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SomeoneIknow

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  1. Just an update on my issue. It was part of the mod's feature I didn't know about. Apparently when you initiate barter with a merchant while naked they won't give you any sell value on any of your items.
  2. I don't know if this was intentiona or glitch but my sell value is 0 for all my items. I thought it was because my speech level was too low but even after both console commandig my speech to 100 and trying to sell daedrif warhammers the sell price I could get was 0 gold. I tried running the Easier Barter plugin in addition to the base Requiem-Dawngaurd mod but still same problem. Tried to undo this mod's affect on trade values by running the Economics of Skyrim mod but still same deal. I literally have no other mods that would affect this area of the game. I teied running only the Skyrim.esm and Dawngaurd DLC and this Requiem-Dawngaurd but this problem still there.
  3. Well thats easy enough. It is all about quest stages. In your custom quest window in thw GECK you should write up a custom script attached to the quest where you write all the conditions for the quest stages like when your quest target is set and when your targets die. You should look into the GECK wiki quest tutorial itll help a lot
  4. I've got a headset microphone with an okay voice output not professional by far. I have a bit of an Indian accent but living in California my voice prolly has some west coast in it. I'm a male aged 19 to give a sense of how my voice is. I really wouldn't recommend using my voice if it can be helped but I'm mostly postin to show my love for whatever project you got goin on. And also if anyone has any friends/relatives that might be interested to lend their voices for the community that would be wootastic.
  5. Sounds like to me what you'd want to do is have somewhere an OnActivatePlayer blocktype script either attached to the activated object(s) or in your quest and in that blocktype I think you'd do a plus one to the counter variable you're using for your quest script to indicate how many the player has activated so far. And in that same blocktype you'd use your enable or disable command pointed to whichever reference variable objects then voila! I'm sorry in advance if I misunderstood your request in my answer.
  6. Yeah ha, I made some very silly mistakes, especially with those or || statements. Well I got it working this time around so thanks for the reply and kudos!
  7. Well there is a FOSE function called GetBaseHealth as seen here: http://geck.bethsoft.com/index.php/GetBaseHealth but I wouldn't know where to begin to figure out how to make a script trigger to show the difference from the base hp to the final hp after the damage is dealt. I've been looking at some geck funtion articles in the wiki and I did see something interesting called DamageActorValue as seen here http://geck.bethsoft.com/index.php/DamageActorValue. This function subtracts any given number of hp from the actor's base hp. So the only way that I can think of to do what you want to do is to somehow rewrite how combat works or just for one particular weapon or instance, and then when a particular weapon strikes another given NPC use a OnHit block type function to spawn the 3-d mesh of the pre-calculated damage. But I think that would assume you know exactly what the damage amount would be.
  8. So I'm trying to make a very basic repeatable that whenever the quest is reinitialized the quest stage loaded is recalculated using the GetRandomPercent function. However my issue is that everytime I reinitialize my quest the same quest stage is always set instead of being truly random. Here is the code that I have made in the quest script: Scn aaPracRepQuestSCRIPT short iniQuest ; This variable currently used to control if or when the script sets the quest to whatever stage short rndmStage ; This var currently used to determine which quest stage the quest will be set short doOnce Begin gamemode if getquestcompleted aaPracRepQuest == 0 && iniQuest == 0 set rndmStage to getrandompercent set iniQuest to 1 endif if rndmStage >= 0 || rndmStage <= 49 && iniQuest == 1 && doOnce == 0 setstage aaPracRepQuest 10 aaPracBadGuyREF.enable aaPracBadGuyREF.resurrect 0 aaPracBadGuyREF.moveto aaPracBadGuyXREF set doOnce to 1 endif elseif rndmStage >= 50 || rndmStage <= 99 && iniQuest == 1 && doOnce == 0 setstage aaPracRepQuest 20 aaPracBadGuy2REF.enable aaPracBadGuy2REF.resurrect 0 aaPracBadGuy2REF.moveto aaPracBadGuyXREF set doOnce to 1 endif if aaPracBadGuyREF.getdead == 1 || aaPracBadGuy2REF.getdead == 1 setstage aaPracRepQuest 100 set iniQuest to 0 set doOnce to 0 endif END And just to be clear the way I reset the quest in-game is through a message box prompt that I made when activating a particular object. For this purpose I make use of the function ResetQuest. This function takes the completed quest out of the pipboy's completed quest log and allows the quest to be reinitialized as a new uncompleted quest. So my issue is that for whatever reason whenever my quest is reinitialized the script always sets the quest stage to 10 even though I set up a 50% chance to setstage 10 or setstage 20. My best bet is that for whatever reason the GetRandomPercent function is constantly giving the same exact number in every instance of its call but I have no idea how to fix that. :(
  9. Ah! These functions are mostly what I was lookin for. Thanks mate this is like the 2nd question you helped me out with. Kudos to you.
  10. Thats not quite what I'm looking for. I want to make it so the player can look around (in forced 1'st person view) but restricted OR the player's view is focused on something or a particular angle in the screen. Like when the player wakes up to doc mitchell, the PC is looking at doc mitchell (or is his direction). Likewise I want to know how to force the player to look at a particular direction/angle.
  11. I would suspect maybe there is a mod conflict? Try unchecking ALL the mods, then run each mod(s) one by one to pin point the trouble mod. Just try to isolate the trouble mod, and maybe try reinstalling it.
  12. I'm trying to learn how to lock the player's screen so that he is looking at either a particular reference or the screen look is locked by some kind of axis. Like how when the PC wakes up in Doc Mitchell's at the start of the game and the player camera is locked to looking at Doc Mitchell. So I wanna know what the function is or whatever I need to do to get a similar effect. It might also help if someone could point me to an existing script in-game that does this so I may learn. I've looked over the Doc Mitchell script, the quest script and other quest scripts but I couldn't seem to find it, or if I did I missed it. Thanks in advance.
  13. I looked over the Boone script and I donno I couldn't quite find it or figure it out until I looked at the slave collar detonate thing with the Weathers family and apparently the head explosion is as simple as a kill actor function/command. The head explosion comes with the kill switch. Anyways thanks for suggesting the slave collars totally didn't think that out by myself. Kudos for you bra. And also your avatar is truly creepy what is he some kinda Japanese Charlie Manson or something anyway so yeah I still gotta figure out how to force the actor to point the gun to a particular target.
  14. So in my mod I want there to be a point where NPC1 fires his weapon at the direction of NPC2, then NPC2's head explodes. I'm aware of the fireweapon function but how do I set up the direction NPC1's weapons is facing? After that how do I make NPC2's head explode? Going by the script logic in my head I assume it'd be something like this: npc1weaponfire script line weaponfirecounter set to 1 if weaponfirecounter == 1 [insert function that makes body part explode]npc2 endif
  15. Wow that was it! So silly of me I didn't think for a moment about room portals or markers when i was making the edits. Thanks man! Kudos for you!
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