Glowing Glowing Ones

Post » Sat May 09, 2015 6:35 am

I'm trying to port the glowing Glowing Ones that are included as an optional plugin for the NV version of Fallout Character Overhaul. Basically, it adds a light to them and an NVSE script. The port works fine for the vanilla Glowing Ones in F3. My ported script looks like this:

scn	vGlowingOneSCRIPTfloat	fTimerfloat	fTimer2ref		rSelfref		rLightObjbegin GameMode	if GetDead == 0		if fTimer2 > 1			RestoreActorValue Health 2			set fTimer2 to 0		else			set fTimer2 to fTimer2 + GetSecondsPassed		endif		if fTimer > 3			set fTimer to 0			PlaceAtMe GlowingOneBurstExplode		else			set fTimer to fTimer + GetSecondsPassed		endif		if rLightObj == 0			set rLightObj to PlaceAtMe GlowingOneLight 1			set rSelf to GetSelf		elseif IsMoving			rLightObj.MoveTo rSelf 0 0 64		endif	elseif rLightObj		rLightObj.Disable		rLightObj.MarkForDelete		set rLightObj to 0	endifend

But I'm not sure how to make a plugin that extends this effect to MMM's Glowing Ones, as they already have a script, that looks like this:

scn zMMMzzHumanoidGlowingOneshort iRunBegin OnLoad	If GetDead == 0		SMS GlowingOneFXShader		PMS GlowingOneFXShader		if iRun == 0			set iRun to 1			castimmediateonself zMMMzControlScriptNPC		endif	endifEndBegin OnDeath	SMS GlowingOneFXShader	additem zMMMzGlowingToken 1End

It doesn't seem possible to attach two scripts to a creature, so I guess I'd have to merge them somehow, so I keep the functions of the MMM script, while adding the glowing feature in the NVSE script. Anyone who has an idea on how to combine them?

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