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Praxus9

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Everything posted by Praxus9

  1. In Oblivion, your character started out with a pair of wrist irons that covered the NIF gap between the hand and the arm. I was wondering if something similar existed for Skyrim (specifically, original Skyrim or "Oldrim"). I attempted to create this myself but, for whatever reason, can not get it to work. I know of bracelet mods and the like but none of them bridge the gap the way that Oblivion handled it. Normal gauntlets in the game "sort of" solve this problem in an unwieldy way by essentially replacing the hands with their own as opposed to just being a gauntlet and leaving the hand mesh alone. If there already exists such a mod, please let me know. Thank you.
  2. I keep seeing on the Internet that the function "IncrementScriptedChallenge" for New Vegas does not work in GECK 1.1. Also, I have seen that the NVSE (New Vegas Script Extender) has added this function to that utility. My question is whether the present version of GECK for New Vegas, 1.4.0.518, can use this function correctly or if one can only go through NVSE in order for the function to work correctly. Thank you.
  3. Hi PushTheWinButton & DoctaSax and thanks for the prompt replies. I took your suggestions and it worked; I used "ScriptEffectStart" instead of the "MenuMode" that I had used before. As a result, the multiplication effect disappeared. The advice that I used is shown here (http://geck.bethsoft.com/index.php?title=OnEquip). Having never really bothered with ingestibles (either Fallout 3 or New Vegas) previously in my mods, I had no basis for comparison. I'm glad that there were others, such as yourselves, with better advice. Again, thank you for your prompt replies.
  4. I've been attempting to make a mod where the magazines cause a permanent effect when "ingested" rather than the default temporary effect. I feel as though the best method, for my needs, is the one described in the GECK Wiki: Create an effect script using a MenuMode block, embed that script into a base effect and then place that effect into the results of the ingestible (aka the magazine). This method works for both standalone magazines and those sold through vendors (prior different methods seemed to always cause an increased chance for game crashes when taking the magazines from a container or buying them from a vendor, which is why I am not using those methods). However, there is one side-effect with this method that I can not find the source for: Whatever the value you want the increase to be, it becomes triple that value in game. For instance, if I wrote "player.ModAV Barter 3" in GECK, the magazine would increase the value of Barter by 9 in the game. Write "player.ModAV Barter 1" and it would increase Barter by 3. I made certain that I turned off all of my mods to ensure that there was no cross-mod contamination. I also played with two characters with different SPECIAL & skill values to ensure that it wasn't tied to those values. In every case, I still got triple the amount that I wanted to increase. I have not checked off either the food or medicine checkboxes which, apparently, influences the value based upon the values of other skills. I am at a loss to explain this unexpected increase and I am wondering if anyone has experienced something similar to this phenomenon before. If so, if you have discovered a solution to this, please describe it to me. Thank you.
  5. Hi TommInfinite and thank you for your prompt reply. I have achieved the same effect that I was looking for from Fallout 3 to Fallout:NV by modifying your advice. As it turned out, I needed to make a new trait that "zeroed" out the skill points rather than a perk (as a perk, I still would have had skill points in the menu at level 2 before the perk "kicked in" at level 3). However, as a trait, the skill points are stopped at the very beginning. Again, thanks for the prompt reply and pointing me in the right direction.
  6. I am attempting to port a personal mod from Fallout 3 to Fallout: New Vegas. A feature of the mod is that skill points are assigned to the player other than during the level-up menu process. This feature necessitated the ability to "zero out" the skill points that are automatically granted during the level-up menu process. In Fallout 3, I was able to achieve this effect by altering the game settings "ilevelupskillcount," "ilevelupskillpointbase" & "ilevelupskillpointsinterval" all to zero. Unfortunately, this process does not seem work in Fallout:NV & I am still receiving skill points during the level-up menu process. If anyone has any suggestions in how to achieve this effect in Fallout:NV, please let me know. Thank you.
  7. For anyone who wants to know, I have discovered a way to use variables while using the functionality of the Entry Point script box for perks. If you use the Entry Point script box to write scripts for a perk, you will learn that you can have something like "player.DamageAV Health 50" work but not "player.DamageAV Health myVariable." Here is how you get around that. Start your script in the Entry Point script box. When you need to, refer to a Quest Stage. With quests, they give you another script box to work with. This script box allows for variables. Perform your scripting that needs variables here. When the script is done, the script will automatically go back to the scrip at the Entry Point script box. In order to re-use the Quest Stage script later, simply reset the quest stage ("ResetQuest") in the Entry Point script box. Now you can use variables with the Entry Point script box. I hope that helps anyone with their mods.
  8. In all likelihood, Fallout 4 will have a version of a program called "G.E.C.K.," just as Fallout 3 did. This program will allow you to create mods. You will need to learn the scripting language. I am speculating that the scripting language for Fallout 4 will be similar to what was found in "Skyrim."
  9. Here's something that will get you to where you want to go: 1). Create a perk (call it anything you want; For this example, we'll call it "Forced Walking"). We'll get back to this perk later. 2). Create an effect script that is something to the effect of: scn RunningDamagesAP Begin ScriptEffectUpdate float HowMuchAP set HowMuchAP to player.GetAV ActionPoints if player.isrunning ; If the player is running if HowMuchAP > 0 ; if the player has more than 1 AP player.damageav actionpoints 1 ; Temporarily reduce their AP amount by 1 point endif endif End 3). Make a new base effect and attach the script to that base effect. 4). Make a new ability and use that base effect in it. 5). Attach the ability to the perk that was made earlier. 6). Give your player the perk. I know that this isn't exactly what you had wanted (you want the character to also be forced to walk in low AP situations). However, this was the most that I could think of in about 10 minutes time. I'm not certain how to achieve the other part but maybe someone else can assist you with that. Good luck with your mod.
  10. OK. I figured it out and I wanted to share the technique that I used: 1). Create Perk #1. Use the Entry Point -> activate -> script box. Write in the script box "player.addperk Perk #2" ("Perk #2" is whatever you want to call the second perk, which doesn't matter much because you will never see perk #2 anyway). 2). Create Perk #2. Leave it blank for now (but you will come back to it later). 3). Create a miscellaneous object. It could be ANYTHING - No weight, no value. We'll get back to this object later. 4). Create an effect script for the effect that you want. Write "player.additem [whatever the name of your miscellaneous object is] 1 1" (the 2nd '1' is to eliminate the 'added' message) into that script. 5). Create a base effect based upon that script. 6). Create an ability based upon that base effect. 7). Attach the ability to Perk #2. 8 ). Write an object script that removes perk #2 & also the miscellaneous object (use this pre-made script as a guideline): ref rContainer Begin OnAdd set rContainer to GetContainer rContainer.RemovePerk MyPerk RemoveMe End 9). Attach the object script to the miscellaneous object. You are now done. In brief, perk #1 calls perk #2. Perk #2 has a script-based ability that causes the effect that you want and, in that script, also adds an item to your inventory. That item is tied to an object script that removes perk #2 as well as the item in your inventory, leaving you with just the effect from perk #2. Granted, the script box in perk #1 can certainly do a lot but, whenever you reach a limitation with the script box that I did, this is an alternate around that limitation. I hope this helps anyone who has or will encounter this limitation.
  11. I am attempting to write a script within the script box of an entry point for a perk. The script uses "DamageAV" (DamageActorValue). When I use a number (ex. player.DamageAV ActionPoints 5), the script works. However, whenever I use a variable to represent a number, the script doesn't work. For instance: float TestVar set TestVar to player.GetAV ActionPoints player.DamageAV ActionPoints TestVar activate player Does not work within that script box for the entry point (I have also used int, var, short & ref). Yet I have successfully used variables for DamageAV and RestoreAV in other scripting incidents outside of the script box (such as a regular script). Can I just not use variables to represent numbers for RestoreAV & DamageAV when using the script box for an entry point or is there a workaround? This is for regular Fallout 3 (no FOSE). Thank you.
  12. I had a thought the other day: How cool would it be to have an eyepatch except the "patch" itself is a padlock (key or combination lock). Bonus thought: Instead of a strap, use a small chain instead. Anyway, I can't model anything that sophisticated so if anyone needed a new idea for an eyepatch, there it is. If someone ever does make this as a player accessory (as opposed to something for, say, a super mutant), my preference is for the left eye. Thanks.
  13. Hi SmokeyGum. From the looks of it, it would appear to be a script attached to a dialog choice from Grouse. There is no "standalone script" in the scripts section but, rather, a script attached to the actual dialog choice for when you would want to buy more Mesmetron ammo: player.removeitem caps001 200 player.additem AmmoMesmetronPowerCell 10 There is also a condition attached to the option to ensure that the player has the 200 caps necessary to purchase the ammo; Therefore, if you want to change the price, you would have to do so in both the condition and the script for the dialog option to make sense (you wouldn't want the dialog option to read 50 caps when the actual price is 100 and the condition is at 120; you would want them to be all the same value). So, if you want to recreate this elsewhere, I suppose that one way would be to create a NPC (or a terminal entry) that gives the player the option to buy something and, when the player agrees, to then attach that script & condition to the dialog option. I hope that helps and good luck with your mod.
  14. Hi SpacemanFive. Are you sure that we aren't working on the same mod? :) If I understand you correctly, you want your character to persistently heal yourself through no other outside influence. Not a problem; I'm doing that in my own mod. I have no idea of how fluent you are with using the GECK (I'm no master, either - If anyone can solve the riddle of getting heterochromatic eyes in Fallout 3 for me, I'd be a happier guy) so here's the short version: 1). Create the ability of regeneration (Game Effects -> Actor Effect -> Ability) 2). Create a perk that is attached to that ability (Actor Data -> Perk) There's no "scripting" required for something like this; Everything that you described can be done without creating an actual script. Good luck with your mod.
  15. I am creating a personal mod for Fallout 3 and one of the desired features of that mod would be characters with eyes that have two significantly different textures for each eye (heterochromatic eyes). I know that the effect of heterochromatic eyes is possible in Fallout: New Vegas. I have even seen a hint of how that effect was achieved ("Turns out it was as simple as adding another texture next to the first in the eye texture file. Huh! I used the .nifs from the old ghoul eye mod to get the eyeballs aligned properly, since they were all wonky with the regular ones. Thank you to those that helped me out!"). Unfortunately, I am not understanding this hint well enough to replicate the effect in Fallout 3 and would like to know if there are more comprehensive instructions for realizing this effect in Fallout 3. Any assistance would be greatly appreciated. Thank you.
  16. I am attempting to write a script where an item is re-equipped the moment that it is unequipped, sort of as follows: Player.UnEquipItem WeaponA 0 1 Player.EquipItem WeaponA 0 1 It does not work. The item is unequipped but it is not re-equipped. However, something like... Player.UnEquipItem WeaponA 0 1 Player.EquipItem WeaponB 0 1 ...works perfectly. The item is unequipped and then a new item is equipped. It seems as though, once you unequip any item, you can not re-equip it no matter if you perform an action like... Player.UnEquipItem WeaponA 0 1 Player.EquipItem WeaponB 0 1 Player.UnEquipItem WeaponB 0 1 Player.EquipItem WeaponB 0 1 Would anyone know of a workaround to this effect? Thank you.
  17. Someone has already made a rifle that fits your description. Browse for "Nuka Rifle" and you will find the link below. It was apparently made in 2010. http://www.nexusmods.com/fallout3/mods/13606/
  18. I am working on a mod in which ammunition from the inventory automatically transfers into the clip of a weapon without any visible reloading animation or the player hitting a reload button while the weapon is equipped. I am aware of the "Ammunition Trick" of setting the shots per use on a weapon to "0" and then setting an ammunition type for that weapon but, in order for that tactic to work, I would need to find a way to lower the inventory count of that ammunition type every time the weapon was fired and I haven't found that way yet. I also know of the "infinite ammo" trick of setting the shots per use on a weapon to "0" and then setting the ammunition type to none but this does not produce the desired effect that I am attempting to reproduce. I know that weapons are "reloaded" every time that they are equipped but is there a scripting function that forces a reloading of the weapon while it is equipped? I know that you can add items to your own inventory ("player.additem AnyAmmunitionType 1 1") but this adds the item to your inventory and not the weapon itself (the "clip"). Is it possible that the weapon itself could be considered a container? If anyone has any further information about this topic, it would be greatly appreciated. Thank you.
  19. Hi phoenix0113. Thank you for replying to my question. I was hoping that there was a setting (such as "fBookSkillPoints") or a global variable that set the rate rather than it be hard-coded into the game. I already knew of the Entry Point method to raise the book skill points via the Comprehension perk. I have since been thinking of alternatives (such as switching the "teaches" category in the books menu to "NONE" and using a script to raise the rate to what I want) but it is unfortunate that no clear and simple method seems to exist. Again, thank you for taking the time to reply.
  20. Despite my best efforts, I have been unable to find (if it exists) the setting or global variable that sets the skill books in Fallout 3 to be one point (two points with the Comprehension perk). I would like to know where this setting or variable is in GECK for I am working on a mod that would adjust this amount without the use of perks or scripts. Thank you.
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