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KatArus

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Everything posted by KatArus

  1. I guess Google is trash nowadays. I've spent over hour and a half googling for combinations of 'New Vegas' 'NVSE' 'Set' 'Voice' 'Type' going 50-60 results deep and I did not get SetActorVoiceType result once. 'help setac' shows me it's there and it works as it should. Appreciate the help, Asterra.
  2. Yeah, that's unfortunate. I hoped that simple VTYP id swap would make existing extender code work out and redesigning it is more trouble than it's worth for me. Thank you.
  3. I was making a follower mod that dynamically changes voice based on NPC confidence (helped with immersion in Skyrim a lot) so follower could use cocky raider taunts when has an advantage, but the Set/GetVoicetype is absent in New Vegas or am I missing something?
  4. What was the point writing this? If you don't have anything constructive to say then do not write anything.
  5. In response to post #56846101. The only real metric is whether the mod stays in the load order after it was installed or not, but that one has privacy issues and situational circumstances like merging.etc. Take the only unhidden mod that I currently have published, as an example: it's a port of my script for Vanilla Skyrim. it has 300 downloads and 7 endorsements first 4 of which were given when it was not effin working because I uploaded old script file from the wrong folder that had same name. Stuff is bad enough as it is. If stuff like AFT, Project Nevada, Flower Girls, or multiple complex elaborate mining and dragon overhauls will have the same reward weight not only as titty slider mods, they will just drown in easy to make retextures and simple one-two line config mods. I've seen enough good mods just die out and, as it is, this new system won't help at all.
  6. In response to post #56843861. Demagogy. Don't bother.
  7. In response to post #56780006. #56782196, #56792801, #56793281 are all replies on the same post. It seems that you have a personal conflict of interest on this matter. My opinion still stands. You've expressed yours too.
  8. In response to post #56780006. #56782196 is also a reply to the same post. I never said anything about making it visible to the others so.... I totally cannot see 'don't count my download' button being abused - everyone decides for themself. Their system, as is, is basically an autoendorse by downloading. I propose an ability to manually unendorse if expectations were not met. Nexus will be flooded with clickbait one-time jocks similar to Creation Club stuff where it merely qualifies as passable but will be valued as much as effort-heavy stuff. I believe this form of self-regulation will alleviate jocks a good bit. Let ppl decide themselves. Someone will think that an esp containing a single FastTravelSpeedMult = x line is a good mod for immersion if speed is measured to be equal to ingame running speed. Some will not. Such 'unendorsement' is taking effort and is invisible to others, so it will happen only if there are real issues for that particular downloader.
  9. I ask only for one thing: some analogue of 'this mod was shite' toggle button separate from endorsement so your downloads would not count for it or would if it is eventually fixed. I got into modding myself simply because good half of mods I've tried over the years didn't work as advertised, didn't work at all, or turned out to be half-assed crap I would be ashamed to publish myself. Apart from that, PLEASE consider Patreon-like functionality for USERS who could buy reward points directly from nexus (VISA/MC preferably) and use them to slowly "fund" promising WIP or further development of feature complete ones monthly. Slower stream of constant support (or ceasing of it) is a much better incentive to work than a few random piles of cash you get out of the blue. It will also help seeing if there is still demand for your work and double as a feedback mechanism NEXUS social mechanisms like discussions and endorsement lack in depth. Cheers.
  10. Not the way I wanted it to function, but it works and I don't want to invest even more time in this mess of an engine on top of 5-6 hours that I already did. I did resort to RegisterForUpdate(1.0) and Event OnUpdate() as triggers plus UnregisterForUpdate() and caster.InterruptCast() as breakers and everything seems to be fine. Thank you, cdcooley and IsharaMeradin.
  11. I've tried fiddling with While, IsCasting, making triggers to start and stop when player casts specific spell, stops casting, gets and loses an effect both as caster and a target and a lot of other stuff to no avail. Bleh. Reminds me of the time when I wanted to make item degradation rate being dependent of player's Repair skill in FNV and ended up making 25 tier perk that changed it's tier level in real time based on player's current Repair skill AV because there was no more healthy and elegant solution. Guess I'll try this your way tomorrow. Thank you.
  12. That's the point. Concentration spell that repeats scripted effect once per second while conditions are met. How to make a proper 'while' out of ActiveMagicEffect, RegisterForUpdate and OnUpdate or smth.
  13. Maybe I was not clear enough. I want to make if-endif part to repeat itself indefinitely while the spell is being channeled, right now it runs only once, there is no cycle code in it yet. It's actually Bethesda's vanilla script used for that spell, I just added a 1 sec delay, switched ore priority and remade the spell itself into a channeling one.
  14. I've modified the vanilla script (along with all other necessary changes) to make Transmute spell into a channeling one. Spell channels and effect properly kicks in after 1 second of channeling. How do I properly put if-endif part in a cycle? Here's the executing part of the script: EVENT OnEffectStart(Actor akTarget, Actor akCaster) objectReference caster = akCaster if caster.getItemCount(Ore01) >= 1 ; favor the less valuable ore first Utility.Wait(1.0) caster.removeItem(Ore01, 1, TRUE) caster.addItem(Ore02, 1, FALSE) advanceSkill("alteration",skillAdvancement) elseif caster.getItemCount(Ore02) >= 1 ; if none of that, look for the silver ore to upgrade Utility.Wait(1.0) caster.removeItem(Ore02, 1, TRUE) caster.addItem(Ore03, 1, FALSE) advanceSkill("alteration",skillAdvancement) else ; caster must have had no valid ore FailureSFX.play(caster) failureMSG.show() endif endEVENT Thanks.
  15. Okay, so I've managed to get all damage multipliers to zero so overall damage calculation is now good. It appears that the only way to do the rest is indeed adding an invisible perk per weapon class via GetWeaponAnimType for melee and lists by ammo type used for guns and setting negative item health multiplier via 50 'if skill <=10 then x Raul's skill effect' lines per 2 skill point increments. Kinda... blunt, but it'll do I suppose.
  16. Greetings. Quite a few years ago I played Fallout 3 with a mod that changed weapon skills to affect durability loss speed instead of damage and enjoyed it very much (and a separate mod that made VATS function sort of as it is now in NV on top of it). Unfortunately it was 2 PCs and 5+ years ago and now I can't find that mod at all anymore to use it as an example to make needed alterations to NV myself. Basic search shows stuff brakes af 0.2 HP per shot in NV and there is a companion perk that slows item degradation by 50 or 75 percent via 'Modify Item Damage' effect. The point is to make weapons lose durability up to 50% faster, linearly depending on PC's corresponding weapon skill. If player's skill is lower than weapon's skill requirement, there is an additional 0.5*(REQskill-PCskill) percent durability loss. Can this be done via skill effects or it needs scripting to pull off? I'd really appretiate an .esp if it's easily done or a pointer or two where to go from here if it's not. Cheers,
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