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Mod problems


beyondwudge

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Hey guys, posted in troubleshooting but no cigar so I'm trying here. :)

 

1) What is the best way to get a companion to use or have the same medicine skill as the player when you apply stimpacks to them (via the quickmenu)?

 

So far I've postulated that playerID condition == 1 is a big part of the trick right.

 

Then I've figured that I can either a) run a script that checks the player's medicine then sets their medicine to the player's and back again or b) I just set their medicine to mine fullstop and let them have the healing benefit when the player isn't involved.

 

Problem is scripts tend to be less than seamless solutions (ammo weight mods in FO3 for instance).

 

I've tried to look for an entry point in a perk or create an effect that does the job but I'm so new to modding a lot of the jargon is still unknown to me. Sometimes what each thing does is pretty specific or alternatively so encompassing it surprises you. Any help would be most appreciated.

 

As a side note I'm working on a gameplay mod where companions don't auto-heal. Obviously this would give medicine a hugely important role.

 

2) Does anyone know how to modify the weight of a list of items for a perk?

 

Or how to make new entry points for that matter?

 

I see the modify light items and the heavy weapons entry points but I can't find a way to modify a list of items I define.

 

Similarly this is for a mod I'm doing where I'd like a perk to say halve the weight of all armour in the player's inventory.

 

3) The health value on items and weapons in a container does not seem to change its health.

 

As I said before any help would be most appreciated guys!

Edited by beyondwudge
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1) What is the best way to get a companion to use or have the same medicine skill as the player when you apply stimpacks to them (via the quickmenu)?

 

No idea.

 

2) Does anyone know how to modify the weight of a list of items for a perk?

 

Or how to make new entry points for that matter?

 

I see the modify light items and the heavy weapons entry points but I can't find a way to modify a list of items I define.

 

Similarly this is for a mod I'm doing where I'd like a perk to say halve the weight of all armour in the player's inventory.

 

Entry Points are created in the game engine itself, so you cannot create new ones in the GECK. So doing something like those ammo mods you mentioned sounds like your best bet.

 

3) The health value on items and weapons in a container does not seem to change its health.

 

I don't understand what this means.

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When I put an item in a container it has a health stat. This is next to the Object and Count entries and is called "Health %". This health stat does not seemingly modify the condition of the item though, the 55% flamer will appear at full condition regardless of what I set it to. Am I using the wrong setting or is the game just bugging out?
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I don't know because I have never done any modding involving containers, but after examining several of the containers in the GECK it appears that they do not directly put the object in the container. Instead they put a leveled list in the container and the details of the object in the leveled list. Try doing it that way and see if it works.
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That's a really good idea. I had thoughts about a quest script or what not but I didn't want to have scripts just running in the background needlessly.

 

Can you think of an example of a script that runs during/after the level up? I'm still new to modding and haven't entirely worked out what governs what yet. Doing a lot of copy, paste and editing.

Edited by beyondwudge
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http://geck.bethsoft.com/index.php/MenuMode

 

level up screen looks like it would be 1027

 

so

 

scn myquestscript

short playermedskill

Begin MenuMode 1027

set playermedskill to player.getav medicine

mycompanion.setav medicine to playermedskill

End

I guess that should work though I didn't try it. You still need to create your quest and choose this script from the dropdown.

 

You might look at that link and see if some other menu, like the companion wheel, would work better.

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Sounds like a solid way but the mycompanion.setav line seems to be causing an error. The script won't save with that line.

 

Is there another way of specifying a non-player actor or is the mycompanion command the problem?

 

I'd try to troubleshoot it more but I can't find anything on the mycompanion prefix.

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