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NPC Companion Perks

There is an undocumented feature in F:NV that some modders may find useful. It is the ability to give perks to companions. Or, more accurately, it is the ability to add perks to a special list on the player that will have an effect on any active followers. Here’s how it works: player.addperk XXXXXXXXXXXXX 1 The “1” means “put this on the special list for companions”. Companions will still not store/keep perks, but we give the player a second list of non-displayed perks that only apply to companions. If you want the effect to apply to all companions, you do not need to...
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Interesting Companion Script Ideas…

Common Companion Variables to Define: short HasBeenHired short WeaponOut short CombatStyleRanged short CombatStyleMelee short IsFollowingDefault short IsFollowingshort short IsFollowingLong short FollowerSwitchAggressive short Waiting short DoOnce short bLoadedOnce; short bTalking; short bshortercomConversationActive; On load, bump up sneak value: Begin OnLoad ; set up base stats if (bLoadedOnce == 0) SetActorValue sneak 100; set bLoadedOnce to 1; evp endif end Add to above to make sure we set the right combat style on loading. ;Script to make sure we set the right combat style on loading. If...
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How to make a teleporter

The first step in this tutorial is placing your teleportation marker into the game, and naming the reference. Let’s put it in the Megaton player house, or the Tenpenny tower house, depending upon which you use. First, type Marker into the “Filter” tab in the top-left of the Object Menu tab, and select “Static” in World Objects. Near, or at the bottom you should find XMarkerHeading. Place one of these in your house, either Tenpenny or Megaton, double click it in the Cell-View window, and name it AA01TeleporterMarker. The next step is to make the script for the item for...
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NPC Start Conversation

SCN NPCCaveTriggerSCRIPT short doonce BEGIN OnTriggerEnter Player ; this is so it will only trigger for the player, no other NPCs NPCref.Startconversation player, dialogtopicname set doonce to 1 ; so it doesnt' happen every time you trigger, only the first time END See reference http://geck.bethsoft.com/index.php/StartConversation Note, reported by poster that NPC seems to always be in combat and always uses “Greeting.”
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Repair Radio Quest Details

Script Attached to Radio Object scn GoodspringsRadioScript short bFixed ; 1 = Player has repaired the radio. short Button begin OnLoad if (VFreeformGoodsprings.bKnowAboutRadio == 0) && (GetDestroyed == 0) SetDestroyed 1 endif end begin OnActivate player if bFixed Activate else ShowMessage GSBrokenRadioMsg endif end BEGIN GameMode set Button to GetButtonPressed if ( Button == 1 ) set bFixed to 1 ShowMessage GSFixedRadioMsg set VFreeformGoodsprings.bFixedRadio to 1 RewardXP 10 Activate endif endif END MESG: GSBrokenRadioMsg Text: An examination of the radio's internal components reveals that...
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