NVDLC04AutoInjectQuestSCRIPT, a quest script. (Tip: in the GECK, right-click any object and select Use Info. It will show you a list of all the game objects that are referencing it)
  3. The size of the compiled script is also limited, and is more problematic since it's reached long before the char limit. This is especially true with NVSE-heavy scripts. This can be worked around by clicking Edit next to the Result Script box, instead of editing the script directly in the box (the same applies to any result script). I have a quest stage ~11K characters long.
  4. aloot, Make sure you have ccc_plugin.dll in \Data\NVSE\plugins.
  5. You should never run the game with more than 139 active plugins. It appears you are just barely below that threshold.
  6. The OnEquip block type will not fire if the scripted object was equipped via calling EquipItem. Seeing as the sound is supposed to play immediately upon equipping the gas mask (and filter), you really only need the script that is attached to the gas mask. scn AvonSF10Equip begin OnEquip player if player.GetItemCount ShadowBreathingMask player.EquipItem ShadowBreathingMask PlaySound FilterEquipSound endif end
  7. Jokerine, Have you tried toggling the ESM flag in your file (using FNVEdit)? It can resolve a variety of problems, and is definitely something you should try.
  8. BeginGameMode should be Begin GameMode (you're missing a space).
  9. Yep, mine was a dumb comment. Sorry. :teehee: You need to replace BirdshotAmmo and BirdshotCCPerk with the Editor IDs of your new ammo type and perk, respectively.Moreover, GetPlayerCurrentAmmo is an NVSE function, meaning the script will only compile and save if you launch the GECK via nvse_loader.exe (see Installation section on this page for more information).
  10. In the Game Data tab of the weapon, you can either set Crit Dmg to 0 (or to 1, if you still want some kind of critical damage), or set Crit % Mult to 0. The latter is preferable if you want to eliminate critical damage altogether.
  11. Use FNVEdit, watch for error messages generated by the background loader. It will inform you which master files are missing.
  12. Try this: float GunHealth begin GameMode if player.GetEquipped NVDLC02Weap45AutoPistolUnique if IsKeyPressed 16 set GunHealth to player.GetWeaponHealthPerc / 100 player.removeitem NVDLC02Weap45AutoPistolUnique 1 1 player.AddItemHealthPercent NVDLC02Weap45AutoPistolUniqueMeleePlayable 1 GunHealth 1 player.equipitem NVDLC02Weap45AutoPistolUniqueMeleePlayable 0 1 endif endif end
  13. 1. Yes. 2. Yes, and you may want to check this article.
  14. Combat behavior has priority over any other AI behavior, regardless of which AI package/settings you use. This makes actors very difficult to control while in combat. You can try NavMesh-ing the perimeter (where you want the NPC to remain) as an "island" - i.e. not connected to the cell's main NavMesh.
  15. Did you try making Bob simply re-evaluate his packages from the dialogue result-script? Something like: SetObjectiveCompleted bobandfrank 15 1 BobRef.EvaluatePackage If it still doesn't work, instead of EvaluatePackage, you can also try BobRef.RemoveScriptPackage. This will make Bob abort his current package and then re-evaluate. It is much less harsh than ResetAI and should not cause any animation glitches.
  16. #1I'm not sure, but I think I remember there was a problem with custom containers using leveled item lists to randomize loot. Someone else may know more (or, you can Google it). #2Try this: begin OnClose RemoveAllItems end And if it still doesn't work, try: short bEmpty begin GameMode if bEmpty set bEmpty to 0 RemoveAllItems endif end begin OnActivate set bEmpty to 1 Activate end
  17. 1. You may need to wait a frame for the new creature to render before you can change its scale. 2. If GetLOS does not work properly, you can use GetHeadingAngle instead. Test this: ref sRef ref nRef float fScale begin GameMode if nRef set fScale to GetScale nRef.SetScale fScale RemoveAllItems nRef set nRef to 0 Disable MarkForDelete endif end begin OnDeath set sRef to GetSelf if ((IsLimbGone 1 || IsLimbGone 3 || IsLimbGone 5 || IsLimbGone 7 || IsLimbGone 10) == 0) && (player.GetHeadingAngle sRef > -75) && (player.GetHeadingAngle sRef < 75) set nRef to PlaceAtMe SUPERFeralGhoul01Respawn 1 endif end
  18. Open the console, type and execute the following command: player.RemovePerk 165118
  19. Your load order is a complete mess. Use LOOT to set it right.
  20. Try this: begin OnDeath set sRef to GetSelf if (IsLimbGone 1 || IsLimbGone 3 || IsLimbGone 5 || IsLimbGone 7 || IsLimbGone 10 || player.GetLOS sRef) == 0 set nRef to PlaceAtMe SUPERFeralGhoul01Respawn 1 RemoveAllItems nRef Disable MarkForDelete endif end
  21. http://i1360.photobucket.com/albums/r649/flatoutfncked/139_zpsf6fff691.jpg
  22. It appears SetModelPathEX only accepts variables as parameters. Try this: short bNight ref rActivator ; The above should be added immediately after the first line in the script, not inside the GameMode block. if bNight != ((GameHour > 19) || (GameHour < 5)) set bNight to (bNight == 0) set rActivator to MTMojaveTravelActivator if bNight SetModelPathEX "vehicles\UniqueMotorcycle\UniqueMotorcycleNight.nif" rActivator else SetModelPathEX "vehicles\UniqueMotorcycle\UniqueMotorcycle.nif" rActivator endif Disable Enable 0 endif
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