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Newbie FNV/TTW Modding Questions

General help and troubleshooting.
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Korba
Posts: 6
Joined: Sun Dec 08, 2013 5:04 pm

Newbie FNV/TTW Modding Questions

Post by Korba » Mon Dec 09, 2013 3:03 pm

I'm working on adding some new items for my own use (at the moment, who knows what the future holds) and I'm wondering if FO3 script effects are still useable in FNV/TTW?


Specifically right at this moment I'm time I'm asking concerning the RestoreLimb effects which reference specific body parts (RestoreLimbChest for example); I'm not seeing the effects being used in any items at the moment, only the NV restore limbs one (this is why I think the split limb effects are FO3 ones, so not sure they still work?)



mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

When in doubt you can always

Post by mr01 » Tue Dec 10, 2013 12:01 am

When in doubt you can always go back to the basics of using "RestoreAV" and have it target the specific part of the body. Every limb starts with 100 and moves down to 0 (crippled) as it is hit with any attack. Got this from the geck wiki.




  • PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actors


  • EnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actors


  • LeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actors


  • RightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actors


  • LeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actors


  • RightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors


  • BrainCondition - Base value is 100. Used for certain creatures, when 0 causes them to ignore factions and thus be aggressive to every other actor.


 



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Or just, you know. Test it?

Post by Gribbleshnibit8 » Tue Dec 10, 2013 2:18 am

Or just, you know. Test it?



Korba
Posts: 6
Joined: Sun Dec 08, 2013 5:04 pm

@mr01 Thanks for the info, I

Post by Korba » Tue Dec 10, 2013 1:07 pm

@mr01 Thanks for the info, I'll check that out after testing the limbs one.


@Gribbleshnibit


 


Is there an easy way to batch replace all instances of a single item?


Search&Replace in the GECK doesn't work and google wasn't coming up with anything for FNVEdit.


If there is no easy way, would someone be willing to explain the hard way, or give pointers on where to begin?


(If programming or scripting is needed I am familiar with several scripting languages and have a basic and ever growing understanding of C++ so don't be afraid to lay it on heavy, I'll puzzle my way through it if need be and it would no doubt be helpful with learning how FNV Scripting works smiley)



mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

What is it that you are

Post by mr01 » Tue Dec 10, 2013 9:18 pm

What is it that you are trying to do anyway? The only thing I can think of with the question you are asking would be to make a script that restore limbs back to full health. If so, the simplest way and known to work 100% would be to use "RestoreAV".


For example, if you want to make an item that heals your crippled left arm. Have the script say something like this.


player.restoreav leftattackcondition 100


This will restore your left arm back to 100%. You can replace the 100 to a % of your choosing if you don't want it to heal back to 100% but to heal specific percentage. Just follow the following template and you are good to go. The "RestoreAV" function can basically be used to target anything else as well so don't be afraid that it only works for the player.


[ref].RestoreAV [Actor Value] [%]


- ref = who you are trying to heal


- Actor Value = what limbs you are targeting (or any other actor value)


- % = how much healing do you want the effect to do.



Korba
Posts: 6
Joined: Sun Dec 08, 2013 5:04 pm

mr01 wrote:

Post by Korba » Tue Dec 10, 2013 11:07 pm

[quote=mr01]


 


What is it that you are trying to do anyway? The only thing I can think of with the question you are asking would be to make a script that restore limbs back to full health. If so, the simplest way and known to work 100% would be to use "RestoreAV".


For example, if you want to make an item that heals your crippled left arm. Have the script say something like this.


player.restoreav leftattackcondition 100


This will restore your left arm back to 100%. You can replace the 100 to a % of your choosing if you don't want it to heal back to 100% but to heal specific percentage. Just follow the following template and you are good to go. The "RestoreAV" function can basically be used to target anything else as well so don't be afraid that it only works for the player.


[ref].RestoreAV [Actor Value] [%]


- ref = who you are trying to heal


- Actor Value = what limbs you are targeting (or any other actor value)


- % = how much healing do you want the effect to do.


[/quote]


 


I'm something of a "recycle the wasteland" type player who loves having uses for basically any item you can find in the game, so I've created some recipes to create "Splints" from crutches and duct tape, and to "refurbish" Medical Braces (I wanted to at first replace all medical braces, but I felt that would've been too easy on me, so I've opted to have it so all Medical Braces in the wasteland are basically "Junk" which you have to refurbish yourself at a workbench). I'd like the Splints to be only useable on Arms and Legs, same with the Braces, and I wanted them to "uncripple" the limbs but not really heal much if any...uh...durability(?) on them. The RestoreLimb effects do still work so they'll serve the purpose well enough :)



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