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Nexusmodsaccountno2

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Everything posted by Nexusmodsaccountno2

  1. Hmm I am not even sure my mod will work properly in some dlcs...I will have to play through them again with the mod to make sure of their various maps and mechanics. This seems too heavy handed but I could just give an item to the player that adds the various perks to the player at the beginning of the game or on entry to the dlc worldspaces? Then make the items only able to be activated when in the relevant dlc worldspaces and add a message script that will constantly flash on the screen until the perk is activated. Feels like a patchwork design solution though. In any case thanks for the info, it gives me a place to start.
  2. I am thinking of using addperk/removeperk trigger boxes at the dlc entrances and exits to get my dlc specific scripts to run. Is there a better way? And if there is not a better way can someone tell me the cell names of all the dlcs where players enter and exit from the main games map? Thought someone might have written that info down somewhere, it would make my job a lot easier...
  3. Ok looks like this one might be a tough ask. Not surprised that this might be something out of my league. If anyone has an answer for this feel free to post but for now I will work around the issue from another angle and see how it plays out. Might actually make the mod better...
  4. Ya I knew about the markfordelete from the wiki but I don't know it just seems a little messy. Just personal preference I guess but I did get placeatme to work the way it should so anyone who wants to use it should. I use the same container and move it all over the wasteland on player "death". All items are removed with each moveto function so the container only has what you are currently carrying. I could make the container non ai interactive but so far figure why not leave it open to ai, makes it more realistic. Overall moveto is a much cleaner script for what I want. I like the idea of the same container following the player all over the wasteland, like a faithful sidekick (that only shows up when you die). Thanks for the concern though ; ) the mod needs polish and I need to work on the dlc but it is working great so far, most features I wanted. All thanks to wikis and forums like these. Thanks all!
  5. Moveto works perfectly without the bloat to save games that placeatme can cause. Made a dummy cell, placed a container in it, then used moveto to get the container to the player. Thanks for the help.
  6. I have made a mod that changes the way you die (basically it is a similar death mechanic to Dark Souls). To get the system working I buffed the player's health by twenty thousand extra hit points. The extra hp is to make sure the player never actually dies and triggers an auto load. The extra hp has made the system work but now I have the problem of hp not displaying correctly when the player will "die". The easiest way of correcting this would be to minus 20000 from the hp value displayed, but I have no idea where to even start. Is this possible through scripting? Do I need to edit the hud and pipboy with some other program? (I have seen mods that completely overhaul the look of the pipboy so it seems possible.)
  7. I will try both methods and see what works thanks! edit: deleted a bunch of questions, in the middle of testing stuff out and seeing what's what.
  8. Ok new problem... The place at me function to get a container spawned at the player is tested and working but I am having trouble compiling the next part of the script PlayerRef.PlaceAtMe ContainerRef01 ;works great, spawns the specified container at the player but.... PlayerRef.RemoveAllItems ContainerRef01 1 1 ; up to "PlayerRef.RemoveAllItems" compiles but when I add the containerref01 it stops the script from compiling I want all player inventory transferred to the "placeatme" created container but the script is not compiling. Any ideas as to why? Doing some research I see that it might be an issue defining a persistant reference? But as I am using placeatme I am at a loss as to how to get the player's items into a newly spawned container...
  9. I see additem as a function but no addcontainer... Just wondering how I would go about making a container spawn ingame at the player's feet?
  10. Got my teleportation script working! Just an update on the GetActorValue Health script function It monitors actor's current variable health not maximum health so it works perfectly for my purpose. It takes into consideration perks as they contribute to your health pool (tested) but unsure as to temporary increases such as buffout etc. Mctavish thanks for your help but your script is too complex for my noob scripter brain to comprehend. For the moment I will focus on getting the basic mechanics of my mod working and then I will revisit the hp display problem when I confirm that the game doesn't break when the player teleports all over the place on "death".
  11. Ok I am a little lost. My first objective is to set up a script that activates a teleport once the player reaches 0 health., where 0 is not actually 0. The plan is to add 10000 hps artificially through the geck so as to make sure the player does not actually die and trigger a game over and auto load. Taken from the wiki: " Bear the following in mind when attempting to determine the health of any actor: [ActorRef].GetHealthPercentage is unreliable as it's determined from "base health" and sometimes returns values over 1.0 (100%). [ActorRef].GetAV Health returns the current, modified health value. [ActorRef].GetBaseAV Health returns the base value with no consideration for permanent (eg. Life Giver perk) or temporary effects (eg. Buffout). [ActorRef].GetPermAV < StatName > returns include permanent effects (e.g. Perks like "Tag!", and from Skill Books), but no bonus from situational perks, equipped items, drugs, etc.. [ActorRef].ResetHealth Restores the actor's health and cures crippling damage. No function known at the moment can return the max value with temporary effects. " Gethealthpercentage will not work accurately enough for me as it will not properly take into consideration any health increases that the player receives as they level in terms of perks or using buffout etc. So which of these health functions if any will calculate the player's CURRENT health as it is lost through battle, poison or whatever rather than the total possible health a player has. For example the player has 10001 hp out of a possible 10500 hps. I want a function that activates in reference to the 10001 value not the 10500 value If I can find that function I can then create a script which only triggers once the player's health has been reduced to less than 10001 hps over the course of battle. This approach should allow for the normal increases of hps as a player levels. I thank you for your help and uh sorry if it has been explained already and I am just not understanding it.
  12. Been looking at possible script functions and language but gethealthpercentage is messy. Getting a specific health value would be much more useful as health gained through levels etc would remain unaffected. Would the GetActorValue Health >10000 function be at all useful? Now how do I make this calculate the player's health value (do I just put [Player] before the getactorvalue function?). Will this even work or does the health stat reference total health possible rather than the player's current variable health value? Oh and from what I can tell there is no other script function that references a players health value other than the gethealthpercentage function. If the getactorvalue is a dead end would nvse be able to get the variable health value? And if anyone can think of a way to use the gethealthpercentage without messing up hp increases through leveling, endurance increases, perks etc I am open to it. I think it would be possible but there would have to be a ton of micro management to make allowances for all the possible changes to permanent and temp hp changes... Hmm was reading through the geck help page as ref by dubiousintent earlier in the post, it looks like [ActorRef].GetAV health is my best bet but it seems like it will calculate the TOTAL health value and not the health you lose/gain but not sure...it says "returns the current, modified health value." But does modified mean modified through getting shot in the face or does modified mean say a perk that modifies (increases or decreases) your total health during daytime hours etc?
  13. Ya I was pretty sure this was gonna be a big headache to achieve...but I really want this system in place. It would make fallout the game I want it to be. I always wanted to be worried about travelling the wasteland instead of having the safety of a save to get me through, it would completely change the way the player approaches exploration. But yeah I really was hoping to get some kind soul to help me out with A LOT of advice. Or...ahem...do it all for me...heh I remember whenever I was modding with the geck there was always someone in a forum somewhere to help me out either directly or someone else had gone through the same issue already. Of course I was asking for much simpler stuff... This is basically a hopeful cry for help. I am serious about this but as for scripting ability I am seriously underskilled. Thanks for the sobering assessment. But I still wanna do it or at least try. But I am going to need help. The most I can offer is a lot of play testing, any geck work I will be all over that, to try and learn basic scripting and edit any scripting templates anyone out there is willing to offer and a lot of thank yous to anyone willing to help. But if enough experienced scripters tell me it is not going to happen well then I will give it up. Modders have managed to warp and cajole Fallout to do all sorts of interesting things that I never thought they could so I thought I would throw the idea out there and see what response I got. Do you think a lot of quests would be affected? I was pretty sure some might be broken by a teleport out of the area if you die in the middle of a set piece. My thinking was get the death mechanic in place and then just play through and test it. It might not be as devastating a mechanic as first thought? Or it might totally break everything... Oh and thanks for the nod of support Mktavish if thinking about this mod was enough to create it, the mod would have been made ten times over. Ever since I first played through NV I was trying to think of how to get this done but figured out pretty quick that it was going to need a lot of scripting which made me throw up in my mouth a little. I thought I'd give it another shot...bleurgh
  14. Just adding my support DarkRaziel. Looking forward to any progress you make. Got referred here by dubiousintent (thanks). This is my mod request if you are interested. https://forums.nexusmods.com/index.php?/topic/7135556-dark-souls-type-save-system-how-to-go-about-implementing-this/ Wondering how viable your first idea of superficially enhancing the player actor's hp would be? How complicated is it to change the ui to only show the hps after the first 10000? The exploring ui would have to be changed as well as the pipboy status number display of hps. How difficult is it to change the ui display to only show values >10000? I have seen complete overhaul mods for the pipboy does this mean it is possible? There could be issues with certain damage values, not sure but some attacks say from behemoths or other scripted events might be programmed to make sure the player dies from certain attacks? If you artificially enhanced a player's hp NOT to die and you did die it might cause issues. But just in case making the player an essential turns out to be a dead end this could be a viable alternative...the worst that could happen would be that the player would die and then autoload would kick in which is annoying but not game breaking. It might actually come in handy to bypass possible crashes in certain scripted set pieces where teleporting might cause conflicts and then the respawn mechanic could be disabled and autoload will just be used for those few occasions...
  15. Thanks. Good news that someone is working on a similar mod. Just thought I'd outline my mod in a little more detail, it will take a lot of imaginative scripting to get up and working... On death you are transported to a special room created for the mod with a "clone o matic" machine. script for respawning needed. The machine is located next to your starting point but you will not encounter it until your 1st death. (this means you can potentially finish the game in a pseudo iron mode with not even a single death as an extra challenge). on your 1st death and respawn the "clone o matic" game mechanic of respawning will be explained in a lore friendly way and a new quest arc will be introduced where you will be given the opportunity to find several clone o matic machines throughout the wasteland so you won't be forced to travel too far on death if you go to the trouble of unlocking these other respawn locations. Extra locations have to be created (i can do that) quick travel will have to be disabled and a teleportation script from each clone o matic location (once unlocked) will have to be written. All your inventory will be dropped where you die in a backpack and you will have to trek back to it if you want your stuff. script needed, this one might be difficult, lots of potential issues. Edit forgot to specify the most important part, each time you die a new backpack is spawned and the old one is destroyed making recovery of your items a very stressful experience and that is where the dark souls comparison comes in... Also a quest marker would need to be attatched to the backpack so you actually have a chance of recovering it...yet another script... There will be no manual saving, pause menu needs to be altered to reflect this. ui script and new pause menu needed. on each exit from the game your progress will be automatically saved so you do not have to play through the entire game in one sitting ;). script needed. To guard against crashing, save corruption and the potential for losing progress the game will have to be auto saved once a minute or so and staggered so at least 2 (probably 10 to be sure) saves are retained to guard againt a corrupt save making you lose a whole runthrough, of course this means you could just exit the game when you are in trouble to "cheat" death but that would just make you lame ;). another saving script. Some editing of quest items will be needed to stop players carrying a laser gun all over the wasteland ;). geck will do it. Issues: dlc needs a lot of work or may have to be exempted from this mechanic, some of them are easier to deal with than others but it might work if you are just transported to the start location of the particular dlc but don't think it will be that simple... dlc specific scripts would be needed. The last mission on the damn dam will have issues but again it might be enough to just respawn where you first enter that area not sure. script needed. Any vanilla main game set piece and scripted event may be broken by the respawn mechanic if you die while they are occuring...this can only be resolved through testing... I would also like to make pipboy interaction (inventory access) a realtime mechanic instead of a pause mechanic. to make this more practical i would like to increase the viewing area of your surroundings so you can see what's going on around you while you are accessing your items and won't get ambushed. another script. These are the mechanics and issues i can think of so far.
  16. I have used the geck to change a variety of options in New Vegas but the closest I came to scripting was to cut and paste existing scripts and add the odd word here or there. That is to say - scripting is not my strong point but I do have a basic grasp of how it works. Now to change the way NV saves and what happens when you die (such as determining respawn location and the pause save menu options) I assume I would have to use NV Script Extender? I am just wondering how difficult such a process would be and what chance someone at my level of understanding would have to achieve this? Any advice (or active help please and huge thank you for someone with scripting experience actually helping me do it) would be MUCH appreciated. I believe a more immersive save system (with a coherent and lore worthy explanation) would add a lot of atmosphere and make NV a much greater and truly a survival experience.
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