fLokii Posted November 9, 2010 Share Posted November 9, 2010 I am rather new at making scripts and most probably bad at it. I did make a mod that adds a distance DoF to the game and was able (still amazed i figured that one out lol) to script different ones to interior and exterior. But to further improve the gameplay i would like to add a change of imod on aim. and for the life of me i can't figure out the command for it.This is the basic script:scn 0fLokiS Begin GameMode if player.isininterior ==0 imod 0fLokiFXimod 0fLokiFX3RiMod 0fLokiFX4Else if player.isininterior ==1imod 0fLokiFX4RiMod 0fLokiFX Endif End Ideal would be two new if player lines for interior and exterior that would activate fx5 when aim button is pressed and deactivate when it is released. Hope someone can help out. Would be appreciated. Link to comment Share on other sites More sharing options...
gsmanners Posted November 9, 2010 Share Posted November 9, 2010 I just helped someone with this very issue. With NVSE, you can check for aim like so: begin GameMode if IsKeyPressed 257 imod freakyFX endif end Link to comment Share on other sites More sharing options...
fLokii Posted November 9, 2010 Author Share Posted November 9, 2010 Thank you for the quick reply and helping. Unfortunately, seems i'm doing something wrong. Tried to make the script but it will not save. I downloaded nvse beta3, launched geck through nvse_loader -editor and script refuses to save.Again i don't really know much about scripts so i tried two way.Made a new script and tried copy/pasting your lines - no luckTried this wordingscn 0fLokiSTest Begin GameMode if IsKeyPressed 257imod fLokiFX7 Endif End Again wont save Tried adding to existing one like thisscn 0fLokiS Begin GameMode if player.isininterior ==0 imod 0fLokiFXimod 0fLokiFX3RiMod 0fLokiFX4Else if player.isininterior ==1imod 0fLokiFX4RiMod 0fLokiFXElse if IsKeyPressed 257imod fLokiFX7 Endif End No save possible.I am messing it up and have no clue how. If you could help it would be great and sorry if I'm a bit of a bother.. Link to comment Share on other sites More sharing options...
Cipscis Posted November 9, 2010 Share Posted November 9, 2010 Please post your script in code tags. That preserves indentation and forces them to use a fixed-width font, making them much easier to read. The Fallout 3 GECK, at least, wouldn't recognise editorIDs starting with numbers when referenced in scripts. I haven't tested it in the New Vegas GECK, but it's likely still a problem. Try renaming all of your forms that have editorIDs starting with numbers so that they no longer start with numbers, then try to save your script. On another note, it might be possible to use IsPlayerActionActive in order to test if the player is looking down iron sights without requiring NVSE. Cipscis Link to comment Share on other sites More sharing options...
fLokii Posted November 9, 2010 Author Share Posted November 9, 2010 Yippie-Ki-Yay.. Made it work! Dunno what was wrong wouldn't save all at once but when i wrote line by line and saved in process it saved. Could be just my imagination and i missed something first time but.. hell works now so who cares :) Thanks to both of you guys.. Kudos go out and you rule ;) Totally appreciate the help. Link to comment Share on other sites More sharing options...
Cipscis Posted November 10, 2010 Share Posted November 10, 2010 Glad to hear it! If it worked after re-writing, then the problem was probably just a typo. Try installing the GECK PowerUp to force the GECK to give you useful feedback when there is a problem with your script. Cipscis Link to comment Share on other sites More sharing options...
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