Item set bonuses

Post » Fri Jan 22, 2010 3:56 pm

I'm very new to modding and I'd like to a set of armour helmet and weapon that confers a bonus only if all pieces are worn: specifically weapon damage, drawing and reloading speeds and weapon sway.

Can someone advise on the easiest way to do this?
I had a look at how psycho does it's damage bonus, but it's all greek to me. : P
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Miguel
 
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Post » Fri Jan 22, 2010 5:02 pm

I'm very new to modding and I'd like to a set of armour helmet and weapon that confers a bonus only if all pieces are worn: specifically weapon damage, drawing and reloading speeds and weapon sway.

Can someone advise on the easiest way to do this?
I had a look at how psycho does it's damage bonus, but it's all greek to me. : P


The code would look something like this - - itwould be scripted onto your armor.

begin onequip player     if player.getequipped MySpecialItem1 && player.getequipped MySpecialItem2          addperk WhateverHappyPerk     endifendbegin onunequip player     removeperk WhateverHappyPerkendif


That should get you started.

Not getting into how to create perks here - - you can learn that from example of what's in the game already.
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N Only WhiTe girl
 
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Post » Fri Jan 22, 2010 1:56 am

Just one side note on Tarrants method, in Fallout 3 (I imagine its the same in NV) if you had a perk added by an esp or esm, and you disabled that mod whilst you still had the perk, bad things happened. So make sure to say if your uninstalling your mod to unequip the armor first so the game removes the perk, then to uncheck the mod in the load order.
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TASTY TRACY
 
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Post » Fri Jan 22, 2010 3:22 am

Just one side note on Tarrants method, in Fallout 3 (I imagine its the same in NV) if you had a perk added by an esp or esm, and you disabled that mod whilst you still had the perk, bad things happened. So make sure to say if your uninstalling your mod to unequip the armor first so the game removes the perk, then to uncheck the mod in the load order.


Supposedly they fixed it - - - but I have not seen for myself so your warning remains valid =p
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Jimmie Allen
 
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Post » Fri Jan 22, 2010 12:48 pm

That bug was fixed in Fallout 3 and isn't present in New Vegas.

The best approach for something like this would be to attach an object effect to one of the items that needs to be equipped, and give the effect item(s) a condition requiring the other items to also be equipped before it should be activated.

Cipscis
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Amy Smith
 
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Post » Fri Jan 22, 2010 12:43 pm

The best approach for something like this would be to attach an object effect to one of the items that needs to be equipped, and give the effect item(s) a condition requiring the other items to also be equipped before it should be activated.

Cipscis


.... indeed! Nice (if it works =p ).
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sara OMAR
 
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Post » Fri Jan 22, 2010 11:03 am

Okay, I'm trying it out at the moment with the Road Rascal armour, but the script doesn't seem to save

ScriptName RoadRascalEffectScriptBegin onequip player     if player.getequipped ArmorUniqueLeather && player.getequipped WeaponShotgunSawedOff          addperk RoadRascalPerk     endifEndBegin onunequip player     removeperk RoadRascalPerkEnd


I don't know if it's to do with the script being wrong somehow, or something else.
The perk was easy enough to create.
I'll give an object effect a go now, although when I tried previously I couldn't figure out how to manipulate things like running speed or weapon damage or weapon drawing speed and that.

Thanks for all the help you guys! This is great! :laugh:

Also by the way, nice to see another Kiwi. I'm from wellington myself =P
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jessica Villacis
 
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Post » Fri Jan 22, 2010 7:15 am

Okay, I'm trying it out at the moment with the Road Rascal armour, but the script doesn't seem to save



BLEH.

I wish we could make a STICKY in here about this!!!!!!!!!!!

get this.

http://www.newvegasnexus.com/downloads/file.php?id=36290

It fixes the lack of script compiler errors in the presently-released geck.

BUT you should do Cipscis' way not mine, if you can figure it out, but both should work.
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matt white
 
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Post » Fri Jan 22, 2010 9:09 am

Also by the way, nice to see another Kiwi. I'm from wellington myself =P
Oh, cool. There aren't many of us here, so it's nice to finally see another.
Oh, and pay no attention to the timestamps on my posts. My body clock is set on "internet time".

BLEH.I wish we could make a STICKY in here about this!!!!!!!!!!!
Agreed. I'd start an FAQ thread if I could think of any more frequently asked questions that I can answer, although I suppose starting such a thread for the community to contribute to wouldn't be a bad idea. If no one else starts one soon, I'll do it.

Cipscis
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Neil
 
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Post » Fri Jan 22, 2010 4:14 pm


Agreed. I'd start an FAQ thread



Well I mean i think THIS deserves a dedicated freakin sticky of its own.

I mean

This is big ya know? The geck's script compiler refuses to save instead of giving you compiler errors? Every single new person who tries to compile a script is going to be like, huh????

its hard enough when you don't have a clue, but no debugger messages is like... shoot yerself in the head from the start eh ..

"Geck not saving scripts: FIX" that needs to be the title and it should be stickeyed.
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how solid
 
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