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Mod testing questions

General modding guides and authoring tutorials.
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TAWM
Posts: 80
Joined: Tue May 24, 2016 2:42 am

Mod testing questions

Post by TAWM » Mon May 29, 2017 3:51 pm

Alright I'm making a perk mod that has perks that are based off the PC's sex and karma. 


If I make a perk in which where I add calculate weapon damage multiply value 1.25 for example to give extra 25% damage. 


Under conditions I put down target GetIsSex Female so the damage is done specifically to females.


My question is their a way via console so when I'm play testing my mod to make sure the correct amount of damage (or any damage for that matter) is being a applied to female NPCs? 


I got to imagine Bethesda had a way to playtest to make sure the mods were working correctly via console when doing bug testing. 


I checked http://fallout.wikia.com/wiki/Fallout_3_console_commands_(all)




and I didn't see a console command that did what I'm asking about...unless I missed it in there. 


Basically I'm just wondering if their is way when doing in game testing to see if the effects of my created perk are active and the effects are working via console or when I'm doing play testing if I have to just count the shots it takes to kill a female npc to see if takes less shots then previously for the npc to die.   



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

You probably solved that

Post by H1ms3lf » Wed Jun 07, 2017 7:10 pm

You probably solved that already but, instead of using only 1.25, use a very large number like 3.0 or 5.0 (for testing purposes), so it is very noticeable whether the effect works or not =]


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

You can write (dump) text and

Post by Mystical Panda » Thu Jun 08, 2017 2:02 am

You can write (dump) text and values to the console in your script. I did that while testing my first mod, cause I came across some strange bugs in the script extenders (if I used a few specific functions- don't remember what they were, but I think it has something to do with getting the weight of an object) that caused the script to just "hang"- was an interesting one to track down since the game itself didn't stop, the script just "died" and wasn't being executed anymore.


Write your debugging text, in your case damage applied, then when you go into the console you'll see it. Don't forget to comment out your debugging stuff and recompile your script before release though; it freaks some people out when they go into the console and see a bunch of text and are not sure what it's supposed to represent, or why it's there.



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