jaysus Posted May 15, 2009 Author Share Posted May 15, 2009 @phonyxtry setting clip size to 0 or ammo use to 0or try using robot ammo like the npcs do... @yossnope you dont... you just need some kind of persitant reference for a destination... you just need an xmarkerheading if you need to make sure the actorREF faces a distinct direction (for example if using an orbital nuke strike) or for patrols afaik (never got em to work with xmarkers for some reason) ----- update: created the mirelurk companion and adjusted a whole bunch of stuff for his aquisitionfixed some small bugs have a problem rightnow with my mirelurk growth script tho lol... it worked fine before :/ no its totally messed and doesnt do what its supposed to do... maybe the pitt is the origin of all evil? (even tho its not a master dependency) dunno but before i installed it the function "modscale" worled like the wiki says: scale = 1, modscale 0.5 ==> newscale = 1.5... now its like scale = 1, modscale 0.5 ==> newscale = 0.5... wtf??? well anyway i changed it to modscale 1.5 and they grow again but only once!!! it is as if they swapped modscale for setscale... Link to comment Share on other sites More sharing options...
Phoynix Posted May 15, 2009 Share Posted May 15, 2009 you cant make a clip less then 1, and the setting ammo use to 0 still reqires you to have ammo to fire, unless you set ammo type to none. edited to make a bit more sense. Link to comment Share on other sites More sharing options...
jaysus Posted May 15, 2009 Author Share Posted May 15, 2009 ya but basicly everyone has an energy cell or two left... thus i dont see a problem if no energy cell would actually get wasted in the case of 0 ammo use and you wouldnt need to reload then... but i must admit i didnt try that out... Link to comment Share on other sites More sharing options...
jaysus Posted May 15, 2009 Author Share Posted May 15, 2009 update: added 1h melee weapons to the display stands (shotguns and 2h launcher are too big)will prolly add 2h melees too the aquarium works just fine now put in hatchlingsfeed em -> they grow - still needs getdayspassed functionkill em - still needs effectrelease emturn their king to your buddy going to test now if my buddy King Lurk the Magnificent actually grows too when i level up... stay tuned problem solution to growth script:modscale is unreliable! actor must have a basescale of 1 wether you use modscale or setscalei faked a working modscale function now by using the following script: float scale float basescale set basescale to AAHSCAquariumMirlurk1REF.getscale set scale to (basescale + 0.1) AAHSCAquariumMirlurk1REF.setscale scale Link to comment Share on other sites More sharing options...
jaysus Posted May 15, 2009 Author Share Posted May 15, 2009 update: King Lurk grows when you level up... 6 times totalyou must feed him and his fellow buddies first tho before hes big enough to be your trusty bloke Elsa the beautiful cow is now a available for pickup in sprindale so one can avoid the annoying "destroy megaton or not" quest till one has done all the megaton quests or has gotten the Submarine home... she carries as much as 3 companions would... should be enough for important items... but dont get her too close to battle... shes tough but really not a fighter... sent a pm to heroin zero asking for him to join the ranks and get a shop on the island... i assume noone disagrees :P mirlurk hatchlings and fodder can be found wherever mirlurk meat is... will add a companion recall item now... if one gets lost... Link to comment Share on other sites More sharing options...
Crowbennett08 Posted May 15, 2009 Share Posted May 15, 2009 update: King Lurk grows when you level up... 6 times totalyou must feed him and his fellow buddies first tho before hes big enough to be your trusty bloke Elsa the beautiful cow is now a available for pickup in sprindale so one can avoid the annoying "destroy megaton or not" quest till one has done all the megaton quests or has gotten the Submarine home... she carries as much as 3 companions would... should be enough for important items... but dont get her too close to battle... shes tough but really not a fighter... sent a pm to heroin zero asking for him to join the ranks and get a shop on the island... i assume noone disagrees :P mirlurk hatchlings and fodder can be found wherever mirlurk meat is... will add a companion recall item now... if one gets lost... when do you want me to send my shop over to you? Link to comment Share on other sites More sharing options...
jaysus Posted May 15, 2009 Author Share Posted May 15, 2009 asap lol... Link to comment Share on other sites More sharing options...
jaysus Posted May 15, 2009 Author Share Posted May 15, 2009 made a lil picture with all the weapons in COMM made by me... http://fallout3nexus.com/imageshare/images/70110-1242388683.jpg btw i uploaded the newest work esm... V097 Link to comment Share on other sites More sharing options...
Kalten1979 Posted May 15, 2009 Share Posted May 15, 2009 Greate Job. Nice Pics, Heavy weapons :)I cant wait to use the new Mod. Link to comment Share on other sites More sharing options...
Crowbennett08 Posted May 16, 2009 Share Posted May 16, 2009 Greate Job. Nice Pics, Heavy weapons :)I cant wait to use the new Mod. oh snap, i thought you said it could wait a while. well all is pretty much done. i got gigs tomorrow, so i'll get it up sunday, you want me to post on nexus? or email to you? Link to comment Share on other sites More sharing options...
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