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Wow, thanks for the kudos about my Coyote Reflex Power Armor!
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# ¿ Dec 28, 2010 02:11 |
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# ¿ Apr 27, 2024 19:38 |
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I'm fooling around with perks to try to make a shoving perk - sneak up behind someone, activate and choose Shove, and you'll push them over. Sucker. Anyhow, I've gotten so far as the activation, but the question is how to determine what the target reference is and from there how to send them flying. Entry Point - Activation under perks uses a different kind of scripting from other stuff, and I was wondering if anyone her has played around with it at all?
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# ¿ Jan 7, 2011 23:57 |
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rope kid posted:Look at the knockdown effects applied through script, e.g. the Victory Rifle knockdown script. You can apply a push in a similar fashion. The push isn't the problem - having played with the weapon effects I think I've got a handle on knockback. I'm more concerned about how to actually get it to target the person I'm trying to activate on. The script I'm using works when attached on a weapon, but not here, ah! Swartz posted:Take a look at this mod: http://newvegasnexus.com/downloads/file.php?id=39009 Wow, I need to take a look at this for completely seperate reasons, that looks awesome. That being said, the functionality may not really be what I'm looking for just because it's not done through snéak + activation. Dog Kisser fucked around with this message at 01:01 on Jan 8, 2011 |
# ¿ Jan 8, 2011 00:52 |
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Danger - Octopus! posted:You can murder the van graffs and get one. Or buy one there maybe. Workin' on one. Crappy textures though
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# ¿ Jan 12, 2011 21:44 |
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doomfunk posted:One gender of one of the seven suits I made for some reason has a totally screwed right leg in all animations. It strikes some pretty freaky poses. In nifskope, does that piece happen to be named after a Node? That's what's usually ends up happening during my ventures.
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# ¿ Jan 13, 2011 20:12 |
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Syrant posted:Arenovalis might be willing to help you out if he has the time. Haha he'll take one look at my UV maps and be like "WHAT DID YOU DO" doomfunk posted:Yep, that was it. I'm usually pretty paranoid about having my ninodes not be named for bip nodes, nfi how this escaped me. Thanks for the reminder! Bam, good to hear.
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# ¿ Jan 13, 2011 21:15 |
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Police Automaton posted:I looked at the scripts of the coyote reflex armor, but I kind of didn't like how it added some things like hotkeys directly to reference objects, which could go really haywire if some objects would be added more than once to the world, so I scripted my own version of the toggleable stealth field for the armor, which uses a proper hidden quest to hold it's values. In it's current incarnation the field is toggleable by F12, only works if both helmet and armor are equipped and turns instantly off if one of them is removed. It has a slowly regenerating pool of energy which discharges itself depending on how fast the player moves or if he's shooting or jumping, just as the crysis armor. Hey, that all sounds pretty good! The Reflex armor helped me learn how to script, but it's definately not optimized, so feel free to make it better because lord knows I don't know how to, haha.
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# ¿ Mar 18, 2011 13:20 |
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Police Automaton posted:I delved a bit deeper and can't stop being about what I'm seeing about the engine, or at least about the scripting. There's so much potential for bugs alone because of how things are set up and a lot of stuff just lacks consistency and screams for being implemented wrong. Also extra no-effort points for not even renaming functions that where there since oblivion (I know it isn't important if something is called a magic effect or whatever, but it somehow just screams , it kind of made me a bit of dissapointed about this awesome game, especially because it feels like there went so much thought into the story) I also loved how they went ahead and implemented functions to call for in scripts they probably just needed once in game for a quest, the whole thing just lacks common ground and consistency and the language is horrible, I even think I've seen GoTos. Hell no, I appreciate anything that could improve it. I know little about coding and really anything that better qualified people can do to help is appreciated. Feel free to upload anything based on the Coyote armor, man.
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# ¿ Mar 19, 2011 02:38 |
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Cerebulon posted:Anybody how how to modify street sign textures for Fallout 3? You could possibly split the textures into individual images and modify the signs in NifSkope so that they point at your different textures.
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# ¿ Mar 24, 2011 18:22 |
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Safety Hammer posted:I'm thinking of modeling some more classic video game energy weapons. Does this sound like a good idea? If so is there anything anybody wants to see in particular? I was thinking of doing either the plasma gun from Doom or the one from Xcom. Sounds great, could you do the modifications too like scopes and the like?
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# ¿ Apr 24, 2011 01:22 |
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So this is really awkward to ask, but I don't really know a better way - does anyone know how to script conversations with NPCs/would said person like to help me? I'm the dude who made the Coyote Reflex armor a while back and I want to give it one final update before I finish it off for good. I have a fairly decent idea what I want to do with it, I just lack the skills (and, frankly) time to learn how to use the dialogue system. It's not a complicated task, I just have no idea where to start. Any takers?
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# ¿ Jun 7, 2011 15:33 |
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Naky posted:Unlike F3 there's a dialog editor in GECK now that I hear isn't so bad to use. I know, I took a look through it, I just can't manage to link the dialogue there to an NPC. There's definately a simple crucial bit I'm missing.
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# ¿ Jun 7, 2011 17:43 |
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Talkie Toaster posted:I've got a fair bit of experience playing with dialogue, so I'm happy to help. Where're you running into problems? I just got home from work and haven't had a chance to look at the tutorials others posted earlier, but pretty much my problem is the very basic 'I have an NPC made, how do I give him branching dialogue' issue. I've tried to reverse engineer from looking at other shop keepers and the like, but there's something fundamental missing in my thought process about it.
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# ¿ Jun 7, 2011 22:04 |
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Holy crap modifiying weapon modifications is a pain in the rear end. Everything was working fine a while ago, now whenever I try to test out the different combinations the game crashes. BUT it doesn't always crash on the same combinations. Sometimes one mod will work but another will crash, leading me to thinking it's a modeling problem, but sometimes I'll try it and it will work fine. It's driving me mental! Anyone else had this happen to them?
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# ¿ Aug 15, 2011 19:07 |
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Naky posted:Also the game doesn't like you modding guns in a stack. Equip it first and modify it then. I'll take a look at the Nifskope files, as I'm sure that's at the root of it. However, what do you mean by the text I quoted?
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# ¿ Aug 15, 2011 19:39 |
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Naky posted:Errr. You quoted text? Oh and even if the nodes look like they have text in them double check it anyway. Nifskope loves to make pasted parts look like they have a name but are actually blank. Welp, fingers crossed but it looks like the culprit was having a bunch of extraneous nodes/tristrips pulled in while I was copy-pasting, in addition to a liveral sprinkling of ## named NiMaterialProperties. Thanks for the help! edit: Oop, spoke too soon. Seemed to work for a while - I made a copy of the stock model and then the fully upgraded model and pruned the crap out of both of them, and they both worked okay. Then I left for a bit and came back, and they no longer work. Dog Kisser fucked around with this message at 20:37 on Aug 15, 2011 |
# ¿ Aug 15, 2011 20:21 |
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Does anyone know a scripting method to force a player to become a race, perchance?
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# ¿ Aug 16, 2011 18:42 |
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Fat_Cow posted:So I grabbed the more perks mod, and took Destiny Gambler as my first perk. The text file just says random events happen during combat, does anyone have some examples of it? An invisible deathclaw might spawn behind you and attack on a bad roll.
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# ¿ Aug 17, 2011 23:31 |
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Hiya, I've been thinking about a neat weapon concept but I'm not too sure how to implement it so I thought I'd ask here. Essentially I want to make a gun that teleports you to where the shot lands. It's really not too tough to do, and I have it partially implemented already - if the shot (or the explosion) hits an actor, you can grab their reference and do a player.moveto to shift em over there. That's all well and good, but it doesn't allow you to move to an arbitrary place (can't just shoot a wall and teleport there). Probably what I'll have to do is have the shot create a reference point with placeatme or something and then teleport to that reference. Problem is, I have no idea how to do that in practice. Anyone have any experience with creating and grabbing reference IDs on the fly?
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# ¿ Aug 29, 2011 19:20 |
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So I'm trying to make a quest in the GECK and it's much tougher than making armor and weapons are! There's a few things I can't seem to figure out, so I figured I'd ask em here: 1) Dialogue - I think I've got this one figured out from reverse engineering the existing stuff, but would anyone happen to know of a good tutorial for it? 2) Placing Corpses - I've figured out how to set their health to zero and place them in GECK with havok on so they drop in a pleasantly awkward fashion, but whenever I get to that area, there's nothing there. I'm wondering if they're disappearing as the corpses get regularly cleared away from cells and if so how I can prevent that from happening. I also wonder how to place them dismembered, but that's secondary. EDIT: Fixed by checking off "Quest Item" in their edit box as well as checking off Persistant Reference in the preview window. Still not sure about how to have dismembering, however. 3) This is actually only tenuously quest related, but the model for the weapon reward in the quest has some issues - when it drops in Havok physics, it actually breaks in half when it hits the ground - the model is in two seperate pieces, both colliding and picking up either allows you to pick up both. Any ideas on how to fix this or would anyone mind taking a look at it? EDIT: Fixed by looking at it in NifSkope - turns out when I was cannibalizing pieces from other guns, I copied in another collision mesh. Redirecting things so they all pointed at the same mesh solved matters. Modding this game is so much drat fun, I just wish I was better at it. Dog Kisser fucked around with this message at 18:44 on Sep 26, 2011 |
# ¿ Sep 26, 2011 17:13 |
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# ¿ Apr 27, 2024 19:38 |
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Scripting question: Hi, I have a scripting question - I want to create an effect whereby for the duration damage comes off of stamina instead of health. I think I could do it by checking health at the beginning of the effect and whenever health changes somehow get the amount changed and subtract it from stamina and re-add the same amount to health until the effect wears off. The main question is, how would I be able to track when health changes? And once I figure that out, how do I track the amount lost? Any thoughts?
Dog Kisser fucked around with this message at 03:03 on Nov 16, 2011 |
# ¿ Nov 14, 2011 22:16 |