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Aragron

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Everything posted by Aragron

  1. scn Genericscript Begin gamemode if player.getlevel >= 15 && player.getincell (Freeside Cell Here,find it in the Cell View) MYNPCref.Startconversation Player Killtopic endif end http://geck.bethsoft.com/index.php/GetInCell http://geck.bethsoft.com/index.php/GetLevel
  2. i'm not sure if i understood right,but there is no ranged skill,Throwing weapons use the Melee Skill. About SetCombatStyle,it is used for NPCs only, http://cs.elderscrolls.com/constwiki/index.php/Combat_Style ,if you open any NPC,in traits search a little and you will find Combat Style.
  3. o. Part of the problem is equiping the player melee then a ranged weapon,since i tried toggle between a 10 mm and the throwing spear and worked fine. I still didn't find out a solution to this problem,maybe add a timer to don't equip/remove all of a sudden? also unfortunately..,i 'm not having much free time this week,so probaly i won't mod fallout.
  4. Thats the problem i mentioned,you need to re-equip the combat spear... I don't know what happens,since i used basically the same script in a mod for Fallout 3 to toggle between weapons with different ammo and effect(basically what the 2 key do now) and i never had to re-equip it... The script does this: Unequip the Throwing Spears Count the number of spear the player have remove all of them add one "Combat Spear" to the player equip the new spear and unequip the armor Second time you equip it: Unequip the Combat Spear Add the number you had of Throwing Spears Remove the combat spear Equip the Throwing Spear and unequip the armor. If the problem persists,it would be best to simple create the new spear ,create a place with a script to trade one spear for another,and put one spear in a hotkey,the other in another...
  5. Sorry,forget to mention,attach the item to a hotkey,them outside the menu use it,all throwing spears are traded for one "Combat Spear",when you use the toggle again,you'll receive the Throwing version. Tomorrow i'll try to explain better when i have time.
  6. i made a sample,unfortunately it's late here and my head is a little off ,so i made this in a simple way,and there is a problem when you trade weapon(see the mod,or test it..),you need to re-equip it so you can actually use it...anyway,if you have any doubts,i'll see this topic again tomorrow...
  7. If this script only works for one actor,probably your problem is that all "Self" are being used by the same actor,you need a better check to filter equals Selfs . try putting this in the GameMode : if self == Self2 || Self == Self3 set self to 0 endif if Self2 == self3 set self2 to 0 endif
  8. Read that http://www.thenexusforums.com/index.php?/topic/269597-how-to-become-a-modder/
  9. you forgot about .dds files (Pipboy Icons/Perk Imgages) DDS Converter 2.1 then edit with photoshop (or paint...)
  10. File > Data click on your mod,in the right there is a Parent Masters,simply click on the master you want to remove and press Delete.
  11. you need to extract the G.E.C.K. to the fallout directory http://forums.steampowered.com/forums/showthread.php?t=1533535
  12. I tested it again(substituing the Editor ID) and it worked again if the script Don't save,it is a problem with your Editor ID,try changing the Editor ID to A01Bunkernokey ,there is a problem in GECK when you start with a number,if i remember right.
  13. You gave a name to the script,and substitued the editors when needed,right?Because i tested it and saved without problems... If you are new,read some tuturials to learn more... http://geck.bethsoft.com/index.php/Useful_Scripts
  14. Begin OnActivate player ;Only run when the player uses the door if player.getitemcount 01BunkerKeyMainentrance >= 1 ;if 01BunkerKeyMainentrance is not the Editor ID,put the Editor ID here... activate else showmessage "Message ID" ;Without the "" ,create a message and put the Editor ID here endif end place the script on the door.
  15. Tried some things here,and i dicovered that Lead Belly does not affect food ... with means the perk "Lead Belly" is useless..(i Didn't find anything that it affects,lakes maybe..?) Nuka-Cola with Lead Belly : 2 Rads Nuka-Cola without Lead Belly : 2 Rads Water with Lead Belly : 5 Rads Water without Lead Belly : 5 Rads So,you need to edit all the ingestibles to put the condition "GetItemCount ..." on the Rad values,like 10 rad witout the item - player.GetitemCount... == 0 ;if bigger than 0,this rad will disapear 5 Rad With the item - player.GetitemCount... >= 1 ;if bigger or equal to 1 ,this rad appear
  16. Certainly easier than the method Bethesda used in Fallout 3 (All ingestibles with 2 rad values,one with the Sanitizer,the other without...) If they had used this method in FO3,editing food would be a lot easier... :D
  17. Search for the perk "LeadBelly",all you need to do is create a new condition for the effect,an GetItemCount sanitizer > 0.
  18. ok... i managed to get a script working,i Created a new base effect and put the script there ,using scripteffectstart. open the file in GECK and filter zzz in the All option.
  19. Something like this in a quest: Short Days1 Short Days2 begin gamemode if "Global" == 1 ;use a Global here so the 1 day starts when you find your ref set Days1 to GameDaysPassed set Global to 2 ;Keep the value endif if Global == 2 set Days2 to GameDaysPassed ;get Current day Set Days2 to Days2 -Days1 ;If the difference between those 2 are >= 1,1 day have passed. if Days2 >= 1 MyRef.enable set Global to 3 endif end
  20. Use this mod. http://www.newvegasnexus.com/downloads/file.php?id=35358
  21. Thats strange... try setting up a message to see when the script runs,like: Begin onequip showmessage "Message1" end begin scripteffectstart showmessage "Message2" end begin "Don't know" showmessage "Message3" end don't have time to test it today,so maybe tomorrow i can help more..
  22. "Well, I can't really test my mods without console commands." Other than mod test,just if a really bad bug happens...
  23. Ingestibles are "equiped" by the player(Don't ask...),so you need to use a OnEquip begin.
  24. Go to goodspring,then up the saloon there are 2 ghouls,one will raise when activated the other when the player get close. And they don't appear in compass until is too late. Edited:For me it is easy to adapt the script :laugh: just took 10 min to make it on GECK and test it. Edited2: And they change name... I guess thats all.If not wait a "Edited3".
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