se7enraven Posted September 22, 2013 Share Posted September 22, 2013 Hello! My name is Se7enraven and I have been working on a mod called "Fallout: Ex Machina". During the creation of this mod, I have run into issues I don't know how to solve. I figure I would start this topic so as not to clutter up the forum with multiple questions. That being said... Problem 1: I am having difficulty implementing a system similar to the "Cannibal" Perk. What I am trying to do, is make it so that when the pc has a specific "consumable" item in their inventory and is kneeling next to a dead human npc, a Message titled "harvest organs" appears. This message has two options "leave alone" or "attempt to harvest organ/s". Specifically, what is needed for this message to appear when crouching and activating a dead human npc? I want the ability to still loot the corpse for armor/weapons and such, but I only want the harvest option to activate until the npc has been harvested. I tried looking at the perk data, but am quite unfamiliar with the variables for that. I do not want this option availiable if the pc doesn't have said specific consumable item in their inventory, or if the npc has already been harvested. Problem 2: I have a custom "Activator", when activated a message appears with many options. One of these options is for "current News". I would like the current news option to post a random Message Text. So my question is, how do I have a message post a another random message? Thank you for your time-Peace! Link to comment Share on other sites More sharing options...
Deleted1205226User Posted September 22, 2013 Share Posted September 22, 2013 Hi, not sure if this will help but you might want to look into Brain Harvest by HugePinball to get inspiration for your 1st question. No idea for the second one, but following this topic since I'm very interested in random possibilities with Geck. (your future mod looks great on pictures !) Link to comment Share on other sites More sharing options...
se7enraven Posted September 23, 2013 Author Share Posted September 23, 2013 Thanks for the help. I'm not sure if FO3 mods will load in the FNV Geck, but I'll give it a try. The machanics seem very similar to what I had in mind. Link to comment Share on other sites More sharing options...
apixaez Posted September 23, 2013 Share Posted September 23, 2013 (edited) Thanks for the help. I'm not sure if FO3 mods will load in the FNV Geck, but I'll give it a try. The machanics seem very similar to what I had in mind.No, they won't. For starters because they have different masters. I haven't looked into the linked mod, but if it's just scripts + perk edited in that mod, you could simply replace the master in FNVEdit and then load it in the NV Geck.. As for your 2nd, this might be helpful The script structure could be used to display random messages, however I personally would go by a "message per game hour" (as it's easier to script probably) by using "GameHour" (and showmessage obv) in your script. I would script it out for you, but I'm a novice at best with scripting and I'm not entirely sure what result GameHour gives in the console, as I've never used it before in any way. Hope this helps at least a little bit! Best of luck! Edited September 23, 2013 by apixaez Link to comment Share on other sites More sharing options...
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