WaffleCheesebread Posted October 22, 2010 Share Posted October 22, 2010 I'm making Boone weaker. I already did it, it seemed to work, but then I double checked and found a problem. What I did was I made his level multiplier .40, instead of 1.00. The result is that he's always .40 your level, and thus weaker, but still pretty damn strong the stronger you get. BUT! His script includes the following: ;set up base statsif (bLoadedOnce == 0)SetActorValue guns 75;SetActorValue energyweapons 60;SetActorValue meleeweapons 55;SetActorValue unarmed 40;SetActorValue medicine 50;SetActorValue sneak 100;set bLoadedOnce to 1;endif Is this undermining that change? Is it automatically setting his base stats to NOT be auto-calculated? My change of .40 is based on what the stat screen shows his stats will be. If I remove this section of the script, will his stats at any given level match what the stat box in the editor says they are? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 22, 2010 Share Posted October 22, 2010 i can't say for sure, but i don't think that the script sets his skills per levelaccording to the line before the script, this sets the base stats, not the current statsnow, i'm not sure about the companion leveling system, so i'm not sure if their stats ever increase with levels, but as it seems, it shouldn't cause a problem again, i'm not sure, so i can't really tell, but this makes sense to me........ maybe if you could write the whole script (the whole Begin\End block) i (or someone else) could give you a better answer Link to comment Share on other sites More sharing options...
WaffleCheesebread Posted October 22, 2010 Author Share Posted October 22, 2010 When you edit a companion's stats, you can select the lowest and highest level where stats are auto-calculated. As you change the lowest level value, the stats on the screen change. That tells me that yes, their stats do change based on their levels. But the stats for level 5 were lower than the stats that script seems to setup. The base stats seem to be set independently based on his TAG skills and SPECIAL. Which is why I want to get rid of this part of the script- so that ONLY his Tag skills, SPECIAL, and *my* level will determine what his stats are. This is becaues, for example, at level 10, the default boone (also level 10) will have 71 guns (according to the stat page), and at level 10 with .40 multiplier boone (at level 4) will only have 51. It's a lot more balanced. But if his stats are being set by the script it's throwing off that balance. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 22, 2010 Share Posted October 22, 2010 well, if you could post the entire script block, i could try to figure out what it does, to see if removing it will have a negative effect on the game, or what it really does without that, i don't think i can help you..... Link to comment Share on other sites More sharing options...
WaffleCheesebread Posted October 22, 2010 Author Share Posted October 22, 2010 That was the whole part of that bit, but here's the whole script: scn BooneSCRIPT short HasBeenHiredshort WeaponOutshort CombatStyleRangedshort CombatStyleMeleeshort IsFollowingDefaultshort IsFollowingShortshort IsFollowingLongshort FollowerSwitchAggressive ; 0 = Passive (wait for player), 1 = Aggressive (attack when see enemy)short Waitingshort DoOnceshort bEquippedBeretshort bGotRevengeshort bInNestshort bLoadedOnce; ; Beret TRACKING!!!short bCheckedOnce;float fLastCheckHour;short nLastCheckDay;short nLastBeretCount;short nBeretCount; Begin OnLoad; set up base stats if (bLoadedOnce == 0) SetActorValue guns 75; SetActorValue energyweapons 60; SetActorValue meleeweapons 55; SetActorValue unarmed 40; SetActorValue medicine 50; SetActorValue sneak 100; set bLoadedOnce to 1; endifEnd Begin OnTriggerEnter CraigBooneREF set CraigBooneREF.bInNest to 1End Begin OnTriggerLeave CraigBooneREF set CraigBooneREF.bInNest to 0End BEGIN GameMode if ( DoOnce == 0 ) if ( GetDistance Player <= 1400 ) set DoOnce to 1 evp endif endif END BEGIN OnCombatEND if ( GetPlayerTeammate == 1 ) resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 endif END BEGIN OnDeath if (GetQuestCompleted VMS53 == 0) SetStage VMS53 255; endif if (GetQuestCompleted VMS39 == 0) SetStage VMS39 80; endif if ( VNPCFollowers.bBooneHired == 1 ) set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1; if (VNPCFollowers.nCurrentFollowers == 0) set VNPCFollowers.bPlayerHasFollower to 0 endif set VNPCFollowers.bBooneHired to 0 set VNPCFollowers.bHumanoidInParty to 0; Player.RemoveFromFaction VBooneFaction ShowMessage FollowerMessageDeadBoone player.RemovePerk Spotting ShowMessage FollowerMessagePerkBooneRemove endif if (GetQuestCompleted VMS39 && VDialogueCraigBoone.bHeardWifeStory) AddItem VBooneLastLetterNote 1; endif set VNPCFollowers.bBooneDead to 1END ;OnDeath ; track in here to see if the player gives Veronica a dress.BEGIN MenuMode 1008; container if (GameHour > fLastCheckHour || GameDaysPassed > nLastCheckDay) set fLastCheckHour to GameHour; set nLastCheckDay to GameDaysPassed; Set nBeretCount to GetItemCount RepairNVHatNCRBeret; ; react only if the player has just now taken his last beret if (nBeretCount < nLastBeretCount && nBeretCount == 0) SayTo player VDialogueCraigBooneNoBeretReact; endif set nLastBeretCount to nBeretCount; endif END ;MenuMode 1008 - container Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 22, 2010 Share Posted October 22, 2010 well, as far as i can say, what this does is just set his skills when he is loaded for the first time, so that he will have skills, if you attack him or somethingbut as far as i understand, when you hire him, his skills are set based on your level and allbasically, like any NPC, his skills aren't based on your level (at least i think that NPCs aren't leveled)in which case, he has to have a base skill set, but it is changed when he is hiredanyhow, don't remove that parti'm not sure what it will do, and i wouldn't take that risk if you want to make him weaker, just tweak how he is leveled up, and how his skills are calculated Link to comment Share on other sites More sharing options...
WaffleCheesebread Posted October 22, 2010 Author Share Posted October 22, 2010 So basically, that part of the script has no effect on his stats AS A COMPANION, but only applies to his stats as an NPC? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 22, 2010 Share Posted October 22, 2010 as far as i understand, yesthe command OnLoad is activated when the 3D model is loaded first into the game, so it's the first time you are in the cell with himand it doesn't have an effect afterwords, so this shouldn't have any effect on him as a companion i'm not 100% sure that what i say is correct, but that seems to make sense, and so i think that is your answer i hope that was helpful :) Link to comment Share on other sites More sharing options...
WaffleCheesebread Posted October 22, 2010 Author Share Posted October 22, 2010 It is. I'll trust it. This would be so much easier if I could just open up his stats panel in-game :P Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 22, 2010 Share Posted October 22, 2010 yes, that is truestill, you have to live with what you get (or kill him, but i'm sure you don't want that :tongue:) enjoy your weaker Boone, and NV Link to comment Share on other sites More sharing options...
Recommended Posts