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Manupulating status meters


Vulnarr

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Hello,

 

Sorry if his may be commonly known or if there's already tutorials on this.

 

Is it possible in New Vegas to create and/or manipulate the meters? I.E. Hunger, Thirst, Sleep, etc?

Also, is it possible to change what what happens at certain points of severity on these meters?

 

For instance, say when thirst got really low, you passed out or the Player character gets paler as it progresses in severity?

 

If there are tutorials on this, if you don't mind, please post a link to them.

 

Thank you.

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there are game settings and a quick search shows that starvation is an effect (disease) so it would be easy to edit them. not sure about making new ones though, sounds like you would have to script them
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if you wanna script, get the geck powerup first. it helps out a lot since it tell you where your scripts are producing errors. look at the scripts in the game to get general ideas and the geck has a lot of good information if you know what to look for. if you misspell the geck wont show any results so it can be a pain sometimes. the bethsoft forums have a lot of helpful people so if you get stuck just ask there
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Is it possible in New Vegas to create and/or manipulate the meters? I.E. Hunger, Thirst, Sleep, etc?

These are actor values on the player. When these actor values pass certain thresholds, then the actor effects are applied by the game engine. You could alter the actor effects in the Geck to adjust what happens.

 

You can manipulate the actor value counters directly:

 

Player.GetActorValue Dehydration

Player.DamageActorValue Dehydration value

Player.RestoreActorValue Dehydration value

 

Note that value is the amount you restore or damage the counter, not what you are setting it to.

 

The same with these actor values:

Hunger

SleepDeprevation - yes, it's spelled wrong in the Geck

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Also check out the primary needs HUD maybe it's pretty handy for poking around with that sort of stuff so you can see the results, also make note that some stats like health are derived from other stats so things can get screwy if you mod them, actually things can get screwy if you mod any stats through scripting, better to use object effects if possible or make sure you store the original stats in some global variables. And you will have to start with fresh saves frequently when poking with this stuff, whenever you make any major changes.

 

http://newvegasnexus.com/downloads/file.php?id=38538

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