Fistandilius Posted June 6, 2014 Share Posted June 6, 2014 If you have fallout 3 with operation anchorage, you could always open up the fallout 3 GECK and see how it's done there. I don't have Operation Anchorage for Fallout 3. Sorry, I would have given you more, but I don't even know how to find specific scripting let alone understand it at this point. I'm having trouble just getting answers for some basic stuff right now. Seems like Skyrim was easier and has more support, but maybe it's just because this game is like 4 years old now. Link to comment Share on other sites More sharing options...
marieruth Posted June 6, 2014 Author Share Posted June 6, 2014 If you have fallout 3 with operation anchorage, you could always open up the fallout 3 GECK and see how it's done there. I don't have Operation Anchorage for Fallout 3. Sorry, I would have given you more, but I don't even know how to find specific scripting let alone understand it at this point. I'm having trouble just getting answers for some basic stuff right now. Seems like Skyrim was easier and has more support, but maybe it's just because this game is like 4 years old now. it's cool I appreciate you trying though (: Link to comment Share on other sites More sharing options...
joshua121 Posted June 9, 2014 Share Posted June 9, 2014 (edited) Anchorage's stealth suit So it looks like you have the stealth magnitude set to 0, bump it up to 5. Ignore the extra sneak bunus, and the enchantment effect isn't in New Vegas so you might have to recreate it. So I have to create a new Base Effect that has the stealth cloak effect in it, right? Okay so I made the stealth cloak base effect thing, and it didn't work when I tested it out. There's a spell that has the stealth kind of effect, but it's an actor effect, and I'm not sure how to implement that into an item, would I need to make a script or something? http://forums.nexusmods.com/public/style_images/underground/attachicon.gifScreenshot 2014-06-04 18.54.58.png This is how I accomplished it. SCN JL121DSBHStealthPowerArmorhelmetScript Begin OnEquip if player.hasperk JL121DSBHPowerStealthArmorTraining != 1 player.unequipitem JL121DSBHAssassinPowerArmorHelmet player.unequipitem JL121DSBHAssassinPowerArmor showmessage JL121DSBHStealthPowerArmorTrainingMessage01 else player.addperk JL121DSBHX79PowerArmorEffectPerk endif end begin onUnEquip player.removeperk JL121DSBHX79PowerArmorEffectPerk player.RemoveSpell StealthBoyInvisibilitySpell End begin gamemode if player.getequipped JL121DSBHAssassinPowerArmor == 1 && Player.IsSneaking == 1 player.AddSpell StealthBoyInvisibilitySpell elseif player.getequipped JL121DSBHAssassinPowerArmor == 1 && Player.IsSneaking == 0 player.RemoveSpell StealthBoyInvisibilitySpell Endif End I made stealth based power armor for a mod I've been working on sometime. Mine is a little different from what you're going for because it's a power armor and you have to have custom training to use this set, which is what the first part of the script checks for. If they don't have the training they can't equip it and it shows a message that tells them so. If they equip it they get the base +5 to sneak that it always gives via the "else player.addperk JL121DSBHX79PowerArmorEffectPerk" part. The part you'll probably want to know is under the begin gamemode block. I didn't use the begin OnAdd function because it doesn't fire all the time, and it wouldn't regularly check to see if the player is sneaking. Hence begin gamemode . Anyway, we check to see if the armor is equipped and if the player is sneaking and if both of those are true == 1 then, we use the addspell function, particularly directing it at the player player.addspell . The only drawback to using the base stealth boy effect is that it shows a message that the effect has been added, which I'll fix by copying the stealthboy effect to a new effect, and add that one instead so that I can either customize the message or get rid of it all together. Another drawback I thought of is if they actually used a stealthboy while this was in effect, when they either unequip the armor or stop sneaking it would end the effect of the stealthboy. Another reason to copy the stealthboy spell and make your own. Feel free to use the script, you can credit me or not, it doesn't matter. Looking at it should help you figure out how I did it. Cheers Edited June 9, 2014 by joshua121 Link to comment Share on other sites More sharing options...
marieruth Posted June 9, 2014 Author Share Posted June 9, 2014 Anchorage's stealth suit So it looks like you have the stealth magnitude set to 0, bump it up to 5. Ignore the extra sneak bunus, and the enchantment effect isn't in New Vegas so you might have to recreate it. So I have to create a new Base Effect that has the stealth cloak effect in it, right? Okay so I made the stealth cloak base effect thing, and it didn't work when I tested it out. There's a spell that has the stealth kind of effect, but it's an actor effect, and I'm not sure how to implement that into an item, would I need to make a script or something? http://forums.nexusmods.com/public/style_images/underground/attachicon.gifScreenshot 2014-06-04 18.54.58.png This is how I accomplished it. SCN JL121DSBHStealthPowerArmorhelmetScript Begin OnEquip if player.hasperk JL121DSBHPowerStealthArmorTraining != 1 player.unequipitem JL121DSBHAssassinPowerArmorHelmet player.unequipitem JL121DSBHAssassinPowerArmor showmessage JL121DSBHStealthPowerArmorTrainingMessage01 else player.addperk JL121DSBHX79PowerArmorEffectPerk endif end begin onUnEquip player.removeperk JL121DSBHX79PowerArmorEffectPerk player.RemoveSpell StealthBoyInvisibilitySpell End begin gamemode if player.getequipped JL121DSBHAssassinPowerArmor == 1 && Player.IsSneaking == 1 player.AddSpell StealthBoyInvisibilitySpell elseif player.getequipped JL121DSBHAssassinPowerArmor == 1 && Player.IsSneaking == 0 player.RemoveSpell StealthBoyInvisibilitySpell Endif End I made stealth based power armor for a mod I've been working on sometime. Mine is a little different from what you're going for because it's a power armor and you have to have custom training to use this set, which is what the first part of the script checks for. If they don't have the training they can't equip it and it shows a message that tells them so. If they equip it they get the base +5 to sneak that it always gives via the "else player.addperk JL121DSBHX79PowerArmorEffectPerk" part. The part you'll probably want to know is under the begin gamemode block. I didn't use the begin OnAdd function because it doesn't fire all the time, and it wouldn't regularly check to see if the player is sneaking. Hence begin gamemode . Anyway, we check to see if the armor is equipped and if the player is sneaking and if both of those are true == 1 then, we use the addspell function, particularly directing it at the player player.addspell . The only drawback to using the base stealth boy effect is that it shows a message that the effect has been added, which I'll fix by copying the stealthboy effect to a new effect, and add that one instead so that I can either customize the message or get rid of it all together. Another drawback I thought of is if they actually used a stealthboy while this was in effect, when they either unequip the armor or stop sneaking it would end the effect of the stealthboy. Another reason to copy the stealthboy spell and make your own. Feel free to use the script, you can credit me or not, it doesn't matter. Looking at it should help you figure out how I did it. Cheers Thanks for your response, but I found a way to get it to work on my own, but I read through your post and it's very informative, and I thank you for that. I should put "Solved" next to the thread title... Link to comment Share on other sites More sharing options...
joshua121 Posted June 10, 2014 Share Posted June 10, 2014 Glad you figured it out, glad to be of help Link to comment Share on other sites More sharing options...
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