tnade711 Posted June 6, 2014 Share Posted June 6, 2014 (edited) I've been searching through the full list of functions on the GECK and I can't find one that changes the npc's race (preferably to super mutant) along with a script that removes all their dialogue so that I can put new ones in. Also could someone in simple terms explain the reason behind the "reference, short, and float" functions as geck scripting for beginners doesn't explain it well. From what I've seen function is something that is used to like rename a command or what? Edited June 6, 2014 by tnade711 Link to comment Share on other sites More sharing options...
tnade711 Posted June 6, 2014 Author Share Posted June 6, 2014 bumpity bump bump look at frosty go! Link to comment Share on other sites More sharing options...
spartenkiller897 Posted June 7, 2014 Share Posted June 7, 2014 Yeah it possible but not that way you'd think. A super mutant is actually not a race in technical terms, it's a creature. What you do is make a second Super mutant version of the first NPC. And when he turns into a super mutant, you disable the human NPC and Enable the mutant version. For dialogue, you can either create a whole new set of dialogue or in the same quest, you add new dialogue lines that only show up when a certain variable is active. With the old dialogue, it could only show when a certain variable is not active. There are multiple ways to do that. Link to comment Share on other sites More sharing options...
tnade711 Posted June 8, 2014 Author Share Posted June 8, 2014 (edited) Yeah it possible but not that way you'd think. A super mutant is actually not a race in technical terms, it's a creature. What you do is make a second Super mutant version of the first NPC. And when he turns into a super mutant, you disable the human NPC and Enable the mutant version. For dialogue, you can either create a whole new set of dialogue or in the same quest, you add new dialogue lines that only show up when a certain variable is active. With the old dialogue, it could only show when a certain variable is not active. There are multiple ways to do that.Let me explain better. I want this to be able to change ANY npc into a super mutant follower ANY. But i'd still like it to keep their name just so I can tell them apart for the heck of it. I'd also like to know the COMMANDS to do some of the things I asked above. And if you could explain what a reference/float/short is that would be nice. Edited June 8, 2014 by tnade711 Link to comment Share on other sites More sharing options...
tnade711 Posted June 10, 2014 Author Share Posted June 10, 2014 Yeah it possible but not that way you'd think. A super mutant is actually not a race in technical terms, it's a creature. What you do is make a second Super mutant version of the first NPC. And when he turns into a super mutant, you disable the human NPC and Enable the mutant version. For dialogue, you can either create a whole new set of dialogue or in the same quest, you add new dialogue lines that only show up when a certain variable is active. With the old dialogue, it could only show when a certain variable is not active. There are multiple ways to do that.bump Link to comment Share on other sites More sharing options...
spartenkiller897 Posted June 10, 2014 Share Posted June 10, 2014 I'm not sure how you do it to any NPC, but taking the name from an NPC and giving it to another should be easy. Reference: An item/npc/static object in-game that's either in a world or interior cell. References are best explained in the ograyfox companion tutorial series.Float: I don't know what it is, but I've used it in timer scripts.Short: Used when declaring variables that will either be called in the same script, from a quest, or from a reference. Link to comment Share on other sites More sharing options...
tnade711 Posted June 10, 2014 Author Share Posted June 10, 2014 I'm not sure how you do it to any NPC, but taking the name from an NPC and giving it to another should be easy. Reference: An item/npc/static object in-game that's either in a world or interior cell. References are best explained in the ograyfox companion tutorial series.Float: I don't know what it is, but I've used it in timer scripts.Short: Used when declaring variables that will either be called in the same script, from a quest, or from a reference. No but I want it to give it the name from any npc like if I infect say lucy and turn her into the mutant it will be named LUCY auto matically I don't wanna have to put lucy in the script so it works with any npc Link to comment Share on other sites More sharing options...
jazzisparis Posted June 11, 2014 Share Posted June 11, 2014 A Reference type variable stores a game object, of any type (item, NPC, door, container, a piece of wall, etc.). Float and Short (or Int) type variables store numeric values. The former is used for real values, with a decimal point (3.14159, etc.), whilst the latter is used for integer values (3, 450, etc.). Which of the two to use depends of the precision level you require. No but I want it to give it the name from any npc like if I infect say lucy and turn her into the mutant it will be named LUCY auto maticallyWhile this can be done, you need to be aware of two things: 1. You can't rename a specific NPC (or any other object, for that matter). If you rename a Supermutant as "Lucy", every Supermutant of the same type in the game will also be renamed as "Lucy". 2. Renaming will remain in effect only for the duration of the current game session. When you restart the game, the name will revert to the default one. Link to comment Share on other sites More sharing options...
tnade711 Posted June 12, 2014 Author Share Posted June 12, 2014 A Reference type variable stores a game object, of any type (item, NPC, door, container, a piece of wall, etc.). Float and Short (or Int) type variables store numeric values. The former is used for real values, with a decimal point (3.14159, etc.), whilst the latter is used for integer values (3, 450, etc.). Which of the two to use depends of the precision level you require. No but I want it to give it the name from any npc like if I infect say lucy and turn her into the mutant it will be named LUCY auto maticallyWhile this can be done, you need to be aware of two things: 1. You can't rename a specific NPC (or any other object, for that matter). If you rename a Supermutant as "Lucy", every Supermutant of the same type in the game will also be renamed as "Lucy". 2. Renaming will remain in effect only for the duration of the current game session. When you restart the game, the name will revert to the default one. If it stores a game object why would we say ref rcontainer and set rcontainer to getcontainer. What is the point of that?? Getcontainer isn't a game object its a function so how does that work? Link to comment Share on other sites More sharing options...
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