DaemonGrin Posted September 16, 2015 Share Posted September 16, 2015 I don't believe you need the getequipped with the OnEquip block. After writing up the first version I remembered the OnEquip block XD so scn YourEquipSCRIPT Begin OnEquip Player showmessage YourMessage End Should work? I'm not a coding person. I write code that in my head seems like it should work often times it doesn't and my mind and I have a falling out. We reconcile eventually XD I'm not "smart" enough to explain differences, sorry u_u But here is the OnEquip Block info I use http://geck.bethsoft.com/index.php?title=OnEquip Link to comment Share on other sites More sharing options...
Shadyfan4500 Posted September 16, 2015 Author Share Posted September 16, 2015 (edited) I have like 14 tabs open in this window alone ( 10 are of the GECK website alone). I am all over the GECK website, and I have learned so much in ~4 weeks with the GECK website, the GECK, and experience. I have learned how to add cells, (still not how to add ground and stuff to them, although I think I have an idea), learned how to script (some more basic ones, the large one up top is my most complex one yet), learned how to add messages, what goes into creating new NPC's, making quests, quest stages, perks (kind of, haven't actually made one yet. This will be for a future project - I had a cool idea), even armor (again, for another mod. I am actually working on this one right now. Along with my Matter Weapons mod). I have learned more about FNVEdit and NVSE, and more. It hasn't been a short journey (by short, I mean like a few days. I guess I can say the journey is over once I have finished my projects (not any time soon I feel), but it is quite fun, and much easier than I once thought. Edited September 16, 2015 by Shadyfan4500 Link to comment Share on other sites More sharing options...
KimberJ Posted September 16, 2015 Share Posted September 16, 2015 A bulky game mode script running 30 or 60 times a second... Fantastic idea. Except that Npc & Creature inventory an death items can be set inside the forms for Npc's an Creatures. I mean if we completely disregard that fact, the idea of ignoring it an just using scripting to do everything sounds fantastic. Sorry, I'm not that good at sarcasm, it seems... I'm not doing the math for it. XD Messages on the other hand, even menu messages, (such as a decisions - even configuration menus) It's all a pretty negative overall effect on the player. You know, to mention besides trying to avoid gamemode scripts with the tiny exception of some quest type scripts ( handled a little more efficiently as I remember) The point being if that can be avoided, it's our duty to avoid it. We all basically start the same, an make a mod. It's good, it's bad, it's messy. The exercise in that, though, is just to make it. Not to, for example, learn how to mod Oblivion, FO3, FNV, or Skyrim. In this example if that was the goal, just to learn, maybe that changes the dynamic a little. Maybe a main project, an then several other small projects, an balanced out with actual game play (not testing). For the sake of the forums though, you would want to narrow down the conversation a little. It would seem it's a little bit random or digressive. Develop a workflow for the types of content you wana make, something efficient. It does take a long time to be able to do anything in FO3/FNV from my experience part time 6 years later, I'm still learning stuff. Unreal engine masters, use it for 10 years, LOL. I would hope that others would agree, but typically I will make a stable load order, an it can grow as needed. At the end of that is whatever I want to make, though, there is often several edits to other modder's work, to polish it for my personal taste. Creating/Editing if you will. Doing that at least, gives a ton of experience. Don't forget game design though, an to do that we need to look at many different games. Just the game DLC an a stable load order, making edits to that, an testing it. One covers all types of data in Bethesda/Obsidian games at least. When it comes to the main or sub projects, it's advantageous to compartmentalize it or quarantine it (depending, LOL) Though *ahem* you need to start with a stable game an use some or many of the popular other mods already created, then tailor the work to that. Link to comment Share on other sites More sharing options...
Shadyfan4500 Posted September 17, 2015 Author Share Posted September 17, 2015 I wanted to randomize the loot on the NPC. I tried editing the container. I don't want to have 17 NPC's that only vary by the weapon they have, ammo type and amount, and amount of caps. I didn't see another way to do it. I know that a game mode script runs every frame, that isn't a problem when you have a runonce/doonce variable for every chunk of code you use, so that it only runs once. Who is to say that I can't just make and release a mod (in my case a revamped version of a mod I posted on here years ago) for the experience and learning opportunity. I have learned more with this mod these last 4 weeks than I did with the last version in years. Because I take it as a learning experience. Load order has nothing to do with this discussion. I have a stable load order - Loot and FNVEdit ensure that. Also, if there are any problems I can load up FNVEdit and clean that stuff, or if I add more mods I can make another merged patch. Not that hard. Also, I know I can always load up the GECK and just remove the problem entirely if need be. "When it comes to the main or sub projects, it's advantageous to compartmentalize it or quarantine it (depending, LOL) Though *ahem* you need to start with a stable game an use some or many of the popular other mods already created, then tailor the work to that." What does that even mean? I am not even trying to make a stable game. I am not trying to base my mod on other more popular mods then "tailor the work to that." This is my own mod, no reason to start fresh or base it on other mods. What you said there made no sense actually. Link to comment Share on other sites More sharing options...
KimberJ Posted September 17, 2015 Share Posted September 17, 2015 I believe it's called a loot list. It could be that Obsidian decided to balance the game a different way. In FO3 at least, leveled lists were put into the npc/creatures inventory which contained the progression of weapon condition an therefore damage. Though, what I meant here is that these types of lists can be set up so each item gets a random spawn chance 0-100, which actually might be called a loot list, an the npc/creature just uses loot for combat/loot.Making a set of npc/creature weapons (not playable) then making a set of player only weapons. Both with different settings to reflect the fire/attack rate difference between the computer an the player. But the whole thing being used to better balance the game, in your case providing whatever variation was wanted or needed. I guess I should have just said loot lists are built into the game an npc's can use loot for combat, an if needed more there were leveled lists.You would set up each npc/creature individually, an maybe your script is a more easy way to do that. If it's a group of npc/creatures though it would probably be better to set up the built in form id lists chanced or leveled or not. They might actually already have a list in the inventory that can be changed. I haven't looked at FNV for that in a long time. There are mods that change inventory for groups already though. I'm just assuming you didn't look for a mod to do this that is already created, or < what we could create.I don't know what I meant. Are you kidding? I was rambling on about separating projects an sub projects into different esm/esp I think. I'm not sure why, but it might of been my poor attempt at advice. It could just be we fall into different schools. Where I feel that npc/creatures should be set up in the forms however we want them to be, you feel just script it an forget it. There is other stuff in the forms though, stats, packages, an combat style for example (fun to work with an mostly ignored). Link to comment Share on other sites More sharing options...
KimberJ Posted September 17, 2015 Share Posted September 17, 2015 Anytime I try to talk to another gamer, it doesn't go well. I give up. You can have the whole conversation with other gamers bag all to yourselfs. :( Sorry I ruined it. Link to comment Share on other sites More sharing options...
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