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Everything posted by JoRakhar
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I followed Werikk's blog to a T. Even keeping the plt/flag names and everything else exactly the same. My custom item name is all that was changed. // ---- SCRIPT STARTS HERE ---- #include "utility_h" #include "plt_my_custom_plot" void main() { if ( WR_GetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG ) == TRUE ) return; event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); switch ( nEventType ) { case EVENT_TYPE_MODULE_LOAD: { UT_AddItemToInventory(R"dw_comm_axe.uti", 1); WR_SetPlotFlag( PLT_MY_CUSTOM_PLOT, MY_ITEM_CHECK_FLAG, TRUE ); break; } default: break; } } // ---- SCRIPT ENDS HERE ---- About a week ago, someone made a mod for me that does this same thing and that weapon doesn't appear in my inventory either. They both show up as enabled in the DLC list and when I compile I get no errors yet nothing is showing up in game. Toolset is 1.01 and game is 1.02
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So I made a little mod that puts a new weapon (2H Greatsword) in the Family chest in the Human Noble origin. Everything works but I decided I want to change the model, but now it's using the original model no matter which one I choose (under Item Variation). Do I need to just delete+create a new one or is there a way to change it through the current model?
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I do not know how possible it would be, but I always felt that warriors should be able to obtain full-size DWing at the second talent in the tree. Just feels kind of silly as a DW warrior having to stick with a dagger in the OH for 12 levels. Perhaps giving a steeper penalty to OH weapons, and making the fourth talent improve it.
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Haha I seriously have NO idea what happened but it suddenly started to work. Guess it had a mind of it's own. :P Thanks for the help. :D
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http://i38.tinypic.com/szy64k.jpg <--MQ01Script with added line & removed shorts http://i38.tinypic.com/2nqeh5e.jpg <--MQ01 with first 3 quest objectives removed (I have a backup with them still intact just in case) http://i35.tinypic.com/205oy6f.jpg <--Note object Other than that, nothing else I have to show.
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Yep, just tried it again (adding that line under gamemode in the quest script) and still no dice. I even removed all the now useless shorts for Megaton. Something's just not connecting. :huh:
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I tried to add it right to the MQ01 script but still had no luck. Also in case it matters, it's a paper note (so I'm not able to attach a script to it), not a datatape.
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This is a brand new character from the vault exit autosave. I haven't done anything yet. The one thing I haven't done is remove any of the references to the original quest triggers in the MQ01Script, since I disabled them directly. Also I did set the note's owner quest to MQ01 so I'm stumped heh.
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Hmm, still no dice. Seems like it'd be a pretty easy thing to do, heh. Guessing it's going to be more than creating a script to execute when I pick up the note. I originally thought putting the gethasnote line into the result script for stage 40 would work but no dice. :wacko:
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I changed the MQ so you no longer get the objective to go to Megaton upon leaving Vault 101. I also removed the quest from triggering if you read Moriarty's terminal or kill him. My goal is to have Quest Stage 40 "Find Galaxy News Radio" trigger if you pick a note up off the ground. Thought maybe doing something along the lines of: scn MQ01DirectionsScript begin OnAdd player if (player.getHasNote MQ01Directions == 1) setStage MQ01 40 endif end would suffice but apparently it's not that simple heh. I'm also going to put activators around the object to run when it gets picked up but if there are any other ways, I'm interested in knowing what they are.
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I was reading the readme from Fellout and it says to load Fellout after EWR if you only want rain in the urban areas... however it still rains everywhere? Is this from an older version of Fellout and no longer happens? Because even when I do that it still rains everywhere and I really liked the idea of rain localized to the the urban areas.
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Can anyone help me with a custom weather problem?
JoRakhar replied to JoRakhar's topic in Fallout 3's Mod Troubleshooting
That's what I did. I changed all the Wasteland climates to my custom climate. No dice. -
I'm having trouble getting the weather to change outside & inside of Megaton (and in the general vicinity of Springvale). I can go anywhere else and the weather will change (I can also walk back to Megaton and the weather will still be different). However the weather will not change if I wait at, or fast travel back TO the front gate of Megaton or Springvale. I've changed all the default climates to my custom climate in the World Spaces menu. Also, is there a way I can have the weather in Megaton the same as the weather outside? No matter the weather outside, it will always go to the Megaton default inside.
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So I need to set up a quest script to have an effect script run at random intervals. The effect script triggers a visual effect during chem withdrawal. I'm trying to set the effect to happen randomly until the addiction is cured. I just started messin' with scripts though and currently drawing a total blank. This is the effect script: ScriptName MorphineWithdrawalEffect begin ScriptEffectStart imod MorphineWithdrawal end
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I made a mod that changed med-x from +25 dam resist to temporarily heal crippled limbs (stimpaks now only return health via other mods I use). I also altered the addiction effects (-PE -ST -AP). When the mod is enabled everything works except I can no longer cure the med-x addiction at a doctor.
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Okay, well, despite the topic, I got that issue resolved. There's only two problems left and my mod is complete. I'm modding stimpaks so that they no longer return health but temporarily heal crippled limbs and also added a chance for addiction. First - I noticed when I take 1-2 Stimpaks I can wait one hour and the effects will end. 3 or more and they last longer. Now, one hour is fine because that is when the limbs become crippled again, but if I were to take 3 chems, the cripple effects return in the first hour, but the stimpak effects don't wear off until the second. I'm trying to find a way to either: Link the limb degeneration with the stimpak effect so they always end at the same time. OR Find a way for healed limbs (bare minimum health) to be seen as 'full health' so you can only use them when the limbs are crippled. As of now I can keep using the stimpaks to no effect, since I gain no health and the limbs don't gain any more health after the initial use. Also: I linked ImageSpaceConcussion to a script which I then added to a base effect for my Stimpack withdrawal Actor Effect but it's still not working. The other addiction penalties come up but no concussion effect occurs.
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Hello, So I've been trying to change the 556mm ammo in the three boxes in the back room of the Super-Duper Mart to MFCs. While I changed the "Base Object" ID on one of the boxes from LootAmmoBox556mm to LootAmmoBoxMicroFusionCells, and changed the items inside on one box, the ammo in all three boxes changed. Great, I figured, now I don't have to do it two other times, just rename the IDs to LootAmmoBoxMicroFusionCells for the other two. Well, it tells me: "Form's ID is not unique! Previous Form Type is Container" and, also when I load up the plugin and go into the game, the ammo in the boxes is still 556mm. I'm sure I'm overlooking something completely simple here but I have no clue why it won't let me change the name (or change the one I did get, back to LootAmmoBox556mm again) any tips? My apologies! If this belongs in Troubleshooting please move it there. :)