Need Some Info

Post » Wed Sep 22, 2010 4:20 pm

Right now i'm playing around with the geck and have a good idea of what I want to do. At the moment I plan to release 2 mods with the first one being my Modified Augmented Crafting one and the other being a test project adding in a new area to FONV. However that aside i'm having some troubles and need some information.

1. How do I access the model files for the various items/weapons/ammo/etc.. for the game? Also what program do I need to use to open up those models and apply a different skin? (Ex: Want to take the Mini-Nuke and reskin it with a different skin)

2. I see that the workbench and reloading bench are activators. How do i create a different activator assigning it to a model? (Example the chemistry set in the Doc's place assigning it to a chemistry function)

3. Where do I find the modifying values for stat effects like buffout/etc...? Thought I found them in the base effects window, but when I pull up the prompt it doesn't produce what i'm wanting. Is this tied solely to the item itself? (May know the answer, but need some input)

4. Final question is how do I put an activator into the world so that it takes the player to a different area? (The "Door" in Goodsprings at the general store leading to the general store interior)

Thanks for the help all it's really appreciated.
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glot
 
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Post » Wed Sep 22, 2010 12:17 pm

Right now i'm playing around with the geck and have a good idea of what I want to do. At the moment I plan to release 2 mods with the first one being my Modified Augmented Crafting one and the other being a test project adding in a new area to FONV. However that aside i'm having some troubles and need some information.

1. How do I access the model files for the various items/weapons/ammo/etc.. for the game? Also what program do I need to use to open up those models and apply a different skin? (Ex: Want to take the Mini-Nuke and reskin it with a different skin)


I'm gonna take a crack at it even though I'm a novice GECKer I think for 1 you are talking about the bsa files http://geck.gamesas.com/index.php/BSA_Files I think NVFOMM or is it FOMMNV :facepalm: will help you open the bsa files.

2. I see that the workbench and reloading bench are activators. How do i create a different activator assigning it to a model? (Example the chemistry set in the Doc's place assigning it to a chemistry function)


Maybe creating a new form ID and changing the corresponding model from say workbench to chemistry set.....I'm sure I'll probably be way off base on this but that's where I would start anyway.

3. Where do I find the modifying values for stat effects like buffout/etc...? Thought I found them in the base effects window, but when I pull up the prompt it doesn't produce what i'm wanting. Is this tied solely to the item itself? (May know the answer, but need some input)

Sorry mate .....not sure but I would start with the item itself

4. Final question is how do I put an activator into the world so that it takes the player to a different area? (The "Door" in Goodsprings at the general store leading to the general store interior)
Thanks for the help all it's really appreciated.


You need to open the reference window for the door an tick the box for teleport and select from the drop down boxes.

Hey I hope this helps, like I said your dealing with a novice here.

bigcrazewolf
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^_^
 
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Post » Wed Sep 22, 2010 7:52 am

No worries there any information is helpful and I can always experiement as long as I don't save anything.

I do have one other question though and that is where are the effects for armor stored in the GECK? Want to make some new armor with a completely different effect, and would have to make my own. Know that you select the armor effect from a drop down menu.
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Budgie
 
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Post » Wed Sep 22, 2010 4:34 am

If it uses base effects (e.g. Increase Small Guns, Restore Health etc.) it's under Game Effects.
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Klaire
 
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Post » Wed Sep 22, 2010 12:18 pm

If it uses base effects (e.g. Increase Small Guns, Restore Health etc.) it's under Game Effects.


Thanks for the advice I think I found what i'm looking for, but now i'm in a bit of a corner again. I'm preparing to add in a new item and i'm having difficulty figuring out how exactly to do it.

scn RepairKitEffectSCRIPT;Most code taken directly from the DLC05AlienEpoxyEffectScript.;Values have been adjusted slightly (-5 across the board), now includes a +30 bonus for having Repair 100;7.6.10 JESfloat WeapHealthBEGIN ScriptEffectStart     ;// get the current health percent and add 25     set WeapHealth to player.getWeaponHealthPerc     ;// run through the player's repair skill and augment appropriately     IF ( player.getAV Repair < 25 )          set WeapHealth to WeapHealth + 10     ELSEIF ( player.getAV Repair >= 25 && player.getAV Repair < 50 )               set WeapHealth to WeapHealth + 15     ELSEIF ( player.getAV Repair >= 50 && player.getAV Repair < 75 )               set WeapHealth to WeapHealth + 20     ELSEIF ( player.getAV Repair >= 75 && player.getAV Repair < 100 )           set WeapHealth to WeapHealth + 25     ELSEIF ( player.getAV Repair >= 100 )           set WeapHealth to WeapHealth + 30     ENDIF     ;// set the weapons new health percent     player.setWeaponHealthPerc WeapHealthEND


That's the code from the weapon repair kit which is tied to the Weapon Repair Kit through the effects window. What i'm thinking about doing is adding in a new item called the "Electronic" weapon repair kit which is designed to work only with the electric stuff. Hardest part will be tieing everything together, but ultimately i'm trying to think how to make it so the thing only recognizes the "electric/energy" weapons. If the weapon isn't one I want to add in a produced message that says "Weapon Cannot Be Repaired".

Here's what i'm thinking might work, but again i'm unsure if it would work since i'm not sure if I can do multiple condition statements.

scn RepairKitEffectSCRIPT;Most code taken directly from the DLC05AlienEpoxyEffectScript.;Values have been adjusted slightly (-5 across the board), now includes a +30 bonus for having Repair 100;7.6.10 JESfloat WeapHealthBEGIN ScriptEffectStart     ;// get the current health percent and add 25     set WeapHealth to player.getWeaponHealthPerc     ;// run through the player's repair skill and augment appropriately     IF ( player.getAV Repair < 25 && player.getEquipped = EnergyWeapon)           set WeapHealth to WeapHealth + 10     ELSEIF ( player.getAV Repair >= 25 && player.getAV Repair < 50 )               set WeapHealth to WeapHealth + 15     ELSEIF ( player.getAV Repair >= 50 && player.getAV Repair < 75 )               set WeapHealth to WeapHealth + 20     ELSEIF ( player.getAV Repair >= 75 && player.getAV Repair < 100 )           set WeapHealth to WeapHealth + 25     ELSEIF ( player.getAV Repair >= 100 )           set WeapHealth to WeapHealth + 30     ENDIF     ;// set the weapons new health percent     player.setWeaponHealthPerc WeapHealthEND


*Note: I know that EnergyWeapon isn't right just wondering if I put the correct coded name in there if that would work*
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Julie Serebrekoff
 
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