WarMonger1396 Posted August 2, 2013 Share Posted August 2, 2013 Hello, I was wondering if someone could open the GECK, and post the script for the Lucky 8 Ball here. I'm trying to create a similar object in New Vegas, but I can't remember what the script looks like, and they removed it from the game (the actual lucky 8 ball object is still there, ironically). Anyway, I'd really appreciate if someone could do this for me! Thanks! Link to comment Share on other sites More sharing options...
appthy8 Posted August 2, 2013 Share Posted August 2, 2013 It is a very simple script, you just need to set up an actor effect and then call upon it, i've posted the script below :) scn MS01Lucky8BallScript Begin OnAdd player player.addspell MS01Lucky8BallAbility ; ShowMessage MS01LuckActiveMsg End Begin OnDrop player player.removeSpell MS01Lucky8BallAbility ShowMessage MS01LuckInactiveMsg End Link to comment Share on other sites More sharing options...
WarMonger1396 Posted August 2, 2013 Author Share Posted August 2, 2013 (edited) Aha, thanks a bunch! I was beginning to think I'd have to install fallout 3 just to get it. :tongue: What I'm doing is attempting to simulate the way the Doctor's Bag and Repair Kits worked in previous fallout games, by making them not only usable, but increase your skill while you have them in your inventory, it's not really exactly how they used to work, but it does make them more useful anyhow. Edited August 2, 2013 by WarMonger1396 Link to comment Share on other sites More sharing options...
appthy8 Posted August 2, 2013 Share Posted August 2, 2013 Must admit played fallout when I when it first came out, can't really remember the specifics of it lol. if you can tell me what happends/they do I might be able to help Link to comment Share on other sites More sharing options...
WarMonger1396 Posted August 2, 2013 Author Share Posted August 2, 2013 Well, in Fallout 1 and 2, the doctors bag could be used several times (like three or four), and you would basically "use" it when you would apply your doctors skill, as it would increase that skill by about 20%. What I'm doing is making have a passive +10 Medicine effect while you carry it, until you use it. I've run into a bit of a snag, at the moment, the geck won't save my script, I'm not sure it this is a bug in the Geck, or a error in my script though.... Link to comment Share on other sites More sharing options...
appthy8 Posted August 2, 2013 Share Posted August 2, 2013 If you haven't added a name to it e.g scn myscriptname it won't save, I would reload the geck as if you click yes to all when errors come up it disables the warning and if there are errors the script wont save, you can pretty much copy the lucky eight ball script for adding the effect, althought I would add it to the aid catagory, I could probably fiddle and figure out the script you need for the usage, but I won't be able to do this untill tomorrow as i'm at work at the moment and have a date tonight :) Link to comment Share on other sites More sharing options...
WarMonger1396 Posted August 2, 2013 Author Share Posted August 2, 2013 It's no biggie, I kind of got it to work, but the effect won't appear on the "EFF" section of the Pip-Boy, but the effect does show up in game (as in when the doctors bag is in my inventory I have +10 medicine). I just need to figure out how to make it appear in the effect section. Thank you very much for the help, and good luck tonight. Link to comment Share on other sites More sharing options...
appthy8 Posted August 2, 2013 Share Posted August 2, 2013 I'd double check to see if you have it set as hidden in the effect options? Link to comment Share on other sites More sharing options...
WarMonger1396 Posted August 2, 2013 Author Share Posted August 2, 2013 It doesn't have an option. I'm using an Actor effect, because every time I use an object effect it won't let my script save. Link to comment Share on other sites More sharing options...
appthy8 Posted August 4, 2013 Share Posted August 4, 2013 Hey sorry about the delay, I'm having extream trouble with this also, the way I've figured out around it is to set up a separate piece of armor with an object ench, set this item to not playable so it will not come up in the pipboy, also make sure it isn't set to take up a space when equiped add the script package Begin OnaddPlayer.equipitem *youritem*end Begin OnDropPLayer.unequipitem *youritem*end . then in your proper Item add the following script, Being OnAddPlayer.addItem **dummy item**end Being OnDropPlayer.removeItem **dummy Item**end hope this helps Link to comment Share on other sites More sharing options...
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