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Rippy

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  1. I have a script (see end of post) which I've been putting together, with some help from the forums here. It increases the spread momentarily after firing, to simulate recoil, since I'm sick of seeing my assault rifle fire a stream of near-perfect bullets in full auto once I get a high small guns skill. So anyway, my problem is that I noticed it won't start working until the fire button is released. So, if I hold the mouse button down and fire full-auto, it still fires perfectly, but if I start rapidly clicking, the spread increases like I want it to. I've tried IsControlPressed, and the FOSE commands for key and mouse presses, but the same thing happens for all of them. Is this built-in to the game that the spread can't be changed until the weapon stops firing, or is there another command I could perhaps be using? Maybe changing the weapon's spread would work, but then you have to keep track of when they switch weapons, and that doesn't make the weapon model sway. Changing the spread during full-auto is kind of the whole point of this script... Anyway, any help is appreciated, thanks! -Rippy scn RapidFireInaccuracy int timer int pentimer int runonce float spread begin GameMode if runonce == 0 set spread to GetNumericGameSetting fGunSpreadSkillBase set timer to 20 set pentimer to 5 set runonce to 1 endif if player.IsWeaponOut == 0 RETURN elseif IsControlPressed 4 if pentimer == 5 set pentimer to 0 endif set timer to 0 elseif timer < 20 set timer to timer + 1 if pentimer < 5 set pentimer to pentimer + 1 endif if pentimer == 5 set spread to spread + 5 SetNumericGameSetting fGunSpreadSkillBase spread set pentimer to 6 elseif timer == 20 set spread to spread - 5 SetNumericGameSetting fGunSpreadSkillBase spread set pentimer to 5 endif endif end Edit: Oh and for an unrelated mod, I was wondering: - How the game differenciates city "non-combat" areas like Megaton, Rivet City, etc, and if there's a command to see if the player is in such an area - What the best way would be to make NPCs in a certain area alarmed if the player's weapon is drawn. Would I want an explosion effect that runs when IsWeaponOut? I'm not sure what to do from there though, since SendAssaultAlarm is too harsh... is there something similar for a minor crime?
  2. Hmm... I only see 10 entries for Mirelurks in Fallout3.esm (this is in Actors -> Creature -> Mutated Animal -> Mirelurk). Two of them are "DeadMirelurk", two are Nuka Cola Mirelurks, two are Oasis Mirelurks, one is a special Mirelurk King apparently in Anchorage Memorial somewhere, and the rest are the three CrMirelurks. The only ones I can edit are the CrMirelurks, since everything else is just a derivative of those three creatures. I looked at EncMirelurk under Leveled Creatures too, but again, that just seems to control when to spawn each type of CrMirelurk. Edit: Oh and to be clear, I haven't attached a script to any of them, I've just edited a couple stats in the "Stats" tab.
  3. I had another thread where I was asking a few questions, but the questions aren't even related to the thread anymore so I'll start a new one. Also thanks to everyone who helped, I now have a working script to immitate recoil (i.e. reduced accuracy after firing consecutive shots), among many other changes. I'm happy :P So my question is this: The way I'm balancing things, Mirelurks are way too tough, so I'm trying to lower their health significantly. I found the crMirelurk1 Creature in GECK, set the health really low to test, saved, then went into FO3 and headed to the Anchorage Memorial (doing the Survival Guide quest). No change in Mirelurk health. I figured they just didn't have time to reset, so I disabled the .esp, went to my megaton house, waited for 4 days, saved and quit, re-enabled the .esp, then tried again. Still no luck. What am I doing wrong? Is another mod conflicting, perhaps? I do have MMM installed and several others, could that be it? (Though the .esp is at the bottom of the list so it SHOULD override any other mods...) Do I need to enable the mod, THEN wait for a long time? I also noticed that the only creature in the Mirelurk category that was listed as being used in the Anchorage Memorial is a special Mirelurk King, I dunno if Use Info shows absolutely everything or if maybe that's the problem. I'm kinda confused. And editing creature stats is gonna pretty much be the main thing I have left to do for my balance mod, so it is something I need to figure out how to do reliably. Any help is appreciated, -Rippy
  4. Yes that did it. It does mean I have to specify a delay for the script (which is why I shied away from quest scripts), but it works. I'm trying to modify the spread of the player's currently equipped weapon now, and am having some difficulties. This is the script I have so far: scn RapidFireInaccuracy ref curwep float wepspread int TimeSinceFired begin GameMode if player.IsWeaponOut == 0 RETURN else set curwep to player.geteqobj 5 set wepspread to getspread curwep if TimeSinceFired < 100 set TimeSinceFired to TimeSinceFired + 1 elseif TimeSinceFired == 100 set TimeSinceFired to TimeSinceFired + 1 set wepspread to wepspread - 3 else ;if the player is firing their weapon if IsPlayerActionActive 3 set TimeSinceFired to 0 ShowMessage WepSpreadMsg wepspread set wepspread to wepspread + 3 endif endif setspread wepspread curwep endif end It's a bit poorly commented since it's a WIP. But basically it's supposed to modify the weapon's spread by 3 for 1 second after the player has fired, and then bring it back to normal. The issue is that I can't find the reference for the player's weapon. The problem is on line 12, with geteqobj. When my debug message pops up, it gives a value of 0 for the weapon spread, so it's clearly not getting the weapon correctly. FOSE docs say 5 is the weapon value; I tried 4 (right arm) too and got no difference. I must be doing something wrong.
  5. As I undertand it, helmets just add to the total DR, and that total DR affects damage regardless of location. I've been heavily modding my game for realism, and I'm playing it mostly like a realistic FPS. And see, I want a headshot to be a 1-shot kill if they don't have a helmet, but not a 1-hit-kill if they do. As things currently are for me, a naked NPC running around with a power helmet will get 1-hit killed if I shoot him in the head, which does not make sense. The thing is, changing this is way out of my scope as a new modder. I'm not even sure what you would have to do to go about this. Anyway, just throwing the idea out there, and if anyone thinks it's not too difficult a thing to do, I'd be happy to try my hand at it. Thanks! -Rippy (Hmm just got an idea, could you give helmets effects that change the wearer's BodyPartData? Because then you could alter the headshot bonus, which could work... Just a matter of putting various levels of effects on all helmets in the game)
  6. Crap, I should've found that... >_> sorry Well I have another problem that is probably condescendingly easy. I figured out how to write a script to do what I want it to, had to figure out how to use FOSE functions and everything, but I can't... get it to run. It's supposed to affect the player at all times. I got as far as creating a Base Effect with the script attached to it, and an Actor Effect which uses that Base Effect, but I must be doing something wrong. I've checked off "Script Effect Always Applies" and "PC Start Effect" because they both sounded necessary, but I still can't get the script to be run (I have a debug message in there so I'll know when it runs). I've found all kinds of info on how to apply Quest effects and such, but it seems there are no tutorials (that I've found) which show how to apply an effect that is not attached to a quest or object. You'd think it'd be easier o_O Anyway thanks for the patience and such, I hope it's okay that I use this thread to post a question once in a while, considering there's no misc. questions thread?
  7. Thanks for all the help, guys. Another quick question: I've been looking through function lists like crazy trying to find a way to test whether a player's weapon is drawn. Anyone know what I can use? It's a pain to try to look up these things, hah... (though I assure you I have been looking all over) (I'm starting by just trying to alter NPCs' behavior towards the player when the player's weapon is drawn near them, or pointed at them. I figure that's easier to start)
  8. To begin, I'll just say that I have no scripting or modding experience in Fallout 3, though I've got a few years of programming experience. I've got a pretty simple idea that I don't think anyone's come up with yet, so I'm thinking maybe it's something I can figure out how to do myself. I've got several weeks before school starts and I need something to do, why not learn a little modding :P So basically, I was wondering how difficult it would be to do a few of these things, and if someone could maybe point me in the direction of commands or tutorials that would be relevant. I'm looking for tutorials myself, but there aren't really a lot of scripting tutorials around I find... So anyway, here's what I'm wanting to do: 1. Make NPCs go on alert when they see another NPC's corpse 2. Make death-alerted NPCs target the player under certain circumstances (hadn't figured out what... maybe if the player is close to the corpse when they became alerted) 3. Make NPCs dislike suspicious actions in "safe" areas (i.e. indoors, in houses), such as sneaking, having your weapon drawn, and particularly aiming a drawn weapon at them. I'm thinking if anything is out of my reach, it'd be #1, because I don't believe there's any built-in mechanism for detecting when a person sees a body, is there? (Wait, the Wasteland Travelers mod makes enemies loot nearby corpses, maybe it is less trouble than I think?) #2, provided I could accomplish #1, would probably be fairly straightforward, and I'm thinking #3 would be too provided I could dig up the relevant commands. Anyone have any tips or suggestions? I'm sure someone else could probably whip this up in an evening, but I'd like to try my hand at it myself, but it seems like the G.E.C.K. is kinda new and low on documentation. Would I have better luck looking up all this under Elder Scrolls tutorials? Anyway, any help is appreciated, hopefully I'm not being too much of a bother. Thanks! Rippy
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