21stcenturybreakdown Posted October 4, 2017 Share Posted October 4, 2017 Hi all. Been working on a mod to find Holotapes that are either found, boss inventories, or given to the player as a reward for something.I'm fairly new to Scripting, and I created an activator with a Holotape model, and tried to set the script to that holotape. Here's the script I used, basing it off the scripts I found on the holotape; scn MODHolotapeStrengthScript begin OnActivate if ( Player.GetPermanentActorValue Strength < 10 ) Player.ModAv Strength 1 ShowMessage MODSkillHoloSTRMessage1 else ( Player.AddItem Caps001 1000 ) ShowMessage MODSkillHoloSTRMessage2 endif End Now, this half worked. The Strength level went up, with the correct message I left.However, when the Strength was already 10, I tried again to see if the second message came up and the caps were rewarded. The message was properly displayed, but it didn't give any caps. If anyone could explain to me how to make it give caps to the player when the Strength level is already 10, I'd be grateful enough to give a shout-out on the mod page. P.S. I was confused as to why it didn't disappear when activated, but I realised that I had to make the script attached to an actual object. At the moment, it's always there and can repeatedly be activated. So I'm going to fix that today. I just want to know how to make the caps appear. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 4, 2017 Share Posted October 4, 2017 shouldn't it be something like if ( Player.GetPermanentActorValue Strength < 10 ) Player.ModAv Strength 1 ShowMessage MODSkillHoloSTRMessage1 else ( ) Player.AddItem Caps001 1000 ShowMessage MODSkillHoloSTRMessage2 endif from my understanding of scripting , what is between the parenthesis is a Boolean argument , rather than a commandso moving the command out should work (theoretically , based on what I know from scripting , though I've never used scripting in games) also , are you sure that Caps001 is the correct ID for bottlecaps? I'm not sure which ID you are supposed to use , but maybe 0000000f will work instead? Link to comment Share on other sites More sharing options...
21stcenturybreakdown Posted October 5, 2017 Author Share Posted October 5, 2017 shouldn't it be something like if ( Player.GetPermanentActorValue Strength < 10 ) Player.ModAv Strength 1 ShowMessage MODSkillHoloSTRMessage1 else ( ) Player.AddItem Caps001 1000 ShowMessage MODSkillHoloSTRMessage2 endif from my understanding of scripting , what is between the parenthesis is a Boolean argument , rather than a commandso moving the command out should work (theoretically , based on what I know from scripting , though I've never used scripting in games) also , are you sure that Caps001 is the correct ID for bottlecaps? I'm not sure which ID you are supposed to use , but maybe 0000000f will work instead? Thanks, I'll give that a try.And yes, Caps001 appears to be the correct ID for bottlecaps. 000000f I believe is only relevant for the console commands Link to comment Share on other sites More sharing options...
21stcenturybreakdown Posted October 5, 2017 Author Share Posted October 5, 2017 Yeah, Wasteland. That worked perfectly. Thanks for your help. Now I just need to make sure that it disappears when it's used. Link to comment Share on other sites More sharing options...
21stcenturybreakdown Posted October 5, 2017 Author Share Posted October 5, 2017 All appears to be working now. Thanks for helping, I'll be sure to put your name down in a thanks on the mod page when I finish it Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 5, 2017 Share Posted October 5, 2017 no problem friendglad that my basic programing knowledge was helpful :) Link to comment Share on other sites More sharing options...
21stcenturybreakdown Posted October 9, 2017 Author Share Posted October 9, 2017 Hey Wasteland. Mod's uploaded. Just wanted to thank you again for your help and offer you first chance to get it XDhttps://www.nexusmods.com/fallout3/mods/22753/?No worries if you don't =) Just letting you know Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 10, 2017 Share Posted October 10, 2017 thanks :)best of luck with the modand I'll see if I ever really come back to FO3 , maybe I'll try it out Link to comment Share on other sites More sharing options...
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