Permanent stealthboy?

Post » Thu Apr 01, 2010 10:11 pm

How would i make a stealthboy permanent?

As in make it so that it would not go away after use?

-Exo
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Thu Apr 01, 2010 5:28 pm

How would i make a stealthboy permanent?

As in make it so that it would not go away after use?

-Exo



Make a perk with the radio button for "Ability" clicked select the actor effect "StealthBoyInvisibiltySpell"

Then give it to the player using either player.addperk in a script or add it to the list.
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Fri Apr 02, 2010 2:25 am

Make a perk with the radio button for "Ability" clicked select the actor effect "StealthBoyInvisibiltySpell"

Then give it to the player using either player.addperk in a script or add it to the list.



Would that produce an item?

If not how would the player activate the ability ?

-Exo
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Fri Apr 02, 2010 1:34 am

Would that produce an item?

If not how would the player activate the ability ?

-Exo


You would have to add the script to the item. Make a script that is just defined and then just has player.addperk Stealthboyinvisibilityspell
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Thu Apr 01, 2010 4:29 pm

You would have to add the script to the item. Make a script that is just defined and then just has player.addperk Stealthboyinvisibilityspell


So how do I make the item?
As far as I know no usable items in Fallout sticks around after being used, Chems, food, stimpacks, Magazines, books, it all goes away.
So without making it wearable or something like that how can I make it an item that can still be used in the quick menu like a regular stealthboy.

Am I overthinking this?


-Exo
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Fri Apr 02, 2010 1:43 am

Unconditionally, consuming a Stealth Boy triggers StealthField "Stealth Field Stop Combat" [MGEF:00052117] which is of the scipt effect archetype.

Its current script...
ScriptName StealthBoyStopCombatScriptBegin ScriptEffectStart	scaonactorEnd
...could be altered to...
ScriptName StealthBoyStopCombatScriptBegin ScriptEffectStart	StopCombatAlarmOnActor	AddItem Caps001 1 1	AddItem StealthBoy 1 1	RemoveItem Caps001 1 1End
...and the stealth boy should be silently and immediately replaced. The addition/removal of the bottle cap is to make sure the replacement Stealth Boy shows up in your inventory instantly.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Thu Apr 01, 2010 9:32 pm

Unconditionally, consuming a Stealth Boy triggers StealthField "Stealth Field Stop Combat" [MGEF:00052117] which is of the scipt effect archetype.

It's current script...
ScriptName StealthBoyStopCombatScriptBegin ScriptEffectStart	scaonactorEnd
...could be altered to...
ScriptName StealthBoyStopCombatScriptBegin ScriptEffectStart	StopCombatAlarmOnActor	AddItem Caps001 1 1	AddItem StealthBoy 1 1	RemoveItem Caps001 1 1End
...and the stealth boy should be silently and immediately replaced. The addition/removal of the bottle cap is to make sure the replacement Stealth Boy shows up in your inventory instantly.



Awesome, exactly the kind of workaround I was looking for.

Thanks mate.

-Exo
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am


Return to Fallout: New Vegas