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Getting a stealth cloak to work in-game?


marieruth

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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.

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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 (:

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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 by joshua121
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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...

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