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ZippyDSMlee

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ZippyDSMlee last won the day on June 27 2015

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Layman

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  1. Disable fixed the problem of fireweapon popping up in save games ,ect ScriptName zippyDGLPRIMARYscript float fTimer short doOnce Begin GameMode if (fTimer >= 0.0) if doOnce == 0 Fireweapon WeapzippyDGLDUMMYPRIMARY disable set doOnce to 1 elseif (fTimer >= 0.3) markfordelete ZippyActivatorPRIMARYdgl endif endif end
  2. So I decided to try and make a cluster grenade, eventually I managed to do it with a few issues mainly the activator nif will not go away and no exp from killing stuff. Heres the setup I am using. Main weapon Main projectile Main explosion Main Activator Main Script to fire dummy weapon Dummy weapon set to 4 projectiles and wide spread min/max Secondary projectile Secondary explosion Secondary activator Secondary Script to fire final dummy weapon Final dummy weapon set to 4 projectiles and wide spread min/max Final projectile Heres the fire weapon script =============== short doOnce Begin GameMode if doOnce != 1 set doOnce to 1 Fireweapon WeapzippyDGLDUMMYSEC endif End ============== If I try and add a timer function and remove the activator it just removes the activator frist. Even tried an istate script and it so far dose nothing even if its suppose to fire weapon 3 times….. edit I changed the istate script around but it still dose not work. edit =============== ScriptName zippyDGLPRIMARYscript short iState float fTimer begin GameMode set fTimer to fTimer + GetSecondsPassed set fTimer to 0 set iState to 1 if iState (fTimer >= 1) && (iState == 1) Fireweapon WeapzippyDGLDUMMYPRIMARY set iState to 2 elseif (fTimer >= 2) && (iState == 2) Fireweapon WeapzippyDGLDUMMYPRIMARY set iState to 3 if (fTimer >= 5) && (iState == 3) Fireweapon WeapzippyDGLDUMMYPRIMARY set iState to 0 endif endif end =============== If I can remove the activator and still get my fireweapon code to fire off the secondary grenades I think it will be good enough but sheesssshhhhhhhhh nothing seems to want to work.
  3. Got a new bug to figure out how to fix. I made a cluster grenade that makes 4 projectiles then 4 more per the previous 4 for a total of 12. This is a flame version of it, seems that some actors become immune to explosive damage. I'm using 2 different activators to fire 2 different dummy weapons via 2 different scripts, the scripts are just do once and fire weapon. It also seems that you do not gain exp with it do to it not being directly from the player. Is there some sort of script I can toss on the dummy weapons top link them to the player? I also tested firing 10 custom grenades directly from the weapon and I still run across the random explosive immune creature. I've tested on deathclaws, rad scorpions and cazards or whatever those orange wing things are. Out of the 20 or something human targets I've run across none has gained the immunity. I have even disabled PN, Nevada skies and the fixes nothing seems to cause it. edit so far doing alot of testing I found reduce damage resistance set to 1 in a enchantment set to the explosion will allow damage to be done normally, still can not figure out how to get experience from dummy weapons tho...
  4. Anyone know how to strip a nif so it uses less ? I get a crazy frame rate hit when I shoot actors. Or at great distances but the distances I can live with but ggaaa I need to fix it. I have it set up to use 7 pellets, all use a mini grenade explosion custom nif. I took out a few things from the grenade to get it to look better as a mini explosion. Looks right but gaa performance lag is annoying. edit After playing with nukes I really am starting to think its an engine issue than anything else....
  5. I can create something to damage people around the player but I am at a loss as how to fortify health of actors around the player, looking to make a simple 1000HP bonus for the undead(so the silver weapons I plan to add can do more damage) but holy heck I am stuck, I tried to make a cloak spell tried some quest based spells but nothing seems to work.
  6. Ah it finally got approved LOL, I found the scripts and complied acouple simple things in the CK and added properties so I got some ultra basic skills now. I need to sit down and read more about papyrus scripting. Oh man having a fun time detect life needs a cycle script, I need to give the undead around the player 1000HP or do it globally rather not do it per NPC, need to make more silver weapons, need to get a shout casted from an melee attack if possible or a random chance 360 shout(this one is easier than the rest LOL). Not to mention the 300+ file monster mod I was making a year ago LOL. Uhg So much to do >< Still working away at the poison/frenzy/undead stuff too. LOL
  7. Where the heck are the scripts hidden? Not like I found them in FO3 or FONV managed to find enough code or help online to do the scripts I needed but sheesh Skyrim is a whole new ball game as far as scripts it seems. Not really asking for the script at this time I do want to try and see what I can do with what little motivation I have right now. Trying to find scripts so I can see example code to cut and paste around with. I tried doing this with the CK but I think it really requires scripting. What I am trying to do is replace how frenzy and raise dead and such work I want more of a random chance than a hard level check on them. Lets take frenzy or raise dead(or poison) as the example effect I want to apply I want to have a setup like this 80% chance at level 0-10 to apply effect 60% chance at level 10-25to apply effect 50% chance at level 25-40 to apply effect 30% chance at level 40-100 to apply effect 10% chance at level 999(or whatever it takes to apply the effect at a 10% chance) to apply effect The trouble with something like frenzy you have extra effects like secondary confidence boost and master of the mind perk I tried applying the conditional to them and not and nothing seemed to work correctly, so I had the idea to replace the spell enchantment with a script that will fire off a specific enchantment based on random chance. 10% chance at level 999(or whatever it takes to apply the effect at a 10% chance) to apply enchantment0 80% chance at level 0-10 to apply enchantment1 60% chance at level 10-25to apply enchantment2 50% chance at level 25-40 to apply enchantment3 30% chance at level 40-100 to apply enchantment4 I’ll have to adjust time and or damage amounts but you get the idea of what I need from a script. But before I go and request it I’d like to try and build it myself but I need on hit, get random percent or chance code examples. Thanks for any help and sorry if I am posting our of order!!
  8. I am a lot of an odd ball. Have zippylabs complete mod for FO3 on the nexus and some mod videos on youtube under my name(pretty sure links=advertising so no links from me LOL). I mostly do lulz mods while I love and respect balance my mods are for fun or fill a quirky void. Have like 3 or 4 mods in the fire right now the more I work on my current Skyrim mod the more I am just plain annoyed with everything the more I try and work on it. LOL Really need to finish up FONV explosive ammo(cryofrost, emp, poison, exsplosive) plus extra stuff mod(s)…uhg but right now while the muses are demanding I need to fig out this Skyrim thing… oh BTW did I mention I ramble and am forgetful?
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