Nexusmodsaccountno2 Posted February 7, 2019 Share Posted February 7, 2019 Tried setting the timer to various values in the projectile section in explosion/timer but it always explodes at the same time. Any solution would be much appreciated. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted February 7, 2019 Share Posted February 7, 2019 Show your script? Link to comment Share on other sites More sharing options...
Nexusmodsaccountno2 Posted February 7, 2019 Author Share Posted February 7, 2019 There is an object effect attatched to the explosion but does that affect the timer value of the explosion within the projectile? The script is a begin scripteffectstart script with a moveto function. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted February 9, 2019 Share Posted February 9, 2019 I'm confused. Isn't the timer scripted? Link to comment Share on other sites More sharing options...
Nexusmodsaccountno2 Posted February 10, 2019 Author Share Posted February 10, 2019 No timer script just regular geck grenade, that is the issue, I have just made a new grenade projectile and no matter what value I put into the timer box under the explosion section it just explodes at the same time every time. I wanted at least an 8 second timer but it looks like I will just have to settle for the default 2.5 seconds.It is not a mod breaking problem I just thought it was some weird issue with the geck that might have a work around. Note, I am testing this with other mods included (fallout wanderers edition) so that may be influencing the outcome somehow? Link to comment Share on other sites More sharing options...
Mktavish Posted February 11, 2019 Share Posted February 11, 2019 Are you editing a vanilla projectile ? If so might need to toggle archive invalidation.But you might want to just make a duplicate of the one you want , making a unique form ID for it , then edit that.Then change it on your weapon ... but still toggle the archive invalidation when testing first time in game. Link to comment Share on other sites More sharing options...
Nexusmodsaccountno2 Posted February 13, 2019 Author Share Posted February 13, 2019 Using fomod so I think archive invalidation is automatically used so do you mean toggle it off? The grenade I am having trouble with is a duplicate of a plasma grenade. Wondering if there is any chance fo3edit might be able to change the properties of the projectile?I will test it out and report back if successful. Feel a little stupid putting so much effort into increasing the timer of a grenade, all this for a couple more seconds... Link to comment Share on other sites More sharing options...
Mktavish Posted February 13, 2019 Share Posted February 13, 2019 Yes toggle means turn it off then on ... sorry.As far as I know , archive invalidation , happens when you apply it. So if you change stuff , it needs to be re applied. I'm still a rookie though :pirate: so take that with a meh :unsure: Probably able to with Fo3 edit ... but I think still would need the toggle of archive unless you make a unique projectile and weapon , otherwise it overwrites the vanilla objects held in the .esm ,,, then needing a toggle ? Link to comment Share on other sites More sharing options...
Nexusmodsaccountno2 Posted February 15, 2019 Author Share Posted February 15, 2019 Unfortunately I can't get it to work. But......Fortunately the extended timer was an addition rather than an essential part of the weapon. I will just live with it and put the time into all the other stuff in the mod... In any case thankyou! Link to comment Share on other sites More sharing options...
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