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angelwraith

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Posts posted by angelwraith

  1. You need the Geck, then you need to make a mod that adjusts the number of projectiles fired from the weapon on its weapon page. Or you could just modify the original mod with the same changes.

     

     

    wait im confused

     

    why #projectiles and not fire rate??

     

    i thought # projectiles controlled the amount of projectiles emanating from the weapon each time the weapon fires whereas fire rate controls the amount of times the weapon fires in a given period of time.. like i think 2 seconds..

     

     

    *EDIT*

    as i read further i see someone else already said this.. me= tarded

     

     

    btw m2 browning is set to fire rate 24

    meaning:

    12 rounds/sec

     

    compared to reality:

    Rate of fire 450-575 rounds/min (M2HB)

    7.5-9.58 rounds/sec

     

    750–850 rounds/min (AN/M2)(closest to model in 20th century)

    12.5-14.1

     

    1,200 rounds/min (AN/M3)

    20 rounds/sec

  2. I don't know if i should post here or in the fallout 3 help forum so il post in both and the moderator can delete or merge them if i posted in the wrong section. I apologize for this ahead of time.

     

     

    I'm currently a novice geck modder in need of some help from the community. I'm trying to implement an auto sorter that will place the weapons and other items on the shelf's when you use the auto sort function. There are a few mods that i have seen that do this. I will link them below. Also i was trying to get a working ammo press in my house mod, but every time i try to get it working in-game it doesn't seem to work. So if i could get some help on these two things i would be extremely happy. I cant pay but i would compensate them by letting the person who helps me use my Rapidshare account, because of the security lock the person i share it with cannot change the password or settings so i have no problem sharing it with the person who helps me, but that's all i really have so i hope its enough. Thanks everyone, i hope i get a reply soon.

     

     

     

    Hidden Sanctum - Auto Pantry

     

    Bunker 72 - Auto Sorter

     

     

    this is what you can achieve (although i gotta admit the adaptive part was a biatch)

    sorter example:

    shelf activator example:

     

     

    this will get you started..

     

    Sorter's made easy

     

    next step would be to create activators using the models of what you want picked up, with a script that disables the activator and adds the item to the inventory

     

    an example script i use for such an activator:

    Scn SUB50CalAmmoSCRIPT
    
    Begin onActivate
    
    player.additem CALIBRxAmmoRifle50BMG 250 1
    Disable
    
    end
    
    
    
    

     

    after that place all the activators you want out on the shelves and come up with some sort of logic that supports their reappearing...

     

    such as a terminal that deducts caps from inventory and reENABLES the activator the other script deactivated..

     

    one last word of advice.. use setpos before you reenable the activators so that when you do "order" the item it always appears in the same place when activated.

     

    placing all the items is actually a bunch of work depending on how many things you want out because each activator has separate location information and all must be persistent references in other words LOTS of busy work

     

    if however you only seek to have items sorted to specific containers the link provided will show you how to do that really fast.

  3. is there a way to return the world location information of where a bullet hit?

    so that that information can then be passed on in order to move a persistent marker to its location?

     

    please note i am not asking about the hit location i saw in the docs unless it somehow returns more information other than only when you hit an actor.

     

    to reiterate for simplicity:

     

    i need the x, y, and z values of where the bullet hits when i fire a certain weapon.. and i need it to happen EVERY time you shoot no matter what is hit.

  4. I thought it would be simple. The concept is.

     

    I'm trying to write a script that moves an object to where the crosshair is pointed. I tried doing a hundred different things with getangle and float variables, but evidently I'm bad at math.

     

    if anyone has access to a script that has done this, could you post the section handling what I just described? It would save me a lot of time and frustration.

     

    Ground area mark that follows the crosshair

     

    You can see the effect of this script in this video Script Type: Quest or Effect For a Quest script, use a GameMode block. For an Effect script, use a ScriptEffectUpdate block.

    Instead of activator put the name of the activator or actor you want to use, in order to use the EditorRefID of your reference in a script like this, it must be a persistent reference.

     

    float xang
    float zang
    float x
    float y
    float z
    float playerheight
    float lont
    
    begin gamemode
    
    set xang to player.getangle x
    set zang to player.getangle z * -1 + 90
    
    if xang <= 5
    	set lont to 1300;  you can change this value if you need to
    else
    	if player.issneaking == 0
    		set playerheight to 322
    	else
    		set playerheight to 252
    	endif
    	set lont to (playerheight*cos xang/sin xang * 0.34118010537042257764)
    endif
    
    set xang to player.getangle x * -1
    
    set x to lont * cos xang * cos zang
    set y to lont * cos xang * sin zang
    
    Activator.moveto player x y 0
    
    end

    from http://geck.bethsoft.com/index.php/Useful_Scripts

    i think it should help get you close

  5. maybe post a pic with the weapon page (art & sound tab showing), projectile page & 1st person object.

     

    It may also have something to do with the animation type, but I'm not sure.

     

    K, what program should I use for taking screenshots?

     

    if you have windows you already have all the tools you need

     

    1. press Prt Scr on your keyboard

    2. open MS Paint

    3. Ctrl-V or "paste" the image into Paint

    4. Save Image as .Jpg

     

    there are other methods which im sure someone will argue are better.. however this is assuming you have 2 programs installed on your computer which are mostly universal throughout these forums, thus these instructions are universal to everyone.

    1. Windows (MS Paint)

    2. Fallout 3

     

    *EDIT*

    OOOOOH

    i forgot to mention 1 lil thingy... this is assuming were taking a windows screenshot which by the post i replied to seemed to be the case

     

    if you were however needing to take an in game screen shot (or video, or frame rate test) it would seem the only way to go is FRAPS

  6. I love the Bethesda games. TES Oblivion and Fallout 3 have given me many years of faithful pleasure. And I very much appreciate this. When people start tearing down these games I have a tendency to get very defensive over my loves. I forever forget that others might not be enjoying the experience as much as I for one reason or another. This I can appreciate. I am just the type that dwells on all of the good things these titles bring to me and ignore any bad points. I think that this helps me to enjoy the games ever so much more. In recent times I have angered some people who have let me know their displeasure of me in no uncertain terms. Specifically for boasting of my ease with which the games perform for me and ignoring the other person's problems. To these people and to the others of you out there who have become annoyed with me I am deeply and sincerely sorry. I understand that Bethesda games are a very harsh and unforgiving mistress. I truly wish that you could get the same pleasure that I do. But by me "rubbing it in" I have unintentionally and thoughtlessly caused this anger. I hope that all of you, everyone, can find a place in your hearts to forgive this small woodland creature his faults. Now that it has been brought to my attention I will try to contain my enthusiasm in the future. Thank you.

     

     

    The Rabbit

     

    eh..

    or people could just surf less porn and pirate less shotty WoW cheat apps. and then complain less because their poo isnt busted.

     

    just sayin..

  7. PM the details and I'll whip up an esp for you, phony love or not.

     

    i sent you details and a link..

     

    and i must say.. Ive been avoiding posting anything about this here b/c i expected little support.. you have me pleasantly surprised, thank you so very much!

  8. How much dialog are we talking about? A few lines, or Planescape: Torment?

     

    she needs to explain a few things.. doesn't even really have to be a back and forth.. just need it to e where you can say tell me about " insert topic here"

    and she tells you about it.

     

    a guy i work with is fully set up to make recordings and has a 9 year old daughter.. (the exact age, gender, race, accent as my character) he will supply the voice recordings..

     

    i can script.. take a look at my mod for proof.. but this is just one thing i have no use or desire in learning.. i looked through the G.E.C.K. for an idea of how to figure this out but all i got out of it and the numerous videos i watched was confusion.. i make mods for fun.. this is not my idea of fun.. if this is your idea of fun please by all means take this task off my hands and save me the time of attempting to learn something ill never use again..

     

    ill love you.. well maybe not, but if thats what it takes for you to knock this out for me you can tell yourself that.

  9. I think the more interesting question here... is... what can you do? Can you script? Can you model, can you texture... can you provide voice acting, sound engineering, animation? Or are you just a simple world builder?

     

    I find it easier just to ask people to make something specifically rather than join a "team". If your mod is cool and people like it, they will help you sometimes or at least point you in the right direction.

     

    If you are interested in a mid-scale project.... I might could use some help but that depends on what YOU can do.

     

    i know NOTHING of npc dialogging and quest scripting.

    why do my skills make any difference? im 5 months into a project that has ended up being massive..

    and this seems to be the line for me.. i need 1 npc.. that ALREADY EXISTS to be scripted with dialog..

    i can even provide the script and voice acting.. just need someone to put the back end to it..

     

    i know scripting, texturing, world construction etc. but i dont really know what difference that makes because if i did know what i was asking about.. i wouldn't be asking.

     

     

    this seems like it would take a while ... my biggest fear is i supply the file and end up making changes to it before whoever is helping me finishes their work..

  10. Yo so I started this because one i love the RTS mod and to see which locations is the best to make your village at. My place is on the hill that overlooks Springvale next to the highway

     

     

    RTS IS a great mod.. inspired me to learn G.E.C.K ...

     

    my FAV loacation to set up was at the super-duper mart ..

    this location has a few spawn points near by so it made it seem like my fort had purpose..

  11. I must confess I did not read through all posts, but from a glance your problems seems to be related to saving form lists?

    Elements added by ListAddForm are not saved, elements added by AddFormToFormList are. To work around CTDs on save, I dont use ListRemoveForm but instead ListReplaceForm with a dummy Null record. So if you iterate through the list, just skip these null records, and on reload all duplicated null entries seem to removed, so your list will not grow indefinitely. For me this has worked very well so far, you might wanna try it to avoid the dummy container.

     

    don't think that's my problem but thanks..

    I need this script to do a few things that that method would not allow.. (or would at least take a lot more script to support)

    for ex. these scripts use the index counts a lot soo havin extra entries would mess that up.

     

    thanks for the support but if you readthe orange text this is now 99.9% functional only with a random failure at load.. (an activaton issue)..

    to which a second activation fixes...

     

    and as soon as I am back at my desktop I think ill have it working the first time.

     

    also I really need the index o the form o be controlled at index 0..

     

    and the fact tha that method needs a workaround to avoid ctd is a big red flag.. this method is completely stable.. I simple don't get CTD's ... ever. regardlesss.. the saving is not the problem..

    but again thanks.

  12. fact... or opinion?

     

    where are you getting the info to support this claim?

     

    I think you misunderstood my post, I should have quoted the post above me but I meant as opposed to forcing the GECK to crash in some form. Obviously waiting for the program to close as intended is the best way.

     

    Sorry for not being more clear.

     

    oh well crap then i guess i wasnt clear either.. i didnt mean force a 'crash' i meant force an error if you use the method cipscis was talking about: opening a script and trying to save a blank script the program brings up a warning box and asks if you want to disable the warning.. if you say no it just closes the program.. quick n prettty.. this isnt actually forcing a 'crash'

     

    (although technically your method and mine are the same.. mine is just lazier.. repeatedly hitting the close "x" forces an end process window, and continuing to click the x confirms the end process. same as selecting the process through task manager, just this way there is no need to find the process, saves you 1/8th of a second haha)

    Nope, the fasted way is:

    Ctr+Alt+Del

    Alt+T

    Enter

    :biggrin:

     

    i said lazy. i click 1 btn, works for me! (and honestly i still feel its faster for me b/c i don't touch type, gotta find the keys (i know, i know i really need to learn.. and fix my puny 36wpm)) its my preference, anyway, it does the SAME thing.. dont like it? Im sorry, im not exactly forcing you to use it, just sharing my method...

     

    :D just redid the typing test with memorized text instead of copy and i got 57wpm

     

    thats supposed to be about average on the low side for a 'typing professional' who can touch-type

     

    although my copy is still a PUNY 36 and im sure all of you hit 8000000wpm

    sorry for the off-topicness.. i got excited.

     

    yeah so like im said. im lazy.

  13. ...or just use the task manager, killing the process is the cleanest way.

     

    fact... or opinion?

     

    where are you getting the info to support this claim?

     

    Sorry i'm just trying to understand the logic behind the claim that allowing g.e.c.k. to close itself is somehow "less clean" than using task manager to force it.

     

    i tried to find some info to support your claim but came up with nothing.. can you link it please?? if this is true somehow that would be nice info to avoid issues

     

    (although technically your method and mine are the same.. mine is just lazier.. repeatedly hitting the close "x" forces an end process window, and continuing to click the x confirms the end process. same as selecting the process through task manager, just this way there is no need to find the process, saves you 1/8th of a second haha)

  14. WAIT may have found the fix.. testing now. will update soon.

     

    *UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE*

     

    i got it working..ish

    for some reason teh set ACTIVAEDF to 0 works from a terminal.. soo i set them to all run instead of the sort script when you hit any terminal button then i moved all those scripts to questscripts that the terminal starts on a slight delay to let the sorters/adders do their thing.

     

    this works 99.9% of the time but for some odd reason every once in a while it still doesnt work on the very first attempt but at least now reattempting through the terminal is all it takes.. not running around and manually activating each and every one of the 15 containers.

     

    just wish i could nail that last .1% cause i hate buggy scripts...

     

    well 99.9% will have to do for now.. people running this mod need a fix to that problem.. otherwise the ADAPTIVE part of the adaptive sorters are almost useless IMO

     

    *UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE*

     

     

     

    I have to admit, I am a little confused myself. You have two 'container' scripts but I only see you openiong and closing a single container, and activating a switch. I am unclear what script runs on which object and so, I am having trouble following the logic of your setup. Perhpas you can clear that up for me. The video is good though, it does show how you can only sort after opening and closing that one gun cabinet.

     

    So...

     

    Which script runs on the gun cabinet? Which script runs on the switch? What script runs in the results script of the terminal for the weapon sort option? Are there any background scripts as well - like a quest script or the like?

     

    2nd container is hidden.. about 2 stories underground compared to the containers you activate...

    the reason i am using 2 containers is so if someone removes ALL of the items of a particular type from the first container a copy of that formid still stays in the second container so at rebuilding the formlist that item will continue to sort

     

    the switch you saw me hitting does not have a script posted here..

    i only showed it in the video to show after the lists are cleared the sorting still works properly.. its just that initial use stumping me

     

    so yes every item sort has 4 scripts to make this process work

    1. container you see me activating fires the SUBSORTSETTERMOVER script:

     

    *EDIT*

    i should add the reason i have been providing this script is because this is where i believe the problem is..

    THIS is the ACTIVATEDF i keep referring to, when it is triggered by either the onclose block or by manually setting it through console all is fine but i cannot for some reason get it to trigger automatically when the game starts..

    i figured it was a timing issue so i triggered it after 3 seconds in gamemode even ... didnt work..

     

    SCN SUBsorterSETTERsmallgunsmover
    ref rBaseInvObj
    int ACTIVATEDF
    int iInvPos
    int myCount
    ref meRef
    ref myRef
    
    
    Begin OnClose
           set ACTIVATEDF to 0
    END
    
    
    BEGIN GAMEMODE
    
    
           if ACTIVATEDF == 0
           set meRef to GetSelf
           set myRef to SUBWeapSmallGunsLockeradd
           set SUBWeapSmallGunsLockeradd.ACTIVATEDF to 0
                   set iInvPos to meRef.GetNumItems
    
                   Label 1
                   if (iInvPos)
                           set iInvPos to (iInvPos - 1)
                           set rBaseInvObj to (meRef.GetInventoryObject iInvPos)
                           if (myRef.getitemcount rBaseInvObj) == 0
                                   myRef.additem rBaseInvObj 1
                                   
                           endif
                           goto 1
                   endif
                   set ACTIVATEDF to 1
           endif
    END
    

     

    2. hidden container underground keeps a copy of items that have been added to first container so that they are always available when building the formlist.. fires the SUBSETTER script to handle all the formlist work

     

    i noticed early on saving formlists is kinda weird.. so this is my way of beating it.. i am kinda using this second container as a formlist... items from teh first container are added only if they dont exist in the second container already, in essence flaging that item to be added to the actual formlist (all at index 0 to keep list and container the same) every time the first container is activated. also this means that when you add an item to the container the scripts refire causing whatever you just added to be added to the sort list every time.. i wanted your changes to be instant.. as you see from the video thats the way it works.

     

    anyways less talk more script:

     

     

    *EDIT*

    just realized i should probably run a getisinlist condition on the object before adding it to avoid overpopulating the list.. and probably causing issues above 255 but i dont think thats the cause of the problem at hand.

    SCN SUBsorterSETTERsmallguns
    
    ref rBaseInvObj
    int ACTIVATEDF
    int iInvPos
    int myCount
    
    
    
    BEGIN GAMEMODE
    
           if ACTIVATEDF == 0
    
                   set iInvPos to SUBWeapSmallGunsLockeradd.GetNumItems
    
                   Label 1
                   if (iInvPos)
                           set iInvPos to (iInvPos - 1)
                           set rBaseInvObj to (SUBWeapSmallGunsLockeradd.GetInventoryObject iInvPos)
                           ListAddForm SUBsortSmallGunsList rBaseInvObj 0
                           goto 1
                   endif
                   set ACTIVATEDF to 1
           endif
    END
    

     

     

    3. the reset device that makes the list have the same number of entries as a copy of the default list that each container has and removing all the extras from index 0 (where they were added) .. in essence reseting the sort lists:

     

    scn SUBlistresetQuestScript
    
    int myCount
    
    int ACTIVATEDF
    ref listObjRefn
    int ACTIVATELOCKERS 
    float timerF
    ref DUMMYITEMref
    
    float timers
    int activateds
    
    begin onactivate
    set ACTIVATEDF to 1
    activate
    end
    
    
    
    
    
    begin GAMEMODE
    
    
    
    if ACTIVATEDF == 1
    
    SUBsafe04REFadd.RemoveAllItems
    SUBsafe03REFadd.RemoveAllItems
    SUBsafe02REFadd.RemoveAllItems
    SUBsafe01REFadd.RemoveAllItems
    SUBWeapUnarmedLockeradd.RemoveAllItems
    SUBWeapExplosivesLockeradd.RemoveAllItems
    SUBWeapEnergyLockeradd.RemoveAllItems
    SUBBigGunsLockeradd.RemoveAllItems
    SUBWeapSmallGunsLockeradd.RemoveAllItems
    SUBWeapCustomLockeradd.RemoveAllItems
    SUBWeapMeleLockeradd.RemoveAllItems
    SUBAdvancedWeapLockeradd.RemoveAllItems
    
    
    
    
    label 1
    if (ListGetCount SUBsortAdvancedWeapList) > (ListGetCount SUBsortAdvancedWeapListCOPY)
    	ListRemoveNthForm SUBsortAdvancedWeapList 0
    	goto 1
    endif
    
    
    label 2
    if (ListGetCount SUBsortBigGunsList) > (ListGetCount SUBsortBigGunsListCOPY)
    	ListRemoveNthForm SUBsortBigGunsList 0
    	goto 2
    endif
    
    
    label 3
    if (ListGetCount SUBsortcapsList) >  (ListGetCount SUBsortcapsListCOPY)
    	ListRemoveNthForm SUBsortcapsList 0
    	goto 3
    endif
    
    
    label 4
    if (ListGetCount SUBsortCasualList) >  (ListGetCount SUBsortCasualListCOPY)
    	ListRemoveNthForm SUBsortCasualList 0
    	goto 4
    endif
    
    
    label 5
    if (ListGetCount SUBsortCombatArmorList) >  (ListGetCount SUBsortCombatArmorListCOPY)
    	ListRemoveNthForm SUBsortCombatArmorList 0
    	goto 5
    endif
    
    
    label 6
    if (ListGetCount SUBsortCustomList) >  (ListGetCount SUBsortCustomListCOPY)
    	ListRemoveNthForm SUBsortCustomList 0
    	goto 6
    endif
    
    
    label 7
    if (ListGetCount SUBsortEnergyList) >  (ListGetCount SUBsortEnergyListCOPY)
    	ListRemoveNthForm SUBsortEnergyList 0
    	goto 7
    endif
    
    
    label 8
    if (ListGetCount SUBsortExplosivesList) > (ListGetCount SUBsortExplosivesListCOPY)
    	ListRemoveNthForm SUBsortExplosivesList 0
    	goto 8
    endif
    
    
    label 9
    if (ListGetCount SUBsortFOODList2) >  (ListGetCount SUBsortFOODList2COPY)
    	ListRemoveNthForm SUBsortFOODlist2 0
    	goto 9
    endif
    
    
    label 10
    if (ListGetCount SUBsortmedslist) >  (ListGetCount SUBsortmedslistCOPY)
    	ListRemoveNthForm SUBsortmedslist 0
    	goto 10
    endif
    
    
    label 11
    if (ListGetCount SUBsortMeleList) >  (ListGetCount SUBsortMeleListCOPY)
    	ListRemoveNthForm SUBsortMeleList 0
    	goto 11
    endif
    
    
    label 12
    if (ListGetCount SUBsortPAList) > (ListGetCount SUBsortPAListCOPY)
    	ListRemoveNthForm SUBsortPAList 0
    	goto 12
    endif
    
    
    label 13
    if (ListGetCount SUBsortSmallGunsList) >  (ListGetCount SUBsortSmallGunsListCOPY)
    	ListRemoveNthForm SUBsortSmallGunsList 0
    	goto 13
    endif
    
    
    label 14
    if (ListGetCount SUBsortStealthList) >  (ListGetCount SUBsortStealthListCOPY)
    	ListRemoveNthForm SUBsortStealthList 0
    	goto 14
    endif
    
    
    label 15
    if (ListGetCount SUBsortUnarmedList) >  (ListGetCount SUBsortUnarmedListCOPY)
    		ListRemoveNthForm SUBsortUnarmedList 0
    	goto 15
    endif
    
    set ACTIVATEDF to 0
    endif
    
    end
    
    
    

     

     

    4. almost forgot about the terminal script that actually sorts it out. (but i dont think this is where the problem is... repeatedly activating the terminal changes nothing.. only activating the first container or setting it to "set ACTIVATEDF to 1" through console, NOT SCRIPT, for some odd reason works) anyway.. here it is:

     

    int listnumF
    int myCount
    int formrefnumF
    ref formref
    
    
    Label 1
    set formrefnumF to ListGetCount SUBsortBigGunsList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortBigGunsList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBBigGunsLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 1
    endif
    set listnumF to 0
    Label 2
    set formrefnumF to ListGetCount SUBsortSmallGunsList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortSmallGunsList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBWeapSmallGunsLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 2
    endif
    set listnumF to 0
    Label 3
    set formrefnumF to ListGetCount SUBsortEnergyList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortEnergyList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBWeapEnergyLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 3
    endif
    set listnumF to 0
    Label 4
    set formrefnumF to ListGetCount SUBsortMeleList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortMeleList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBWeapMeleLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 4
    endif
    set listnumF to 0
    Label 5
    set formrefnumF to ListGetCount SUBsortCustomList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortCustomList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBWeapCustomLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 5
    endif
    set listnumF to 0
    Label 6
    set formrefnumF to ListGetCount SUBsortExplosivesList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortExplosivesList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBWeapExplosivesLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 6
    endif
    set listnumF to 0
    Label 7
    set formrefnumF to ListGetCount SUBsortUnarmedList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortUnarmedList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBWeapUnarmedLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 7
    endif
    set listnumF to 0
    Label 8
    set formrefnumF to ListGetCount SUBsortAdvancedWeapList
    if listnumF <= formrefnumF
    set formref to listgetnthform SUBsortAdvancedWeapList listnumF
    set myCount to player.getitemcount formref
    player.removeitem formref myCount 1
    SUBAdvancedWeapLocker.additem formref myCount
    set listnumF to listnumF + 1
    goto 8
    endif
    set listnumF to 0
    
    

     

     

     

     

    again the only bug in this process is that initial activation...

     

    and after browsing this topic again i now remember why i was avoiding posting all the scripts.. its like being drowned in code.. just tooo much...

     

    will edit out the scripts from prev. post just to condense the topic

    (i already copied them to this post)

  15. newjack (IAS)(IFR)..

     

    really all i ever use.

     

    can rip through raiders like butter..

    although it still takes a few clips to fell a behemoth.

    here it is in action.. although a bit overpowered here the intention is that you run MMM with the difficulty up and increased spawns.. makes for a fun game.

     

    http://www.youtube.com/user/HiVePoster#p/u/1/ZrBeH-d8ah0

  16. HAHA i guess i just dont care enough..

     

    my backups are on nexus.. int he form of previous versions sooo i could care less what geck is trying to do..

     

    i just hit the close "x" about 5-10 times and windows is like "soo i guess you want to close that" and does so accordingly.. :)

     

    never had a problem due to this..

     

    unloading esp's or not geck is buggy as hell and i decided a long tome ago to not worry about it.. no problems yet.

     

    cipscis's plan is the best.. force a error in geck and say you dont wanna continue.. BOOM=OFF!

  17. what could you advice for me to use. im looking a cool hideout/place to stay/house/castle (or simply my own place to stay). it has some cool features that other ingame house could not offer. and possible if it could be easy to locate, it doesnt located on a town, and it could have outer view. tnx in advance

     

    follow up: new creatures that can make the game challenging

     

    try HiVE

     

    w/ MMM

     

    hive offers MANY unique features.. look here.

    http://www.fallout3nexus.com/downloads/file.php?id=11493

     

    some of the things available:

    -teleport device

    -remote storage

    -MF cell dependant NV and Stealth device

    -Unique weapon functions such as self destruction weapons when handled by anyone other than player (IAS module)

    -weapons display shelf that automatically lays out all your guns neatly

    -item replicators

    -functioning facility reactors

    -ADAPTIVE item sorters.. can sort any item from any mod, you choose what goes where.

  18. ya, sorry. I meant that as well. All of my lists that I use to store stuff in game have an "apple" as a dummy added in the geck. Then I always add new entries from the top (ListAddForm SomeList SomeForm 0) so that my dummy is always last in the list. A Form List can get bugged when the last entry is removed making it so that no new form can be added to the list. Doing it this way prevents that from occuring.

     

    just tried this: ...Didn't work.. I don't know what to do!!!!?!

     

    		set DUMMYITEMref to DUMMYITEM
    		if (DUMMYITEMref.IsInList SUBsortAdvancedWeapList)
    		; DO NOTHING (cause "== 0" caused syntax error)
    		else
    		ListAddForm SUBsortAdvancedWeapList DUMMYITEM 0
    		endif
    

     

    any other ideas?

     

    *EDIT*

    oook now this is really weird..

     

    i copied the commands from the OnClose block and put them in the GAMEMODE block being activated by 0 and then changing to 1....

     

    DOES NOT WORK!!! how is this possible??

     

    doesnt make sense cause the only thing that actually makes it work is activating the container either manually or through console (with the same exact line onclose uses: set ACTIVATEDF to 0)..

     

     

    i realize BTW the code isnt very tidy.. ive tried about 8 million different things to get this to fire and this is the hacked up remains..

     

    Video'ed the bug maybe it helps IDK...

    http://www.youtube.com/watch?v=DyLfJm3_SJM

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