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BreadMan161

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About BreadMan161

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    United States
  • Favourite Game
    Fallout New Vegas or Call Of Chernobyl.

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  1. Understandable. Plus I didn't even include the textures for the custom weapons and armor which absolutely would render the mod unplayable.
  2. Back to the beginning it is then. Oh joy. Well here's the .ESP file all by itself in case anyone wants to dive into the issue and see just what's wrong with the mod.
  3. If this works I will eat a fried cowboy hat with texas sauce covering it. EDIT: Unfortunately I was not able to get it to work. Is it something I have to do to the Companion script or the Quest script, or somewhere else?
  4. You and me both, this should be working and yet keeps producing the same error every single time. Granted I know jack about code, though the tutorial I am following doesn't have this error.
  5. Here's the companion script I have written. scn JVCKalevCompanionScript short HasBeenHired short L38 short DoOnce int CombatStyleRanged int CombatStyleMelee int IsFollowingDefault int IsFollowingLong int FollowerSwitchAggressive int Waiting Begin GameMode If (DoOnce != 1) Set HasBeenHired to 0 Set L38 to 0 Set CombatStyleRanged to 1 Set CombatStyleMelee to 0 Set IsFollowingDefault to 0 Set IsFollowingLong to 0 Set FollowerSwitchAggressive to 0 Set Waiting to 0 Set DoOnce to 1 EndIf End Hope it helps.
  6. I've been recently using that very series to get my companion running, though I have hit a snag on the coding side of things.
  7. Yes I do, I just checked and it's there. That makes things all the stranger to me because this should be working and yet isn't working one bit. Here are the images of the package in question if it will help.
  8. Strange, I checked my AI wait package and it seems to be a-ok and it's in the correct window. Any other ideas as for what's causing the error?
  9. I located it, but found it unusually empty. However I chose to instead look through the Message Log that the GECK Extender provides and found the error. Here it is: Now that I've found the error, I need to figure out just what it means and how to remedy it.
  10. For some unknown reason, my copy of the GECK isn't allowing me to add in a script that should work under normal circumstances. The script is intended for a companion mod, and is specifically for FollowerFiredYes.The script is as follows: ShowMessage JVCKalevMessageLeave ShowMessage JVCKalevMessagePerkRemoved Set JVCKalevREF.Waiting to 0 Set JVCKalevREF.HasBeenHired to 0 Set JVCKalevREF.L38 to 0 Set JVCKalevREF.IsFollowingDefault to 0 Set JVCKalevREF.IsFollowingLong to 0 JVCKalevREF.SetPlayerTeammate 0 Player.RemovePerk FoxingCowboy JVCKalevREF.evp JVCKalevREF.MoveToMarkerWithFade JVCKalevHomeMarkerREF If anyone can tell me what's wrong, provide me with an .EXE of the geck that they can confirm works, or just help with the coding of this mod, then that would be greatly appreciated.
  11. Hello, I'm here to ask just how someone makes an ability for a perk that doubles the sneak attack critical damage if the player is using a weapon effected by the cowboy perk, That, alongside the question of how to add precisely 5% critical hit chance in a different ability, provided the player is using a weapon effected by the cowboy perk. Any assistance with instructions on how to do so would be greatly appreciated, alongside assistance in general. Regardless, thanks for reading this, and I'll be sure to read your answers over thoroughly. EDIT: I found the solution to the cowboy weapons half! To help mod authors who want to do this in the future, I'll detail how to do it by describing what I did. First, go to the abilities tab in the GECK, it's in the Actor Effects tab, which is in the Game Effects tab. Create your new actor effect or open the old one for the perk, then go into the effects window and create a new effect. In this window, you'll put in whatever stats you want before going to the conditions tab and clicking new. Then click on Condition Form, select IsWeaponInList and after that, go to the Function Parameters, select PerkCowboyWeapons and there you go, now the perk effect actually effects your cowboy weapon!Now to get that Sneak Attack Critical effect up and running. EDIT: Found a solution, thanks to th3overseer for involving a similar perk in The Depths of Depravity. It's a fantastic quest mod involving a whole lot of f***ed s*** that I really encourage you check out if you have the stomach for it. Regardless, Charlie has a similar companion perk involving just this, so what I did was open The Depths and checked to see what her perk was, and I found out how to replicate it. First, open up the perk and create a new condition. Then select the entry point and choose Calculate My Critical Hit damage, then go to the Function slot and choose Multiply value, multiply as much or as little as you want. Next, go to Condition and create a new condition. select GetDetected, have the function parameters go for the player ref, then select the value to Zero.Then that's it! Hope you find this to be a useful post if you need these questions answered.
  12. This is good information, though there is a problem with this advice. I'm using the GECK for a New Vegas mod, not the Creation Kit for Skyrim. Still I will take some of the elements provided here and use them accordingly.
  13. Hello, I'm a new modder attempting to get a companion mod off the ground and I am running into a myriad of technical issues that I can't solve for one reason or another. Here's a basic list: 1: I can't get my dialogue quest to run on my companion, I don't know if it's a scripting error or what. 2: I think I've made some scripting errors and I don't know how to fix them. 3: A list of others that I can't explain. To make this easier on myself and others, I've attached the .ESP that the mod uses, hopefully someone can dissect the issues I have. If this version's too borked, then I can use an older version that's not as far along in production as a launchpad.
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