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drithius

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Everything posted by drithius

  1. 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.
  2. 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.
  3. What about an impact decal to fake it + delayed explosion from projectile?
  4. 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
  5. 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.
  6. Try reducing your DefaultHeapInitialAllocMB to 768.
  7. Open the console, click on the NPC, and use the 'moveto player' command.
  8. Pistols have their place. Now, melee weapons - THOSE are useless
  9. Archive invalidation. Or else the game will always refer to the BSA instead of overwrites.
  10. One usual culprit are the armor's biped flags. Try removing the "hair" tag from the armor in question w/ FNVEdit or GECK.
  11. 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.
  12. 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!
  13. 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?
  14. Reminded of that naked anime statue 'mod' placed outside Goodsprings that made the hotfiles a couple years back.
  15. You likely have too many plugins loaded; the soft cap is anywhere from 120 to 140. Beyond that, you run into unpredictable bugs as you describe.
  16. 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.
  17. Load your game into FNVEdit and you'll be told precisely what you're missing.
  18. Grats, dude :smile: Glad you figured it out; it's those little challenges that make it worthwhile! Did you end up using Setweaponprojectile?
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