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dAbalo8

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  1. XML IS A GOD DAMN JOKE! Now... How would one find the appropriate string to set with SetUIfloat/string to change the 'Inventory/Carry weight' values in the pipboy screen (and anywhere else for that matter,) without succumbing to the insanity of bethesda's implementation of xml?
  2. Again, I have this problem with particular template and actors spawned from it. ModBaseAV works on NCR leveled characters for example, it also works on more than half of NCRF powder gangers. If it works on multitude of other templates what are the chances of this template being the one requiring to be changed on the root level?
  3. For example it doesn't work on actors spawned from VSpawnSpecialGangerGS01 base form. BaseAV for these actors can't be modded no matter what. I tried to find something special about them in geck but couldn't see anything out of the ordinary. What could be the reason of the function silently failing? (it doesn't print anything to console when I try ModBaseAV on the spot)
  4. Now I've discovered that their BaseAV (Health) can't be modded, not though script not through console command on the spot... what the fresh hell is this? Why?
  5. Sorry for not updating in time. I reworked my script to mod BaseAV and to keep track of the value it was modded with through auxvars. Modding BaseAV solved the problem only it didn't update everything on the spot, for that I just added a tiny DamageAV and everything started to work like a charm.
  6. Unfortunatelly that won't be of use to me, I do it with scripts and it is supposed to be dynamic, calculated on the spot when needed. Also I avoid modding BaseAV as I use it as an anchor later on when need. But I don't think any of this should matter as my values are correctly displayed in VATS (assuming it's because the corresponding UI element is loaded when VATS is opened or is at least is re-evaluated in that moment.) What I want is to do exactly the same, only for the Health Bar that is outside the VATS.
  7. Yes, I add HP through an effect script but instead of adding it to baseAV I just modAV it on top of it so it can be reverted back easily when needed. I guess what I'm looking for is to make UI element display the moded value instead of the base which it does by default. JIP UI functions are great but they don't seem to be of any use in this particular case. Any ideas on how this issue can be resolved through scripts without having to alter menu xml files? EDIT: dug through xml files, turns out they have nothing to do with what I'm looking for, kinda half expected it but still was uptimistic going in...
  8. None of this links or article topics are anywhere near what I'm asking for, I understand the "damage pool" concept but where are the hud functions?
  9. It's a complicated and unoptimized script that will have to be explained if posted, neither of us wants that neither am I sure that I can actually explain it without hitting my head against the table corner. The problem with the script was that it saved an actor ref into an array when giving it the effect (if they were neither dead nor disabled) and just ignored those actors next time they were caught in GetRefs. For some reason this gangers were caught in the first run of the script but despite being enabled and alive didn't get the effect and when the player walked into their cell and the script ran on them again they were simply ignored. What I did was I simply added to the skip condition (if actor is already in the array) another condition to check if the "actor to be skipped" has the desired effect, if not I just add the effect and voila, it sticks since the player is in the actor's cell.
  10. I've never touched UI in fnv before and need some guidance out there. For example I mod Easy Pete's health AV so now he has max health of 500, his health bar on the hud won't react to him being damaged at all. How would I go about to update the corresponding hud elemnt in this case?
  11. Tried giving them firehelmets, they don't seem to like them either, easy pete looks fabulous in it though! EDIT: Turns out for some reason these ganger won't accept anything unless the script runs on them when the player is in their cell so I added some other checks and now it does work.
  12. They are enabled. I check for that before giving the actors the effect and since their ref gets to that portion of the script they definitely have to be enabled. Also if I run the script right in front of them it still doesn't apply which is very strange because if I spawn some other npc near them it will get the effect, hell even NCR troopers in primm get the effect, but these powder gangers and primm powder gangers never do. I found out that they are listed in geck as "SpecialGanger"-s but couldn't make out what made them or their template special or what to do about it, I'd really like to avoid altering the records here if it can somehow be done with scripts
  13. Basically the title. I use GetRefs to get all actors and then addspellNS to give each of them an actor effect. It works on every actor in the vicinity except for the powder gangers around Jean skydiving. GetRefs does get them, I checked for that so that's not the problem, they just don't get the actor effect while every other actor gets it. If tried from console, on the spot, addspellNS does work on them but for some reason it just doesn't when run from script or is immediatelly dispeled? Any ideas on why or how to circumvent this issue?
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