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Posts posted by TheTalkieToaster
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You start paying me, I'll start answering boring questions. Otherwise, welp, I'm answering them for (very little) entertainment.oh. stupid me, i thought this was more about solving problems than entertainment factor... :-)
Because they can't say "I still need an arbitrary number of items to be filled in at runtime", they can only say "I still need 1 item", "I still need 2 items", "I still need 3 items", "I still need 4 items..." each of which would have its own sound file.i don't quite get your point on this one, so why can't a human being say like "i still need XYZ items"...? -
Too boring? Dull questions that don't really contain anything particularly novel or challenging are just less likely to be answered.
Plus the displaying variables in dialogue question is kinda a stupid one, given the dialogue system was made for talking human beings.
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Objects have to be tagged as persistent in the render window to be referred to in scripts. You don't need to make all your lights persistent though, only one and set it as the Enable Parent of all the others.
To turn the lights off when the player leaves it'd probably be easiest to add a script to the doors out of that cell, rather than creating a quest that constantly checks.
Most interactions with lights etc. can be done with SetOpenState 0/1 or Playgroup Forwards/Backwards, you can find out the group names by checking the animation controllers in the switch nif if those aren't the correct ones.
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Won't work, in non-hardcore setting an actor as a teammate makes them essential.
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Azrael120782 is kind of overselling how hard it would be to implement when the engine supports separate 'sneak' versions of each animation- once you have the anim, you just need to put it in place and rename it to sneak[name].
He's also kind of overstating the negative effects of the patches- formIDs being reordered is inconvenient, but it's hardly a serious challenge.
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Well, no- you'd have to use the NVSE command con_SetGameSetting.
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You can't ignore the actual stats for the player only; perks are the only thing that change how the player specifically interacts with a target.
Also I don't really get what you mean 'one per armour per weapon'- if the target has EnergyResist of say 10, then multiply damage by 1.111 (1/0.9). Conditionalise this for the range 10-20, say, then repeat. How fine you go is just a matter of how much time you want to put in. Then once that's done then it's not unreasonable to assume that all weapons using the EnergyWeapons skill and not in the Pyromaniac list use EnergyResist- the only ones that don't are the Tesla weapons to my knowledge.
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Given energy resistance/DR are something almost nobody but the player has the exercise seems pointless then, but you could easily fake reducing it to 0 by multiplying up the damage dealt by a large enough amount to effectively canel its effects out. You may have to conditionalise it in discrete steps of say ~10% to avoid having to make too many perk entries.
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The GECK/CS wiki has more in-depth information.
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The Steady chem perk alters spread, and you can use a timer script and 'OnFire' blocks to detect when a gun's fired, if it's too soon after the last shot, and add/remove a small range of perks to get the spread adjustment you want.
I guess I could put a link in my sig but I'm not a big fan of self-promotion.
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It's not easily doable direclty via script, but it is via perk. Look at Psycho for an example of a chem that adds a perk, and Shotgun Surgeon for an example of a perk that ignores DT.
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They wouldn't have added the functions if there was an existing way. The closest you can do is try and fake it with a perk.
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I don't want to plug my mod but given the crazy volume of 'Great Minds Think Alike' going on I think I've got to.
(Before WMX I even had upgrades for the recharger pistol & rifle that added solar panels to them)
Anyway more mad science is good mad science! I'm really looking forwards to this mod.
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Yes, creatures have unarmed attack damage set on their GECK entry. Any ranged attack is made by a weapon added to their inventory.
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It's best not to try and think about it in terms of legalese because the whole exercise is a bit wobbly. If you need to use a resource from a DLC, just make your mod dependent on it.
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Steam accounts for 70% of PC game sales. Good luck with that.well if enough folks said no to steam and didnt buy anything connected with it, they would soon change thier tune about using it -
Nah, I played around with that idea but it needed skeleton & bodypart data changes, and it caused crashes.I was thinking of it as being a fully functional shield, not something in the glove slot. That's why I posted that, but there is another glove slot one in TG's Armor Collection. I think it is a roman shield.
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Yeah, 'In universe' explanations for why E-DE is a companion are pretty irrelevant. If you get an R2D2 model you can easily just rig it to the robobrain skeleton and call it a day.
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There are also non-fairness related reasons for not wanting things redistributed/remade. One example would be Companion Share & Recruit for Oblivion- I've had a good dozen or so requests to create edited copies (to let you only recruit specific types of people or what have you). These are stupid requests made by short-sighted idiots, because if I agreed to all of them people would rapidly end up with a dozen identical sets of scripts running, a dozen different recruitment items that only worked on tiny subsets of their party, and generally the result would be an inconvenient mess. So I went to the effort of making CSR easily expandable/usable by third parties, and I've done that with pretty much everything big I've made since.
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The wireframes are usually collision meshes. I don't know why the silencer would have its own TBH, and the colour usually denotes the collision type- with yellow being weapon. I think purple's misc item or ground? If you copied that from another weapon it's a bit weird.
What I meant by blocknames was if open the file and browse through the trees to your silencer. you'll see the NiNode/NiTriStrips will have a name. When you copy-paste content into a nif it usually gets randomly renamed to something from the string list in that nif (because the block has a field on it saying 'This has name #7' and #7 in the old nif's string list and new nif's one are different).
If the block is jumping around on fire or reload I'd imagine it's probably going to be something like '##Slide' or '##Trigger', as these are special blocknames referred to in the weapon animations. Try renaming them to Silencer, Silencer:0 or similar- just something that approximates the existing naming system.
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Oh how terrible for you all.Sure, it's wrong and the author deserves to be banned, but now none of us will ever be able to play it. -
Check the blocknames? I'd imagine you haven't fixed them after copy-pasting.
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The Angel Park author nicked somebody else's land mod (Sun Valley) and added bits to it. The author of the Laser Katanas/Japanese Menace was banned for being 'rude'.
Just something to bear in mind when posting in comment threads- if you don't read the readme or the past few pages of comments and the modder snaps at you for your laziness, he may very well end up banned and his work gone.
E: For the people unsure/saying things aren't proven, you clearly haven't looked at the thread in the modder's forums. The Angel Park guy is 100% guilty. There were two nearly-identical screenshots, taken from exactly the same place in each mod, and the Angel Park one was Sun Valley + a building.
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No. MarkForDelete is designed to run on references. A cell is not a reference.

Getting the number of instances for an ID in the game?
in GECK and Modders
Posted
Nope, not available to us. You can try and guess by checking if the actor's not respawing, has low-level processing, and is persistent- not many NPCs are all of the above and non-unique.
Apart from everything from RobCo, unfortunately.