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Nightterror5

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  1. This actualy was a problem of mine since FO3, I wanted melee weapons to do special effects only on certain kinds of special attack-types. In FO3 and FONV it wasn't that important because firearms were the major weapons and I endet up doing some kind of custom dismemberment script instead. Now in Skyrim however I am once aggain trying to create some more interesting meele weapons than solely enchanted ones. But from what I can tell so far, there is no way to directly determine if a weapon is used in a power-, bash- or sneakattack. However the OnHit event can return these bools BUT is only aviable on ObjectReferences (or in my case on Actors). The idea is to make the weapon cast a buff onto the hit actor, which then somehow gets a script applied that tells me the type of attack that hit the actor. But how to approach this? Furthermore I wonder if there is a equivalent or walkarround for FONVs "RemoveAllItemsTyped" which removed all items of certain type (like weapon, armor, etc.) from a container and moved it into another.
  2. No idea if this was mentioned already but the Specularity is defined in the Normalmaps Alpha channel, so the transparency. If you expor the edited normals aggain make sure to use a compression that supports the alpha channel, for example DTX5. The ShaderProperties in NIFscope allow for tweaking of the overall specularity too.
  3. I did some more testing: I put a "showMessage" with nine vars in the beginning of the on fire block. The nine vars are the 3x3 coordinates of player,target and vector. The message is once called at the beginning of the onFire block and at it's end. Now when I shoot I get a message displaying 3x3 coordinates where everyone is 0, thats ok. But then I don't get the message at the end of the block. AND WHAT IST WORST, it does not work a second time! I got to restart the game, reload the file and shoot for the message to appear aggain. Note: the showMessage are not inside some "if" blocks, they should always display. It seems your first assumption was somewhat right. The onFire works on other guns though, but here something goes wrong. scn 01FShootTroughWallsTESTScript ;die marker für schussposition und zielposition ref rStartMarker ref rReticleMarker ;referenz auf die Explosion, um die explosion zur richtigen position zu setzen und zu aktivieren ;ist nötig da man bei placeatme ref rNextExplosion ;die Koordinaten der Schussposition float fStartX float fStartY float fStartZ ;die Koordinaten der Zielposition float fReticleX float fReticleY float fReticleZ ;der resultierende Vektor float fVektorX float fVektorY float fVektorZ ;der verkleinerte Einheitsvektor float fEinheitsVektorX float fEinheitsVektorY float fEinheitsVektorZ ;der reultierende Vektor wo die jeweilige explosion gespawnt wird float fExplosionDistanceVektorX float fExplosionDistanceVektorY float fExplosionDistanceVektorZ ;distanz zwischen Start und Ziel, zur berechnung des einheitsvektors float fDistanceToReticle ;ob der explosionslaser gestartet ist short bFired ;die distanz zwischen start marker und der Explosion -> also auch irgendwie die Anzahl der explosionen short iDistMulti ;globals die vom 01ShootThroughWallsCoordinateActivator übergeben werden ;aaaSchootThroughWallSuccesfullyPlaced ;aaaSchootThroughWallCoordinateX ;aaaSchootThroughWallCoordinateY ;aaaSchootThroughWallCoordinateZ Begin OnFire ;TEST ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ ;TEST set bfired to 0 ;Zuerst die globalen resetten set aaaSchootThroughWallSuccesfullyPlaced to 0 set aaaSchootThroughWallCoordinateX to 0 set aaaSchootThroughWallCoordinateY to 0 set aaaSchootThroughWallCoordinateZ to 0 ; Script startet nur wenn nicht schon eine Explosionlaser aktiv ist if (bfired == 0) ;PROBLEM Reticle marker gibt keine referenz zurück!!! ;set rReticleMarker to (PlaceatReticle XMarkerHeading 1 1 1000000) ;LOESUNG via activator ;er schreibt seine koordinaten in 3 globale Variablen und löscht sich selbst wieder PlaceAtReticle 01ShootThroughWallsCoordinateActivator 1 1 1000000 ;TEST: set aaaSchootThroughWallSuccesfullyPlaced to 1 ;nur wenn ein Marker plaziert wird, also etwas im weg ist, startet das script if(aaaSchootThroughWallSuccesfullyPlaced ==1) set rStartMarker to (player.Placeatme 000ItemViewer) ;ein paar einheiten hoch damit der laser auch bei der Waffe und nicht bei den Füßen spawnt rStartMarker.moveto player 0 0 1 ;TESTEN ob 16 passt ;NEU Jetzt einen marker bei den übergebenen koordinaten plazieren set rReticleMarker to (player.Placeatme 000ItemViewer) rReticleMarker.setPos X aaaSchootThroughWallCoordinateX rReticleMarker.setPos Y aaaSchootThroughWallCoordinateZ rReticleMarker.setPos Z aaaSchootThroughWallCoordinateZ ;Die rotation wieder auf weltkoordinaten nullen, damit der vektor, wenn er z.B. negativ ist, nicht hinter den marker schießt ;Wen jetzt ein negativer vektor kommt dann geht der schuss nach hinten, so solls aber auch sein weil der marker ja umgedreht wurde rStartMarker.SetAngle x 0 rStartMarker.SetAngle y 0 rStartMarker.SetAngle z 0 ;Distanz zwischen start und reticle punkt set fDistanceToReticle to rStartMarker.GetDistance rReticleMarker ;koordinaten von startpunkt set fStartX to rStartMarker.GetPos x set fStartY to rStartMarker.GetPos y set fStartZ to rStartMarker.GetPos z ;ALT koordinaten von Reticle Punkt ;set fReticleX to rReticleMarker.GetPos x ;set fReticleY to rReticleMarker.GetPos y ;set fReticleZ to rReticleMarker.GetPos z ;NEU koordinaten vom 01ShootThroughWallsCoordinateActivator erzeugt wurden set fReticleX to aaaSchootThroughWallCoordinateX set fReticleY to aaaSchootThroughWallCoordinateY set fReticleZ to aaaSchootThroughWallCoordinateZ ;Vektor Berechen set fVektorX to (fStartX - fReticleX) set fVektorY to (fStartY - fReticleY) set fVektorZ to (fStartZ - fReticleZ) ;Vektor durch distanz teilen -> einheitlicher Vektor set fEinheitsVektorX to (fVektorX / fDistanceToReticle) set fEinheitsVektorY to (fVektorY / fDistanceToReticle) set fEinheitsVektorZ to (fVektorZ / fDistanceToReticle) ;alle berechnungen fertig -> Explosionslaser starten lassen set bfired to 1 ;die start distanz wie weit weg die erste explosion vom marker spawnt set iDistMulti to 1 ;!TESTEN ob 100 passt! endif endif ;TEST ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ end ;Varianten fürs explosions Spawnen: ;1.) Vektor ;set rNextExplosion to rStartMarker.placeatme Explosion -> rNextExplosion.disable -> rNextExplosion moveto.rStartMarker + k * Vekror offset -> rNextExplosion.enable ;2.) Globlae Koordinaten ;set rNextExplosion to rStartMarker.placeatme Explosion -> rNextExplosion.disable -> SetPos <- da braucht ich keinen vektor, sondern globale koordinaten Begin GameMode if (bfired == 1) ;die explosion 1000 mal spawnend und immer 1 weiter setzen if (iDistMulti <= 1000);!testen ob 1000 passt! ;Berechnen wo die explosion spawnt set fExplosionDistanceVektorX to (iDistMulti * fEinheitsVektorX) set fExplosionDistanceVektorY to (iDistMulti * fEinheitsVektorY) set fExplosionDistanceVektorZ to (iDistMulti * fEinheitsVektorZ) ;explosion weit weg (9999 einheiten hinter marker) spawnend und disablen, dann verschieben und enablen set rNextExplosion to rStartMarker.placeatme 01FAmmoExplosionSmall 1 9999 1 rNextExplosion.disable rNextExplosion.moveto rStartMarker fExplosionDistanceVektorX fExplosionDistanceVektorY fExplosionDistanceVektorZ ;distanz für nächste explosion setzen set iDistMulti to iDistMulti+1 ;nach 1000 mal spawnen marker löschen, den Explosionslaser beenden, else rStartMarker.disable rStartMarker.markfordelete rReticleMarker.disable rReticleMarker.markfordelete set bfired to 0 endif endif end This TEST script works! scn 01FShootTroughWallFUNCTIONSTESTScript float fStartX float fStartY float fStartZ float fReticleX float fReticleY float fReticleZ float fEinheitsVektorX float fEinheitsVektorY float fEinheitsVektorZ Begin OnFire ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ set fStartX to 5 set fStartY to 5 set fStartZ to 5 set fReticleX to 5 set fReticleY to 5 set fReticleZ to 5 set fEinheitsVektorX to 5 set fEinheitsVektorY to 5 set fEinheitsVektorZ to 5 ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ set fStartX to 0 set fStartY to 0 set fStartZ to 0 set fReticleX to 0 set fReticleY to 0 set fReticleZ to 0 set fEinheitsVektorX to 0 set fEinheitsVektorY to 0 set fEinheitsVektorZ to 0 ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ end It seems like the ORIGINAL script would never leave the "if (bfired == 0)" Block EDIT: After some more testing I noticed that the coordiante activator writes its coordinates into the globals way to slowly. The shot is always using the previous target coordinates. So I need a way to "pause" the script for a while, till the coordinates are right, you know of such a way? I can't use getSecondsPassed in the OnFireBlock... The current TEST SCRIPT (not the origianl) scn 01FShootTroughWallFUNCTIONSTESTScript float fStartX float fStartY float fStartZ float fReticleX float fReticleY float fReticleZ float fEinheitsVektorX float fEinheitsVektorY float fEinheitsVektorZ ;aaaSchootThroughWallCoordinateX ;aaaSchootThroughWallCoordinateY ;aaaSchootThroughWallCoordinateZ Begin OnFire PlaceAtReticle 01ShootThroughWallsCoordinateActivator 1 1 1000000 ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ ;PROBLEM: ;aaaSchootThroughWallCoordinate sind noch vom vorherigen schuss. ;Die koordinaten werden zu langsam in die globalen geschrieben, das script ruft sie aber schon eher ab set fStartX to player.getPos x set fStartY to player.getPos x set fStartZ to player.getPos x set fReticleX to aaaSchootThroughWallCoordinateX set fReticleY to aaaSchootThroughWallCoordinateY set fReticleZ to aaaSchootThroughWallCoordinateZ set fEinheitsVektorX to 5 set fEinheitsVektorY to 5 set fEinheitsVektorZ to 5 ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ set fStartX to 0 set fStartY to 0 set fStartZ to 0 set fReticleX to 0 set fReticleY to 0 set fReticleZ to 0 set fEinheitsVektorX to 0 set fEinheitsVektorY to 0 set fEinheitsVektorZ to 0 ShowMessage 00ShootTroughWallsMessage fStartX fStartY fStartZ fReticleX fReticleY fReticleZ fEinheitsVektorX fEinheitsVektorY fEinheitsVektorZ end
  4. Thanks for the reply gsmanners! I got the "onFire" on a other weapon of mine and it works there, every shot. The onFire is also used on some vanilla weapons in NV, like the archimedis/Helios Orbital Laser beam.
  5. I got quite a lot of scripting experiance so that should actualy work, but as usual it involves some trial and error. What the scriot does (is supposed to do) The script places a marker at the player and at the reticle position, then calculates a vector from their coordiantes, along witch a series of small explosions is spawned. The Activator that is spawned at the reticles position writes it's own current coordiantes into 3 globals, and sets another global true (1) when placed, after that it deletes itself. This was necessary due to the fact that placeAtReticle does NOT return a reference. Things would be to easy that way, right Bethesda? ha ha... Right now nothing happens when you shoot the weapon ingame. What I tried so far: Checking if the scritps are realy assigned to the propper objects Changing the distances between the explosions (shorter minivectors, because maybe the explosions spawned out of my sight) Setting required variables constantly to their desired values (mostly 0 = ready to shoot) Maybe there is a problem with the disable->enable of the explosions, I am currently checking this. Scripts commented in german atm. Script on the weapon (type: object) scn 01FShootTroughWallsTESTScript ;die marker für schussposition und zielposition ref rStartMarker ref rReticleMarker ;referenz auf die Explosion, um die explosion zur richtigen position zu setzen und zu aktivieren ;ist nötig da man bei placeatme ref rNextExplosion ;die Koordinaten der Schussposition float fStartX float fStartY float fStartZ ;die Koordinaten der Zielposition float fReticleX float fReticleY float fReticleZ ;der resultierende Vektor float fVektorX float fVektorY float fVektorZ ;der verkleinerte Einheitsvektor float fEinheitsVektorX float fEinheitsVektorY float fEinheitsVektorZ ;der reultierende Vektor wo die jeweilige explosion gespawnt wird float fExplosionDistanceVektorX float fExplosionDistanceVektorY float fExplosionDistanceVektorZ ;distanz zwischen Start und Ziel, zur berechnung des einheitsvektors float fDistanceToReticle ;ob der explosionslaser gestartet ist short bFired ;die distanz zwischen start marker und der Explosion -> also auch irgendwie die Anzahl der explosionen short iDistMulti ;globals die vom 01ShootThroughWallsCoordinateActivator übergeben werden ;aaaSchootThroughWallSuccesfullyPlaced ;aaaSchootThroughWallCoordinateX ;aaaSchootThroughWallCoordinateY ;aaaSchootThroughWallCoordinateZ Begin OnFire ;TEST set bfired to 0 ;Zuerst die globalen resetten set aaaSchootThroughWallSuccesfullyPlaced to 0 set aaaSchootThroughWallCoordinateX to 0 set aaaSchootThroughWallCoordinateY to 0 set aaaSchootThroughWallCoordinateZ to 0 ; Script startet nur wenn nicht schon eine Explosionlaser aktiv ist if (bfired == 0) ;PROBLEM Reticle marker gibt keine referenz zurück!!! ;set rReticleMarker to (PlaceatReticle XMarkerHeading 1 1 1000000) ;LOESUNG via activator ;er schreibt seine koordinaten in 3 globale Variablen und löscht sich selbst wieder PlaceAtReticle 01ShootThroughWallsCoordinateActivator 1 1 1000000 ;nur wenn ein Marker plaziert wird, also etwas im weg ist, startet das script if(aaaSchootThroughWallSuccesfullyPlaced ==1) set rStartMarker to (player.Placeatme 000ItemViewer) ;ein paar einheiten hoch damit der laser auch bei der Waffe und nicht bei den Füßen spawnt rStartMarker.moveto player 0 0 0 ;TESTEN ob 16 passt ;NEU Jetzt einen marker bei den übergebenen koordinaten plazieren set rReticleMarker to (player.Placeatme 000ItemViewer) rReticleMarker.setPos X aaaSchootThroughWallCoordinateX rReticleMarker.setPos Y aaaSchootThroughWallCoordinateZ rReticleMarker.setPos Z aaaSchootThroughWallCoordinateZ ;Die rotation wieder auf weltkoordinaten nullen, damit der vektor, wenn er z.B. negativ ist, nicht hinter den marker schießt ;Wen jetzt ein negativer vektor kommt dann geht der schuss nach hinten, so solls aber auch sein weil der marker ja umgedreht wurde rStartMarker.SetAngle x 0 rStartMarker.SetAngle y 0 rStartMarker.SetAngle z 0 ;Distanz zwischen start und reticle punkt set fDistanceToReticle to rStartMarker.GetDistance rReticleMarker ;koordinaten von startpunkt set fStartX to rStartMarker.GetPos x set fStartY to rStartMarker.GetPos y set fStartZ to rStartMarker.GetPos z ;ALT koordinaten von Reticle Punkt ;set fReticleX to rReticleMarker.GetPos x ;set fReticleY to rReticleMarker.GetPos y ;set fReticleZ to rReticleMarker.GetPos z ;NEU koordinaten vom 01ShootThroughWallsCoordinateActivator erzeugt wurden set fReticleX to aaaSchootThroughWallCoordinateX set fReticleY to aaaSchootThroughWallCoordinateY set fReticleZ to aaaSchootThroughWallCoordinateZ ;Vektor Berechen set fVektorX to (fStartX - fReticleX) set fVektorY to (fStartY - fReticleY) set fVektorZ to (fStartZ - fReticleZ) ;Vektor durch distanz teilen -> einheitlicher Vektor set fEinheitsVektorX to (fVektorX / fDistanceToReticle) set fEinheitsVektorY to (fVektorY / fDistanceToReticle) set fEinheitsVektorZ to (fVektorZ / fDistanceToReticle) ;alle berechnungen fertig -> Explosionslaser starten lassen set bfired to 1 ;die start distanz wie weit weg die erste explosion vom marker spawnt set iDistMulti to 1 ;!TESTEN ob 100 passt! endif endif end ;Varianten fürs explosions Spawnen: ;1.) Vektor ;set rNextExplosion to rStartMarker.placeatme Explosion -> rNextExplosion.disable -> rNextExplosion moveto.rStartMarker + k * Vekror offset -> rNextExplosion.enable ;2.) Globlae Koordinaten ;set rNextExplosion to rStartMarker.placeatme Explosion -> rNextExplosion.disable -> SetPos <- da braucht ich keinen vektor, sondern globale koordinaten Begin GameMode if (bfired == 1) ;die explosion 1000 mal spawnend und immer 1 weiter setzen if (iDistMulti <= 1000);!testen ob 1000 passt! ;Berechnen wo die explosion spawnt set fExplosionDistanceVektorX to (iDistMulti * fEinheitsVektorX) set fExplosionDistanceVektorY to (iDistMulti * fEinheitsVektorY) set fExplosionDistanceVektorZ to (iDistMulti * fEinheitsVektorZ) ;explosion weit weg (9999 einheiten hinter marker) spawnend und disablen, dann verschieben und enablen set rNextExplosion to rStartMarker.placeatme 01FAmmoExplosionSmall 1 9999 1 rNextExplosion.disable rNextExplosion.moveto rStartMarker fExplosionDistanceVektorX fExplosionDistanceVektorY fExplosionDistanceVektorZ ;distanz für nächste explosion setzen set iDistMulti to iDistMulti+1 ;nach 1000 mal spawnen marker löschen, den Explosionslaser beenden, else rStartMarker.disable rStartMarker.markfordelete rReticleMarker.disable rReticleMarker.markfordelete set bfired to 0 endif endif end Script on the activator that is spwaned under the reticle (type: object) scn 01FShootThroughWallsCoordinateActivatorSCRIPT ref selfREF short Timer short start Begin OnLoad ;läuft nur einmal durch set selfREF to getself ;schreibt eigene koordinaten in die globalen variablen set aaaSchootThroughWallCoordinateX to (selfREF.GetPos X) set aaaSchootThroughWallCoordinateY to (selfREF.GetPos Y) set aaaSchootThroughWallCoordinateZ to (selfREF.GetPos Z) ;teilt dem anderen script mit ob tatsächlich auch ein reticle marker plaziert wurde set aaaSchootThroughWallSuccesfullyPlaced to 1 ;löscht sich wieder selfREF.disable selfREF.markfordelete disable markfordelete end
  6. Could anyone hlep me to get this script to work? So far nothign is happening ingame :( The script is well commented, the desription what is supposed to happen is right at the beginning Since there are balrely any modders in the chat I'd like to place this question here EDIT: the syntax highligting down there is screwed! Paste the code to http://www.cipscis.com/fallout/utilities/validator.aspx scn 01FBrotherguardSwitchtoMelee ;script type: Object ;this script goes on both the 01FBrotherguard Pistol and the 01FBrotherguard Melee Weapon. ;It is switching the Brotherguard to "blade mode" (1HandMelee type) if the "BaldeAmmo" is equiped or to shoot mode if it is unequiped. ;On Equip of the "01FBrotherguardBladeAmmo" you get the "01FBrotherguardMelee" and the "01FBrotherguard" is removed. ;On UnEquip of the "01FBrotherguardBladeAmmo" the "01FBrotherguardMelee" is removed and you get the "01FBrotherguard" back. ;The Weapons healt is stored in a global, so you don't get a free repair ;You get the "01FBrotherguardBladeAmmo" as soon as you have one of the Brotherguards ;globals ;-aaaFBrotherguardHealth ;-aaaFBrotherguardInShootMode Begin GameMode ;when player has a Brotherguard or BrotherguardMelee, give him "BaldeAmmo" if (player.GetItemCount 01FBrotherguard == 1 || player.GetItemCount 01FBrotherguardMelee == 1) if (player.GetItemCount 01FBrotherguardBladeAmmo < 1) ;if player has no Bladeammo player.AddItem 01FBrotherguardBladeAmmo 1 1 ;add a new blade ammo, hide the message endif else player.RemoveItem 01FBrotherguardBladeAmmo 100 1 ;if he does not have one anymore (droped/sold), remove the ammo endif ; check if Brotherguard is equipped if (player.GetEquipped 01FBrotherguard == 1 || player.GetEquipped 01FBrotherguardMelee == 1) set aaaFBrotherguardHealth to Player.GetWeaponHealthPerc ;store current health of brotherguard to global ;if bladeammo is equiped and balde is not jet used -> switch to blade ;the if(Shootmode ==1) is Imprtant! If you woud just ask for the ammo, every frame you got that ammo equiped, you switch to the same weapon aggain. if (player.GetEquipped 01FBrotherguardBladeAmmo == 1 && aaaFBrotherguardInShootMode == 1) player.AddItemHealthPercent 01FBrotherguardMelee 1 aaaFBrotherguardHealth 1 ;1 brotherguardmelee added, with specific healt, message hidden player.equipitem 01FBrotherguardMelee 0 1 ;equip brotherguardmelee, it is de-equipable, message hidden player.removeitem 01FBrotherguard 100 1 ;all normal brothergards are removed, message hidden set aaaFBrotherguardInShootMode to 0 ;now in blade mode elseif (player.GetEquipped 01FBrotherguardBladeAmmo != 1 && aaaFBrotherguardInShootMode == 0) player.AddItemHealthPercent 01FBrotherguard 1 aaaFBrotherguardHealth 1 ;1 brotherguard added, with specific healt, message hidden player.equipitem 01FBrotherguard 0 1 ;equip brotherguard, it is de-equipable, message hidden player.removeitem 01FBrotherguardMelee 100 1 ;all melee brothergards are removed, message hidden set aaaFBrotherguardInShootMode to 1 ;now in shoot mode ;if something wierd happens and you are in blade mode while you don't have the "balde ammo equiped" these reset the global. elseif (player.GetEquipped 01FBrotherguardBladeAmmo == 1) set aaaFBrotherguardInShootMode to 0 ;now in blade mode elseif (player.GetEquipped 01FBrotherguardBladeAmmo == 0) set aaaFBrotherguardInShootMode to 1 ;now in shoot mode endif ;end of the switching ifs endif ;end of check if any brotherguard is equiped end ;end of GameMode UNCOMMENTED VERSION scn 01FBrotherguardSwitchtoMelee Begin GameMode if (player.GetItemCount 01FBrotherguard == 1 || player.GetItemCount 01FBrotherguardMelee == 1) if (player.GetItemCount 01FBrotherguardBladeAmmo < 1) player.AddItem 01FBrotherguardBladeAmmo 1 1 endif else player.RemoveItem 01FBrotherguardBladeAmmo 100 1 endif if (player.GetEquipped 01FBrotherguard == 1 || player.GetEquipped 01FBrotherguardMelee == 1) set aaaFBrotherguardHealth to Player.GetWeaponHealthPerc if (player.GetEquipped 01FBrotherguardBladeAmmo == 1 && aaaFBrotherguardInShootMode == 1) player.AddItemHealthPercent 01FBrotherguardMelee 1 aaaFBrotherguardHealth 1 player.equipitem 01FBrotherguardMelee 0 1 player.removeitem 01FBrotherguard 100 1 set aaaFBrotherguardInShootMode to 0 elseif (player.GetEquipped 01FBrotherguardBladeAmmo != 1 && aaaFBrotherguardInShootMode == 0) player.AddItemHealthPercent 01FBrotherguard 1 aaaFBrotherguardHealth 1 player.equipitem 01FBrotherguard 0 1 player.removeitem 01FBrotherguardMelee 100 1 set aaaFBrotherguardInShootMode to 1 elseif (player.GetEquipped 01FBrotherguardBladeAmmo == 1) set aaaFBrotherguardInShootMode to 0 elseif (player.GetEquipped 01FBrotherguardBladeAmmo == 0) set aaaFBrotherguardInShootMode to 1 endif endif end My Gun, the Brotherguard: http://fc00.deviantart.net/fs71/f/2010/028/7/3/Brotherguard_by_The_5.jpg Pic of the gun in my old FO3 Mod: http://fc09.deviantart.net/fs70/f/2010/029/0/f/The_Brotherguard_in_FAllout_3_by_The_5.jpg
  7. There are already few topics adressign this problem. I'd like to stard this thread here to gathers news, workarounds or fixes for this specific problem. What I found so far is this: Script Validator (It can't check for wrong references though) Also this post by Kendo 2 says that it could be caused by the new steam installation path, though I doubt that's realy the reason for the error display problem (might get his post wrong tough...). Do you people know weather the Missing error messages are wanted by purpose, or is it a bug in the new version of the GECK for NV? Any news about possible fixes/patches/updates in near future?
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