Will build the teleportLinks if needed, but activating the quest should have done that already.ĭSin, "Calculates the sin of a value in degrees"ĭCos, "Calculates the cos of a value in degrees"ĭTan, "Calculates the tan of a value in degrees"ĭASin, "Calculates the arcsin of a value in degrees"ĭACos, "Calculates the arccos of a value in degrees"ĭATan, "Calculates the arctan of a value in degrees"ĭATan2, "Calculates the arctan of two values in degrees"ĭSinh, "Calculates the hyperbolic sin of a value in degrees"ĭCosh, "Calculates the hyperbolic cos of a value in degrees"ĭTanh, "Calculates the hyperbolic tan of a value in degrees" Works only on the current objective of the current quest for the player, so no parameters required. The path is an array of zero or more doors (called teleportLink) followed by the target itself. Returns an array of the path to the current objective targets It may fail to start, and will only run the first script block once, and then only if it is a GameMode block. SetScript on a BaseEffect will not be detected by an active effect. SetScript on a loaded ref has no effect until the reference is reloaded. JIP (JazzIsParis) wrote a version of EquipItem2 that works for FNV.Īdded creature specific flags and template flags to ActorBaseDataĭecoding from JIP's nvse plugin up to v21.00 HasVariable would return true when either parameter was invalid. #Nvse silverlock org downloadIt also has built in checks to let you know if you are missing the HUD elements, and if you don't have NVSE.įor the exact location, check out the optional download file.The return type for GetModLocalData was set on SetModLocalData. #Nvse silverlock org modThere are is a weapon mod available for this weapon, a scope, making this a viable mid-range sniping weapon. This is to compensate for how over powered it can become with perks and high power ammo. If you have no ammo that the weapon can fire, then the HUD element will display a NONE value. Where a unique didn't exist, the same method was used to get the damage value over the normal weapon. The damage value was decided by taking the unique version of a weapon from each caliber (if there is a unique weapon), and adding a bit more damage about equivalent to the unique over the normal. Damage is set as a static value which again, should scale with your perks etc. The changes should be affected by your skills and perks instantly. There will be a very slight delay, to allow you to quickly cycle through ammo without the character constantly reloading the gun.ĭamage and weapon stats are changed for each caliber. Ammo switching is done by tapping the Y key. It allows you to carry one gun to fire all types of bullets. The Callahan Fullbore Autolock is a heavily scripted weapon that relies on NVSE and Selective Fire. The Firefly classic Vera model, and the alternate Fallout style modelĪdditionally, the mod is now compatible with both Pelinor's and jazzisparis' selective fire mods. Smart ammo selection, will select the next/first available ammo when switching/equipping.Hotkey based caliber swapping (default Y).Fire all powder based pistol and rifle ammunition.The previous owner was heard saying something about "being in his bunk" and "You can't stop the signal", before he headed off.įeatures of the Callahan Fullbore Autolock: The most recent owner, a man they call Jayne, ran into some tough times (he's dead), and now the gun is looking for a new owner. In times past, it was 'rescued' from said facility, and has had many owners since. The Callahan Fullbore Autolock is an experimental weapon developed at the Black Mountain Research Facility. Like something straight out of science fiction, this gun will let you fire every type of bullet ammunition in the game from a single, compact platform.
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