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Everything posted by drithius
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I was forced into buying a month of premium a couple months ago to download some large Skyrim mods at more than a snail's pace. Welcome to the new Nexus.
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People advise against FOOK+FWE because FWE rebalances the entire wasteland, whereas FOOK adds a buttload of new items with vanilla balancing. Not to mention the functions they both cover such as explosive entry, grenade hotkey, companion overhaul, and more. It's possible to strip FOOK down to a husk :sad: by removing everything but item entries, but you then won't have any means of item distribution. And, if you include FOOK leveled lists, you'll need to create a patch to so that FWE items still get strewn about. And it will be a big patch. And I hope you don't mean to do this all on your existing save... because the sudden removal of all those quests, scripts and other fook additions would cause no shortage of problems. Give Freddy's mod a try.
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Are there any good sticky grenade mods?
drithius replied to Deadspine's topic in Fallout New Vegas's Mod Ideas
What about an impact decal to fake it + delayed explosion from projectile? -
Gribble, I think you got this backwards (and I don't say that lightly considering you're a scripting god!) Using GetGameLoaded in that manner causes it to load everytime a save is loaded. I was testing it with my new Lutana'ized mod and I saw continual growth in Leveled Lists using the GetNumLevItems function. getGameRestarted worked correctly. So it's: Begin GameMode if GetGameRestarted == 0 return endif ;----------------------------------------- LeveledListAddForm STUFF ;----------------------------------------- End
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Mostly depends on the projectile. A vanilla .308 rifle bullet, for instance, has a range of 53,000 - approximately 5x the range of a typical pistol. Actually targeting someone that far out is another matter.
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CTD while looting and sometimes Random
drithius replied to DanionVibit's topic in Skyrim's Skyrim LE
Try reducing your DefaultHeapInitialAllocMB to 768. -
command that dislodges characters from objects
drithius replied to TheBlob2's topic in Fallout New Vegas's Discussion
Open the console, click on the NPC, and use the 'moveto player' command. -
Pistols have their place. Now, melee weapons - THOSE are useless
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How do I retexture the entire game of fallout new vegas?
drithius replied to Hoploo's topic in Fallout New Vegas's Discussion
Archive invalidation. Or else the game will always refer to the BSA instead of overwrites. -
Missing Arm Texture
drithius replied to ShrooMooo's topic in Fallout New Vegas's Mod Troubleshooting
One usual culprit are the armor's biped flags. Try removing the "hair" tag from the armor in question w/ FNVEdit or GECK. -
Help with Scripting an object effect on to a weapon
drithius replied to drithius's topic in Fallout New Vegas's Discussion
That did it! Thank you, thank you! The added error checking saved the day - I'm just really confused as to why/how since the OnDrop block is identical. So strange. Thank you again, I was really at my wit's end with this. -
Help with Scripting an object effect on to a weapon
drithius replied to drithius's topic in Fallout New Vegas's Discussion
Hey Claustro. That's really elegant logic and it should work... ...but I've tried all sorts of things and that final IF statement refuses to let anything through. Even if I break it up into two separate IF statements, the characters stats don't revert back to normal when Equipping --> Dropping. I don't see why it's not working! -
I've been looking to patch Dragbody's CNR RioT Scutum (shield) to include DR and -1 agility. However, I'm having a couple issues: ref rSelf Begin OnEquip set rSelf to GetContainer rSelf.modav DamageThreshold 10 rSelf.modav Agility -1 End Begin OnUnEquip set rSelf to GetContainer rSelf.modav DamageThreshold -10 rSelf.modav Agility 1 End The above has two problems that I'm aware of: 1. if a person already has a shield equipped when starting up the patch, they'll be at a permanent stat deficit. 2. OnUnEquip doesn't work for an item getting dropped while equipped :( Any pointers?
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Reminded of that naked anime statue 'mod' placed outside Goodsprings that made the hotfiles a couple years back.
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Coming back and looking for suggestions
drithius replied to Malikav's topic in Fallout New Vegas's Discussion
And Puce Moose! -
If you want to have it set up in two stages like that, you could just attach a weapon replacement script to the first weapon (with the first three mods). The second weapon will be a copy of the first but now newly moddable. But that's only good for upgrading a weapon with a new suite of mods after its already received three distinct mods previously. Anything with more freedom would require permutations of mods and a setup akin to how Antistar handled it in WMK.
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Continuous Beam Laser - Beta Testers needed
drithius replied to weijiesen's topic in Fallout New Vegas's Discussion
Unique SFX for the Mercury Arc? :) -
Continuous Beam Laser - Beta Testers needed
drithius replied to weijiesen's topic in Fallout New Vegas's Discussion
Grats, dude :smile: Glad you figured it out; it's those little challenges that make it worthwhile! Did you end up using Setweaponprojectile? -
Continuous Beam Laser - Beta Testers needed
drithius replied to weijiesen's topic in Fallout New Vegas's Discussion
...must reinstall FNV.