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spot10

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  1. That doesn't seem to be working either. Seems that the general problem is that I just can't figure out which magic effect is actually fired when a radscorpion poisons the player with their stinger. I've tried putting a simple message.show() script in various magic effects to try to figure it out, and they just don't fire. Any help would be appreciated.
  2. I am working on a mod that tracks how many times you are poisoned and then once a required number of times happens, you get a message that your body has adapted to poison, and you are given the ImmuneToPoison perk that some animals have, so you are no longer effected by poison. To track the number of times, I have added a global variable called SpotsPoisonedCounter I added a script to the "RadScorpionPoisonEffectPlayer" Magic Effect Event OnActivate(ObjectReference akActor)SpotsPoisonedCounter.SetValue(SpotsPoisonedCounter.GetValue() + 1) Actor PlayerREF = Game.GetPlayer() If (SpotsPoisonedCounter.GetValue() == 20) PlayerREF.AddPerk(ImmuneToPoison) SpotsPoisonToleranceMessage.Show() EndIf EndEvent Everything seems straightforward so far.I load in, spawn in a radscorpion, let it sting me a number of times, then go into the console and show the value of the SpotsPoisonedCounter variable, and it's still at 0. No idea why. Can someone lend me some knowledge on this one?
  3. My first thought to answer that would be to look to fillable bottles in survival mode. The game already understands that it's crafting a dirty water, and simply picks the first valid bottle it finds in your inventory. Something like that. The crafting recipe has some way to simply find the first valid item and use it.
  4. The whole point is to add realism. You don't break down plates into raw glass and somehow contain a liquid with that. You actually need a proper bottle. But that doesn't matter, anyway, as that was only an example. The whole idea is that many items could potentially be crafted with multiple alternate recipes that would get to the same outcome. I just want to add some realism by adding in those alternate recipes, but without crapping up your workbench with recipes for the same item. Another example for you. Crafting Vegetable starch requires water. Well, there's three different kinds of water in the game; dirty water, purified water, and institute bottled water. Realistically it SHOULD be possible to make starch with any of these, but you can't. You would need 3 different recipes to do that. All I'm going for here, is to add the realism of offering all three recipes, but doing so in a way that doesn't crap up the workbench with multiple recipes.
  5. I have a simple idea, and I have a suspicion that it's simply not possible. Here's the concept. I want to make a number of revisions to some of the basic crafting recipes, to make it a bit closer to reality. Example: I want the Molotov to require Any Bottle, instead of just glass. Problem is that it seems the only way to do this is to make a recipe for every combination of bottle possible, which is stupid, and clogs up you crafting bench with recipes, even if you hide the ones you can't make. Is there ANY WAY to make a recipe that just says you require 1 cloth, 1 oil, and 1 of any empty bottle? I have tried using a LevelList Item and that makes the recipe random, which is interesting, but not desirable, and I've also tried a form list which makes the entire recipe simply not appear in the crafting workbench at all. Can some of the experts out there, please chime in? Is there a way to do this type of variable requirements in ONE recipe? If so, can you provide a very simple esp demoing this? Thanks guys.
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