djmystro Posted January 24, 2011 Author Share Posted January 24, 2011 Just an update. I turns out none of the mines are working now. Espicially those I drop them on the second floor of a specific building. They now just drop to the floor below.I put one on a shelf and it fell off somehow but at least stayed on the correct floor which gave me a vague theory about falling through things so I put one on a box and the one on a shelf on a book as well. They then both just fell through to the bottom level. No mines then. I don't know if this is related to another problem I had with ceiling turrets that would not stay in place. It turned out they needed colliosion boxes or markers to keep them from falling down. Only problem is I could still not get mine to work (though I have not tried in ages). If this is the case for every mine then I think would rather give up in frustration than go through all that painful work over and over again (but I would still like to know one way or another). Link to comment Share on other sites More sharing options...
davidlallen Posted January 24, 2011 Share Posted January 24, 2011 If you can make this happen in a small standalone mod, or upload your big one, I'd be interested to see if I can figure out why this is happening to you. Link to comment Share on other sites More sharing options...
djmystro Posted January 24, 2011 Author Share Posted January 24, 2011 Mines placed on a stable surface on the ground floor appear to be fine. Link to comment Share on other sites More sharing options...
djmystro Posted January 24, 2011 Author Share Posted January 24, 2011 (edited) I can upload a bugfix version, I'll get onto that in a second. The areas I am having trouble with are called UGZedsCaverns and BonnieSpringsSewer (though I have not looked deep into fixing the last one)also I have run into another problem unrelated.I am trying to create a drug which once taken will permanantly increase rad resistance by 2 points.My script saves fine, is an object type and reads: scn 00NeverGlowScript begin Onactorequip 00neverglow modpcskill radresist 2showmessage 00NeverGlowMessage end Its attached to the ingestible object (Never Glow) in the scripts box. It also has two other effects which are listed in the object effects section of the ingestibles box. These other effects function as intended.It does not work anyway, permanent rad resistance remains unchanged (and the message does not display but I'm not bothered by that as much).As far as I can tell that's what it should look like but I'm still new to scripting so I thought I'd check. The drug if you wanna test that out too is in UGRadshack. It can be accessed through Zeds Caverns (tgm if you are in a hurry - theres loads of enemies and radiation). Edited January 24, 2011 by djmystro Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 24, 2011 Share Posted January 24, 2011 It looks fine, but there is always an issue with certain entities beginning with numeric characters. Change the 00 to aa and see if it works. Link to comment Share on other sites More sharing options...
djmystro Posted January 24, 2011 Author Share Posted January 24, 2011 (edited) Of course, I forgot all about that. I have grown very used to sticking numbers in front of everything, that's gonna be a hard habit to break. EDIT: Didn't solve it. I changed all 00 references to aa but it still does not seem to register in game. Edited January 24, 2011 by djmystro Link to comment Share on other sites More sharing options...
rickerhk Posted January 24, 2011 Share Posted January 24, 2011 For permanent changes to Actor Values, use ModAV. So ModAV radresist 2 Plus get rid of the numerics ;) Link to comment Share on other sites More sharing options...
davidlallen Posted January 25, 2011 Share Posted January 25, 2011 I can upload a bugfix version, I'll get onto that in a second. The areas I am having trouble with are called UGZedsCaverns and BonnieSpringsSewer (though I have not looked deep into fixing the last one) Sorry, I tried and cannot find a way to help. I can "coc ugzedscavern" in-game, and shoot the lost legionairres who are there. I found one bottlecap mine. But, I cannot see any explosions and I am not sure what exactly to look for. When I bring up geck on the esm, geck crashes. When I bring up fnvedit, it complains of some errors but it does load the file. I deleted duplicate records in fnvedit and saved a new esm, hoping this would fix the errors. fnvedit still complained of errors on the saved file and geck still crashed on it. I guess I would need to look in geck, to find out where are the problem mines, in order to find them in-game. You mention that in certain spots, mines you drop using geck fall through the floor. Do other similar clutter objects also fall through the floor? Or just mines? Sometimes, when I drop an item using "f", it drops through one level of clutter and winds up at an unexpected location. Basically I pushed it "too far down", below the floor. If other items fall properly, then I will be even more confused. Link to comment Share on other sites More sharing options...
djmystro Posted January 25, 2011 Author Share Posted January 25, 2011 rickerhk: Thanks for the tip, but I tried the modav switch too with no visible effect still. The script now reads: scn aaNeverGlowScript begin Onactorequip aaneverglow modav radresist 2showmessage aaNeverGlowMessage endstill saves fine and is attached to the object but it still has no +2 effect to rad resistance at any point. davidallen:Thanks for your assistance so far, I'm not sure why the esm would crash the GECK. It very rarely happens to me and I don't seem to get any errors loading with the powerup but I am using the esp to edit. I will upload that version to the file page too just in case you feel inclined to give it another try.Only the mines seem to drop through the floor. I have a few other things resting on it. Empty & full sas botlles (Misc Item/Ingestible), skeleton pieces (movable static), a Service Rifle (weapons), some 5.56mm ammo (ammo) a few milk crates (movable static), maybe more. The active mines are all from the projectile section so I'm guessing the problem is related to that column only. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 25, 2011 Share Posted January 25, 2011 Is aaneverglow an equippable item, or an ingestible? If the latter, it's not working because you can't equip it. Link to comment Share on other sites More sharing options...
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