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Everything posted by ZippyDSMlee
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I think they are conflicting with each other because no matter how high I set weakness to fire it dose not want to work. What’s the conditional I should use to turn off magic resistance when a target is on fire? I thought keyword magicdamagefire <= or and keyword hasflames <= or would do the trick but I have a setting off I guess. My thought process is apply weaknesstofire when on fire and turn off magicdamage resistance when on fire, would that help make it weaker to fire without getting it confuised??
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I think I might have hit the limit on what I can do with spells I got damage/magic resistance set kinda right but weakness to fire dose not seem to work right. Heres what I am working with, I am trying to set damage/magic resistance high, and set weakness to fire up really high to offset the adjustment in magic resistance. http://jmp.sh/ehsML8G
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Thank you!! Its working but its acting like constant regeneration rather than a static bonus to HP, thoughts? === I switched to damage/magic resist but it dose not seem to work, I think the detrimental flag reduces the value not raises it but I am unsure.
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Having no luck trying to get a cloak spell that gives NPCs more health. Can someone walk me through the steps to be sure I am not missing something??
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Yup, however I gave the player a prek and changed magic damage and damage, bash damage, power attack damage mods however when I went to go and make magicfiredamage do more damage via the magic damage mod it wouldn't work. So I guess a cloak spell is the most you can use.
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And I can not get anything to work now.... *sigh*
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I can dup spells and magic effect and remove effects thats not a problem, recalling how to get a spell to start on the player is another... LOL I forgot what settings to use in alias in a quest LOL edit I think I got it, useing an add script.
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I thought you could not give NPCs perks via script or cloak spell? I'm back to using a cloak spell since I could not get the damage mods to exempt magic fire via a perk on the player.
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Trying to figure out a simple way to make undead more immune to traps I got the PC to do less damage now trying to fig out how to make traps do less damage.. http://jmp.sh/rCeZuHo
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Looking for a bow (present/gift)
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
Thank you! -
Looking for a bow (present/gift)
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
This http://gallery.yopriceville.com/var/resizes/Free-Clipart-Pictures/Christmas-PNG/Christmas_Bow_Decoration_PNG_Clipart.png?m=1399672800 Or this http://1.bp.blogspot.com/-7qU2pBrZC-Y/VJh8_i6z2AI/AAAAAAAA5G4/QaxZJapcR6w/s1600/red_bow_large.png Anything close will do. I really need to lear to bake/uv map textures >< -
Is there a box mesh on anything anywhere in NV? Need a bow to top off my confusion mine and grenade. I can not make new meshes in 3Dmax but I can warp the heck out of them and textures.
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[WIP] Explosives Immunity Bug Fix - Input Needed
ZippyDSMlee replied to deathblz's topic in Fallout New Vegas's Discussion
I've not seen it past death but it sure as heck sets living creatures to TGM LOL It takes alot of hits or a few vasts hits or melee hits or shooting it to damage the darn thing...- 3 replies
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- explosives
- immunity
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(and 1 more)
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Zippylabs NV beta trials and crap.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
Thanks the weapons and bullets need the most checking , the armor and item stuff work fine, cept the hat. LOL -
Doing some testing on my crappy mod, anyone want to give it go? Adds new bullet types (HFC/explosion,Cryofrost,EMP,Poison) a few new laser/plasma types if I have them in yet, and crazy weapons like a hot rodded minigun that shoots explosive bullets or a sniper shotgun that can use 12/20 ga ammo. All you need to do is run a merge patch in tesedit to make sure all the esps get thier stuff into chets vendor inventory and theres a Ammo container in vicks shack by the bathroom that has most of the new stuff in it. Oh I know zippys hat is broken already LOL :tongue: edit Some youtube videos. https://www.youtube.com/channel/UCDqWHQSVw8H0rGNUdZ5piLw Edit Beta 0.2 http://jmp.sh/SdajJtz
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I've gone through the plasma explosion nif twice and can not seem to find everything to fully turn it blue. It has 2 or 3 textures but none of the them are colored they all are alpha. Can someone help me get this thing colored correctly or help me find any hidden vertex colors,ect I missed? I spent all day on this and can not seem to get it all. edit I got it more how I want it but its not blue, http://steamcommunity.com/sharedfiles/filedetails/?id=494229973#_=_ Any idea how to fix it? edit got more of it blue, but the initial explosion is green. http://steamcommunity.com/sharedfiles/filedetails/?id=494252408#_=_
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Raise critical damage by ammo.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
Scale by vertices dose not seem to work and yes I forgot about it LOL, I tend to do specific scaling in 3Dmax 2012, I know how to change the overall size and location in nifscope, its odd that the beam end node and the beam geometry is on different axis's 0-o -
Raise critical damage by ammo.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
To change length on a nif you need to grab vertices and push them till its shorter, 3D max dose not like animated files that much so I can not do it in 3Dmax and nifscope only dose uniform scale, rotation, and placement easily. I'm quite happy with my bolt, its not like it's seen alot LOL Unlike something like this which needs more attention to ... SQUIRREL! -
Raise critical damage by ammo.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
I can't nif very well so I do alot of cut and pasting, even if you dup the laser beam projectile its still a very long beam/projectile and there is no easy way to change its length, thus why I played around with the tracer round.. Figured out I was not giving disintegrate enough time to work, when set to dead,sleeping,ect the target is instantly fried. Tho for living things it takes a couple seconds for it to start up the disintegration effect and turn it into an ashpile. -
Raise critical damage by ammo.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
I am a fan but I tend to think up od/crazy things from some trial and error and fooling around I made the tracer round a laser bolt minus the bullet of course. Thought bolts be something of interest to add. Ya there is the pewpew pistol but its hard to find. Uhg I have laser disintegration set to go off on dead things but its not truing stuff to ash piles....ggrrrrrrrr.... -
Raise critical damage by ammo.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
Well its more a laser ammo thingy. But I decided that the fryguy ammo will have a random chance, 1% for 2000 and 30% for 200. I made some laser bolts and new ammo types for lasrers, I call them pew pew because the slow one is as fast as star wars laser blasts so pew pew pew LOL. Laser pewpew Slow/Spew:Bulk slow pew pew bolt that dose normal damage to the weapon condition, 50 for 10 caps. Multishot/Multi: 10 projectile multi shot fast pew pew bolts, 5 caps. (needs a custom spread ammo effect to scatter the shots else its all one beam) Laser pew pew Instant/ Inst :Its like a bullet, 15 caps. Laser Burn(what the game calls pewpew) with an enchantment that burns a target 5 points per sec for a minute 10 caps. Fryguy/Fry: a fast bolt that has a 1% chance to do 2000 damage and 30% chance to do 200 for 25 caps. Going to make some plasma variants as well, I added the new laser ammo to the micro fusion list I then dup'd the list for plasma ammo types that way all micro fusion cells and small energy cells can be used normally for either but laser and plasma can have their own new ammo type. -
Raise critical damage by ammo.
ZippyDSMlee replied to ZippyDSMlee's topic in Fallout New Vegas's Discussion
Say I run it every 5 seconds that seems like a waste of processing power tho I am a very backarse wards coder I can not really script worth a darn but I see how things can effect the engine,ect. And to your first unedited question , off the email notification,ammo effects do not have a critical damage modifier. Ammo effect only so damage threshold, damage resistance, damage, spread, fatigue and weapon condition. So there is not much you can....mmmmmm wait a sec, interesting I wonder if impact data in ammo would do the trick. Runs a script on impact but thats one shot too late....mmmmmm..... -
So I use GetPlayerCurrentAmmo to my ammo to equip a custom perk to raise critical damage, my question is this a normal enable at start quest or via another mechanic? Shouldn't there be a change ammo or something I can use to start the script to check the ammo on ammo change?
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Can you use get distance on an activator and make a mine? I want to spam 10 proxy grenades that after 60 seconds explode on their own and remove themselves from the game. I can make it using an activator and palceatme proxy grenades and 60 sec timer grenades but no matter how the destruction data is set the proxy grenades will not explode unless something goes near them, I need them to remove themselfs after 60 seconds....
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Thanks ^^ No prob take your time!