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TheTalkieToaster

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Posts posted by TheTalkieToaster

  1. He suggested going it in the same way as Beanbag Rounds for shotguns work- have an Add Damage +X effect on each ammo. You wouldn't apply the changes to weapons with companion/robot ammo types.
  2. That's terrible advice, if you delete a reference that another mod uses it causes crashes. The easiest solution would be to open FNVEdit, select for example molerat and all the Radscorpions, and right-click-> Compare Selected then use right-click -> Copy To All Selected on the Molerat's model, skeleton and bodypart entries. Bingo, all your radscorpions now look like molerats. Or whatever else.
  3. It's odd, but it's what I've heard. Could be down to the game scanning its directory when it launches and only looking up the first 255 files, with the other ones being ignored because it doesn't have space on the list of "What's there" to store them?
  4. Is that really surprising when you have the condition if(rndmStage >= 0) OR (X AND Y AND Z)?

    First, put brackets to get your conditions in order. Second, since random can only ever be between 0-99 the if <=99 and if >=0 conditions are pointless. Third, you've got an elseif with no preceding if, so something's liable to bugger up. Fourth, you're duplicating a lot of checks which just adds points where a cock up can occur and a good chunk of your conditions and variables are superfluous anyway. Fifth, it's always going to reset quest immediately as long as at least one of the NPCs is dead. Finally, if you're posting code, use the [code] tags

    It'd be best off rewritten entirely as:

    short currQuest
    
    
    begin gameMode
    if (currQuest)
      if ((aaPracBadGuyREF.getdead && currQuest == 1) || (aaPracBadGuy2REF.getdead && currQuest == 2))
         setStage aaPracRepQuest 100
         set currQuest to 0
      end if
    
    else
    
      if(GetRandomPercent < 50)
         set currQuest to 1
         ;Set up quest 1
      else
         set currQuest to 2
         ;Set up quest 2
      end if
    
    end if
    end

    E: "end if" used in place of "endif" because of the [code] tag's highlighting.

  5. Unpossible. The marker method's the best you can get, and from experience I can tell you it's horribly ineffective- if the player spends 5 hours fast travelling, the script won't run to move the marker during that period and the NPCs will stand around for 5 hours in one place. The engine makes use of follow package targets in things like interior-exterior/worldspace-worldspace transitions (so everyone following somebody will cell transition at once) so if they're all technically on travel packages they'll drip-feed into cells. Finally, as it's for a quest, if you put a moving XMarker as a quest target it causes stuttering when the script moves it.
  6. American Indians have believed that photographs steal a persons soul. So.. maybe... you can extract those souls. And make ghost 3d models. :psyduck:
    PROOF Bethesda scanned in photographs of ghosts using the GECK v6.66

    http://img339.imageshack.us/img339/1521/proofjc.png

  7. Increased Wasteland Spawns has an optional module that adds faction battles around the place, or there's Warzones (which adds more and bigger fights, but they're intrusive and have too heavy a performance hit IMO). Actual dynamic wars with shifting front lines are difficult to do without depriving the player of content; if you turned up at a ranger station to talk to one of the NPCs only to discover the Legion killed everyone there when you were away, it'd be pretty annoying. You need to build from the ground up around the fact that large swathes of the map can die, which paradoxically means the critical locations end up devoid of content (other than just fights).
  8. Bingo, half what the OP wants to do can already be done.

    Plus if he can't do it with the tools we have, then he wouldn't be able to do anything with the source if he got access to it anyway.

  9. Oh wow, this guy must have been banned from the Bethesda forums. He keeps (kept, hopefully) posting in NV General asking if the GECK v2 is going to be released, and seems to be convinced it contains a scanner that can read objects from 2d images. His evidence for this is he saw a picture of a gun in a book that looks just like the 9mm pistol- therefore Obsidian have been scanning items into Vegas. Probably shouldn't mock him, as I expect he has some sort of mental illness.
  10. I don't really understand why you completely mangled it like that. Pretty much any of the three functionally near-identical examples posted, with a few corrections, would work fine. Instead you've managed to add that bug by putting in Bob.Function calls without verifying Bob, which of course causes CTDs if Bob is out of the loaded area and not a persistent reference. Plus you've replaced calling GetDistance once per NPC and storing the result with calling it for every comparison, and your GetNextRef loop won't work properly as it doesn't all occur within one frame as you don't use loops and so NPCs can wander into or out of the cell whilst it's running.
  11. Yep, right on both counts. Plus the Pencil01 thing might not be necessary; in some versions of OBSE/FOSE the GetNextRef code wouldn't properly overwrite unless the ref it was writing into contained something that was of a different type to what it was passing (so when scrolling through NPC refs you'd reset the variable with an object base like Apple or Pencil) but I don't think that's a problem any more. An example in a slightly different format (using things like the fact GetNextRef returns 0 when it finishes looping over all the refs) would be:

    ref npc
    ref npcClosest
    float npcDistance
    
    begin gameMode
    set npc to GetFirstRef 200 1
    set npcDistance to 9999
    set npcClosest to 0
    
    label 10
    if(npc)
      if(npc.GetDistance player < npcDistance)
         set npcClosest to npc
         set npcDistance to npc.GetDistance player
      endif
      set npc to getNextRef
      goto 10
    endif
    
    if(npcClosest)
      ;There exists an NPC within 9999 distance
    endif
    end

  12. Well, I guess nobody ever made a gauss gun worth beans, so it's really a fantasy weapon anyway. So if someone's imaginary gun is silent, who are we to say that it's not so? I mean, it's like someone telling me that my imaginary cat isn't tabby :P

    Yep, which is why you don't try and make arguments like 'Technically...'- they're irrelevant.
  13. Technically, a Gauss Rifle should be silent in the first place, as the slug never touches the barrel, and if there were any noises, it would most likely be from the sonic boom of the slug or the electrical current flowing through the magnetic coils.

     

    Anyway, like Moraelin said, edit the GECK entry.

    'Technically, apart from this thing that makes a loud noise, it should be silent'.

    Also electrical discharge can notably get quite loud. I'd like to point you towards, for example, thunder.

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