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Is it possible to add settings in GECK?


SignedName

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I'm specifically talking about fAVDHealRateEndurance, which I want to apply to endurance thresholds below 6. I wanted the PC and NPCs to be able to heal slowly over the course of a few in-game days, so I figured it'd be easier to apply things this way since I don't really know how to script.

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I did some testing ... and while you can add new settings as an editor ID

example :

 

fAVDHealRateEndurance5Bonus

fAVDHealRateEndurance4Bonus

fAVDHealRateEndurance3Bonus

 

They won't show up in the list so you can't then give them a value. Albeit you can load your mod in FNVEdit , find your new settings and give them a Data value there. But still they won't show in the geck.

And since it is the Form ID that the game uses to hold the value , then use it in an equation at game time.

Means it's not going to simply know what to do with it from the editor ID naming convention.

Hence I think you are going to need to know how to code the game vs just using the more simple geck tool to do some scripting. Just a guess anyways :pirate:

 

Have you done some testing on those settings already ? Do they apply to the player & npc's ?

Because a lot of the settings will apply only to player or npc's. Plus npc's reset their health I thought ? atleast when they get unloaded I guess.

 

But anyways , you could just use an actor effect to add health over a very long time. But conditionalized by the Health% & Endurance , so no real need to make a complicated script for it.

 

Are you changing those settings already ? If so , to what ? And what is your end goal vision ?

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But what would you do with them ? Since they are unused , there is no underlying code running to register what the value is , then do something with it ?

 

Hence the OP would have to script it with "GetGameSetting" and/or "Con_SetGameSetting" then tell it what to do because of that value. So why bother using game settings for that since it won't be working like those other 5 settings of fAVDHealRateEndurance . Which I'm guessing they only work on the player anyways , but I could be wrong ???

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But (unless I am mistaking the situation; where did you get those "fAVDHealRateEndurance#Bonus" variables? Thought they were suggested examples) the "fAVDHealRateEndurance" settings OP is speaking about adding don't exist at all. So not only does he need to create them (which was the original question, while the "unused" presumably already exist), but will then need to provide the code to deal with as well. Either way OP has to create code for the intended purpose.

 

Seems safer than attempting to use "User Defined Actor Values".

 

-Dubious-

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These exist

 

EditorID Value

_____________________________________________

 

fAVDHealRateEndurance10Bonus 10

fAVDHealRateEndurance9Bonus 10

fAVDHealRateEndurance8Bonus 5

fAVDHealRateEndurance7Bonus 5

fAVDHealRateEndurance6Bonus 5

_____________________________________________

 

They just don't exist for Endurance 5 to 1

And with my testing I right clicked / new , and created them.

But they would not show up in the settings list.

However they did show up in FNVEdit , and gave them a value there.

But still they would not show in geck. Nor would the game know what to do with them

even if they did show up , as far as I could figure anyways. Plus I have no Idea what the 5 & 10 value

ends up meaning to then simulate it another way. But maybe the OP does ?

 

But anyways , an actor effect to restore health is pretty easy ... here is the script of a vanilla one that does it to give you an example.

 

~~~~~~~~~~~~~~~~

scn ImplantRegenScript
float MicroRegen
begin ScriptEffectUpdate
set MicroRegen to ScriptEffectElapsedSeconds / 10
RestoreAv Health MicroRegen
end
~~~~~~~~~~~~~~
Change the division number for the desired time increment. This appears to restore 1hp every ten seconds.
And make one of these for each Endurance level ... add them all as a base effect to one actor effect.
Then put a corresponding condition for each one of.
S : GetActorValue : Endurance == 5 ; for example .
But of course you have to put that actor effect on every actor you want it to effect.
Which could be done at run time with GetRef , then CIOS the effect .
But I guess still need to figure out what to do with the game settings.
Hope that helps for an Idea.
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