virginharvester Posted July 5, 2019 Share Posted July 5, 2019 hi, sorry for my bad english,i like to create a mod for new vegas,i got the rough code: skill_array[0]=Barter; skill_array[1]=Energy Weapons; skill_array[2]=Explosives; skill_array[3]=Guns; skill_array[4]=Lockpick; skill_array[5]=Medicine; skill_array[6]=Melee Weapons; skill_array[7]=Repair; skill_array[8]=Science; skill_array[9]=Sneak; skill_array[10]=Speech; skill_array[11]=Survival; skill_array[12]=Unarmed; int loop, total_skill, spent, selected; event every 60 second total_skill = 0; for (loop = 0, 12, loop++) { total_skill = total_skill + skill_array[loop]; } if (total_skill >= 1300) // if all skill reach 100 { destroy_the_activator(); } else { if Game.GetPlayer().getItemCount(money) >= 1000 // if player have money 1000 or more { //randomy add 1 skill point to the skill under 100 points spent = 0; while(spent == 0) selected = math.random(0,12); if (skill_array[selected] < 100) { player.modav skill_array[selected] 1; messagebox = "1000 caps has converted to 1 skill point to "+skill_array[selected]; spent = 1; } endwhile } } endevent can someone make it for me?thanks for reading Link to comment Share on other sites More sharing options...
IntenseMute Posted July 7, 2019 Share Posted July 7, 2019 (edited) https://www.nexusmods.com/newvegas/mods/67319?tab=files (The download name is "virginharvester - 001")Converts 1000 caps to 1 point in a random skill every 60 real life seconds (Timer does not count down when in menus).Does not require NVSE. Edited July 20, 2019 by IntenseMute Link to comment Share on other sites More sharing options...
virginharvester Posted July 7, 2019 Author Share Posted July 7, 2019 https://drive.google.com/open?id=1VGZB0yBOZKftWUB3PAGiuznWIse6gbjhConverts 1000 caps to 1 point in a random skill every 60 real life seconds (Timer does not count down when in menus).Does not require NVSE.thank alot, you allways helping me create mods,i test the mod, it does reduce 1000 caps per interval, but the skill point do not increase, can you add notification if the caps converted to skill point? anyway out of topic , can you give me link how to apply script like this?, i quite embarrass you always helping me like this Link to comment Share on other sites More sharing options...
IntenseMute Posted July 7, 2019 Share Posted July 7, 2019 (edited) Just tested and it works for me. You should be getting a notification like the image below. https://imgur.com/lzDTf06 As for your question, I have no links to give, somebody else can probably help you with that.Also, I don't mind doing these mod request. It's like solving a crossword puzzle, it's enjoyable. Edited July 7, 2019 by IntenseMute Link to comment Share on other sites More sharing options...
virginharvester Posted July 10, 2019 Author Share Posted July 10, 2019 Just tested and it works for me. You should be getting a notification like the image below. https://imgur.com/lzDTf06 As for your question, I have no links to give, somebody else can probably help you with that.Also, I don't mind doing these mod request. It's like solving a crossword puzzle, it's enjoyable.very very sorry for very late reply,i quite busy these day,as i test again i donty know why error,my companion suddenly attacking me,crash every time i select weapon in pipboyafter some maintenance and repair load order using "LOOT" it does work as you said,i dont know why, and for my previous statement about the caps is reduce but skill point do not increase,it 100% my fault,sorry for the inconvenience,you are the best,thank you very verry much Link to comment Share on other sites More sharing options...
dubiousintent Posted July 10, 2019 Share Posted July 10, 2019 ... can you give me link how to apply script like this?Typically you use a "quest script" or an "event handler" to start a script. There are some other "trigger" events (such as "dialog") that can as well, but the most likely for something like this is to make it into a "Perk" using a "perk entry point". Please see the 'Scripting' section of the wiki "Getting started creating mods using GECK" article for some starting point tutorials and tips. -Dubious- Link to comment Share on other sites More sharing options...
virginharvester Posted July 10, 2019 Author Share Posted July 10, 2019 ... can you give me link how to apply script like this?Typically you use a "quest script" or an "event handler" to start a script. There are some other "trigger" events (such as "dialog") that can as well, but the most likely for something like this is to make it into a "Perk" using a "perk entry point". Please see the 'Scripting' section of the wiki "Getting started creating mods using GECK" article for some starting point tutorials and tips. -Dubious-i quite experience with skyrim or fallout 4 script mod,you just create new quest, at the script tab, insert your script, test/compile, add property, save the mod, done,but in this geck, for example, i like to edit this mod, by editing 1000 caps to 100,i dont know, the compile do not give warning if the script correct or not, you cant save the script, you cant save edited mod,i bookmark the link you provided, i hope i can learn from that Link to comment Share on other sites More sharing options...
lStewieAl Posted July 10, 2019 Share Posted July 10, 2019 (edited) i dont know, the compile do not give warning if the script correct or not, you cant save the script, you cant save edited mod,i bookmark the link you provided, i hope i can learn from thatUsing the latest version of Geck Extender will give you popups and a log for compile warnings. Edited July 10, 2019 by lStewieAl Link to comment Share on other sites More sharing options...
virginharvester Posted July 10, 2019 Author Share Posted July 10, 2019 i dont know, the compile do not give warning if the script correct or not, you cant save the script, you cant save edited mod,i bookmark the link you provided, i hope i can learn from thatUsing the latest version of Geck Extender will give you popups and a log for compile warnings.after i using your link provide, i dont see any change in my geck,when i just edit 1000 to 100, save button seems do nothing,when i close the scrip windows, the message box appear "do you want to save current script?",i press yes, the script windows do not close,and like i said before: as i test again i donty know why error, my companion suddenly attacking me,crash every time i select weapon in pipboyafter some maintenance and repair load order using "LOOT" it does work as you said,i dont know why,i think my new vegas has something error on it,thanks for your attention Link to comment Share on other sites More sharing options...
dubiousintent Posted July 10, 2019 Share Posted July 10, 2019 * Did you install Steam to it's default location? If so, please see the wiki "Installing Games on Windows Vista+" article for why the original default Steam behavior of installing games to the "C:\Program Files" or "C:\Program Files(x86)" folder tree was bad (they learned better, and don't do that any more); and why "disabling UAC and running as Administrator" is NOT sufficient, with instructions how to move it. This is the single most important thing you can do to fix and protect yourself against problems in the future. As much of a PITA as that is, it's never going to be any easier than now. System updates often cause issues with games installed to these folder trees. Please see the 'Restoring to "Vanilla"' section of the wiki "FNV General Mod Use Advice" article as well.As the GECK is installed into the game folder, those same issues and restrictions apply. The GECK Extender also requires NVSE to be installed. Please see also the 'GECK: Common Problems' section of the wiki "Getting started creating mods using GECK" article.-Dubious- Link to comment Share on other sites More sharing options...
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