Defining the undefined

Post » Wed Dec 30, 2009 5:12 am

I was attempting to implement an ammo effect and then later tonight trying to help someone use a poison effect to maximum effect when I stumbled upon something potentially huge for Fallout modding.

So the GECK is basically based on the TES editor from Oblivion. I've noted many, MANY useful effects defined in the TES editor that are listed in the GECK documentation as if they are unsupported. the purpose of this thread is to confirm or deny if they are implmented in the FO:NV version of GECK, the spiritual decendant of TESEdit.

please confirm or deny compatibility of the following Base Archetypes/Base Effects:


Concussion: should cause the "shaken" visual effect for as long as defined, if so could be used in quest/storyline scripting, if not please confirm.

Cure Addiction: no idea what it "should" do in the FO/NV implmentation, any advice? what script does Fixer use?

Cure Disease (specially note if it affects diseases OTHER than the implementation of radiation as a disease in Fallout 3/NV. Does it affect Dehydration200/400/600/800? Starvation 200/400/600/800, ect. for Sleep Deprivation?)

Cure Poison: does this affect poisons in FO:NV, it would seem it should affect HP minus effects from critters like radscorpions and cazidores

Dispel: a legacy from Oblivion, no effects have any cost in FO:NV, does that make this default useless?

Will Open sill affect locked objects? it seems as if it ought to, but does it affect only locksmith objects or terminals as well?
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Wed Dec 30, 2009 5:52 am

Concussion: Used in-game, for effect "PlayerConcussed", not sure why it's marked as unused/not supported.

Cure Addiction is supplanted by a script using "removespell addiction_name" and listing all possible addictions now. Seems clumsier, but there it is.



Everything else seems to have been moved from default effect to scripts, not quite sure why, maybe for better control.

I'm going to whip up some consumables here and go play around with the effects seeing what they actually DO.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm


Return to Fallout: New Vegas