Tulip Sniper Posted June 3, 2009 Share Posted June 3, 2009 I'm very new to modding in general, but I'm finding the G.E.C.K. pretty easy to manipulate, and I'm trying to make the drugs in the game a little more hardcore for my own game. So I wanted to make Ultrajet and Morphine give my PC a temporary concussion. The Concussion effect is selectable, but when I tested it, nothing happened. Any ideas for me? Any help at all would be appreciated. I'm really enjoying the G.E.C.K. if only as a way to customize my gameplay and I'd like to get more experience with it so I could hopefully produce a full mod some day. Link to comment Share on other sites More sharing options...
Alundaio Posted June 3, 2009 Share Posted June 3, 2009 I've never used that effect. But did you put a Duration? If it's 0 it won't do anything. Link to comment Share on other sites More sharing options...
Tulip Sniper Posted June 3, 2009 Author Share Posted June 3, 2009 I've got it set for a 2 minute duration at a magnitude of 4, but there's no effect when I use drugs with the mod running. Everything else I changed was working fine, so I think it might be a scripting thing, and I don't have a clue about that stuff. So I'm hoping it's something that's possible in the G.E.C.K. that someone more experienced with it might be able to help me with. Link to comment Share on other sites More sharing options...
mazakala Posted June 3, 2009 Share Posted June 3, 2009 Make a script of type "effect" like this: scn InsertScriptNameHere begin scripteffectstart if getisid player == 1 ApplyImageSpaceModifier ImageSpaceConcussion modActorValue perception -4 elseif getisid player == 0 modActorValue perception -4 endif end begin scripteffectfinish RemoveImageSpaceModifier ImageSpaceConcussion modActorValue perception 4 end Then create a base effect and set set "effect archetype" to script and pick your script from the list. Make sure to tick the self, touch, target boxes. Add that effect to a drug and you're all set. Link to comment Share on other sites More sharing options...
Tulip Sniper Posted June 3, 2009 Author Share Posted June 3, 2009 Thanks, Maz. I learned C when I was in high school, so all of that looks similar, and I think I could get into scripting for Fallout 3 once I get familiar with it. But I'm having a problem saving the script when I'm done writing it. I decided to call it "SCN DrugConcussion." It says: SCRIPTS: 'DrugConcussion', line 5:Invalid object 'player' for parameter ObjectID.Compiled script not saved! Context: DEFAULT"Yes to all" will disable all Warnings for this context. Sorry to keep pestering you guys for help, I just really want to figure this stuff out so I can do more with modding. Link to comment Share on other sites More sharing options...
anlashok Posted June 3, 2009 Share Posted June 3, 2009 Thanks, Maz. I learned C when I was in high school, so all of that looks similar, and I think I could get into scripting for Fallout 3 once I get familiar with it. But I'm having a problem saving the script when I'm done writing it. I decided to call it "SCN DrugConcussion." It says: SCRIPTS: 'DrugConcussion', line 5:Invalid object 'player' for parameter ObjectID.Compiled script not saved! Context: DEFAULT"Yes to all" will disable all Warnings for this context. Sorry to keep pestering you guys for help, I just really want to figure this stuff out so I can do more with modding. I got to give you a friendly warning if you wish to learn FO3 scripting, especially because you have programming background. The scripting language lacks most of the very basic stuff you might take for granted. FOSE helps a bit, but still, doing anything complicated is like trying to duplicate Michelangelo's David with a super sledgehammer (yes, without the chisel). In addition some of the functions don't work as their name implies, if at all. I still welcome you. I started modding a few weeks ago myself and despite all the difficulties I've had fun. I think "player" is some kind of global reference and that's why the code doesn't work, but what is confusing is that Player is also a NPC object (and the names are not case sensitive). I can't help you because this doesn't make any sense to me. Using Form ID instead of object name might work (player-object has form id of 00000007 for me) or it might not. Also you could try inventing some other way of checking if it's the player using the drug. Sorry I can't help more. Edit: Also, I think people are really interested in helping you to learn. During my time here it seems that every day at least 843283 different guys come and state that they either have AEWSOEM IDEA I ONLY NEED A SCRIPTER AND MAPPER AND DESIGNER AND WRITER AND TEXTURER AND MODELER AND I CAN TAKE CARE OF EATING THE CAEK WHILE YOU WORK OH AND I CANT TELL YOU ANYTHING ABOUT THE MOD ITS A SECRET BUT TRUST ME IT WILL BE GOOD, or they beg people to do many-month-long projects for them, bumping their begging thread every 3 minutes. So, people who are actually willing to learn are very welcome and usually (based on my very long experience of three weeks) get treated well. Link to comment Share on other sites More sharing options...
Tulip Sniper Posted June 3, 2009 Author Share Posted June 3, 2009 Got it to work. Thanks for the tip, Anlashok. I should've figured it out, knowing your player is a reference instead of an object (insofar as game effects would be concerned, at least). So yeah, instead of using "GetIsId" for an object, "GetIsReference" works for your player. And I gave it a test run and it works initially. Now when my player uses morphine, he gets hazy. All I have to do now is play around with magnitude and duration. Thanks again for the help guys, I really appreciate it. Maybe whenever I actually start doing some serious modding I'll pop in and ask for more help or see if any of you guys are interested in trying 'em out. Link to comment Share on other sites More sharing options...
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