I went with the vanilla damages per swing that it does when non-automatic, but yeah, an automatic weapon does damage quite differently so I should do some adjustment to dps
Invalid operands for operator := Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp Cannot evaluate Array Variable := Number Operator := failed to evaluate to a valid result Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s) Where akW=uninitialized array File: MigKao.esp Offset: 0x0017 Command: Let Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp Cannot evaluate Array Variable := Number Operator := failed to evaluate to a valid result Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s) Where akW=uninitialized array File: MigKao.esp Offset: 0x0017 Command: Let Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp Cannot evaluate Array Variable := Number Operator := failed to evaluate to a valid result Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s) Where akW=uninitialized array File: MigKao.esp Offset: 0x0017 Command: Let Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp Cannot evaluate Array Variable := Number Operator := failed to evaluate to a valid result Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s) Where akW=uninitialized array File: MigKao.esp Offset: 0x0017 Command: Let Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp Cannot evaluate Array Variable := Number Operator := failed to evaluate to a valid result Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s) Where akW=uninitialized array File: MigKao.esp Offset: 0x0017 Command: Let NewGameHook ** Dumping Array #38 **
I'm also not using the latest JIP LN, I'm using its most recent previous version, because the latest breaks the Item Browser mod so I'm just now realizing this may be why these errors are appearing.
there is an incompatibility with melee hitstop effects when using the cattle prod...it can be fixed by adding the cattle prod to the automatic melee list.
I just add this line to your nvse script. ListAddForm (EditorIDToFormID "WeaponsAutomaticMeleeLIST") (EditorIDToFormID "WeapCattleProd")
Yep, I missed that, thanks for noticing. Mods should use a GetWeaponIsAutomatic check instead. But Super Slam perk is also using that list in vanilla, so it's unavoidable.
Doesn´t matter where i put the Esp. on the load order, right? I also encounter like a random crash after playing one minute of the game. Did anyone else experienced this.
New to modding so sorry for the basic question but where would i find the INI for Showoff? I learned using the VNV guide so I had it from the word go but I don't see an INI for it under the Mo2 info, and the optional file INI on Showoff's download page is blank.
also, since I plan to use Boxing Tape the whole way through, is this something i even need to worry about, or is what's mentioned about Showoff's ini only for relevant for using bare handed attacks?
Showoff's ini gets created with default values after launching the game once, or if you already have a blank one it gets populated then. If launching through mo2 the new ini will probably be in the override folder
As for the player character not using bare fists, the mod still affects fatigue damage done by npcs' bare fist attacks, as rare as those are.
Which Unarmed related settings should I have turned on in ShowOff NVSE? I know the changelog mentions that bUseGamesettingsForFistFatigueDamage should be on, but what about the other two?
The other two are for creature attacks and for other Unarmed weapons causing fatigue damage. Personally I don't use them, and this mod doesn't do anything to the relevant game settings either, so it's up to your liking. Though I should mention it in the description.
The Unarmed weapons thing would stack on top of the scripted fatigue damage they do in this mod, for the weapons that have that feature.
49 comments
Invalid operands for operator :=
Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
Cannot evaluate Array Variable := Number
Operator := failed to evaluate to a valid result
Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
Where akW=uninitialized array
File: MigKao.esp Offset: 0x0017 Command: Let
Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
Cannot evaluate Array Variable := Number
Operator := failed to evaluate to a valid result
Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
Where akW=uninitialized array
File: MigKao.esp Offset: 0x0017 Command: Let
Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
Cannot evaluate Array Variable := Number
Operator := failed to evaluate to a valid result
Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
Where akW=uninitialized array
File: MigKao.esp Offset: 0x0017 Command: Let
Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
Cannot evaluate Array Variable := Number
Operator := failed to evaluate to a valid result
Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
Where akW=uninitialized array
File: MigKao.esp Offset: 0x0017 Command: Let
Error in script 8A001406 (migKaoSCRIPT) in mod MigKao.esp
Cannot evaluate Array Variable := Number
Operator := failed to evaluate to a valid result
Script line approximation: Let ##akW := UNK_OPCODE_293C## (error wrapped in ##'s)
Where akW=uninitialized array
File: MigKao.esp Offset: 0x0017 Command: Let
NewGameHook
** Dumping Array #38 **
I just add this line to your nvse script.
ListAddForm (EditorIDToFormID "WeaponsAutomaticMeleeLIST") (EditorIDToFormID "WeapCattleProd")
Hoping to use this for a multiplayer mod with New Vegas Multiplayer, but they don't support kNVSE.
EDIT: Don't know how to delete posts. I am an idiot.
also, since I plan to use Boxing Tape the whole way through, is this something i even need to worry about, or is what's mentioned about Showoff's ini only for relevant for using bare handed attacks?
As for the player character not using bare fists, the mod still affects fatigue damage done by npcs' bare fist attacks, as rare as those are.
The Unarmed weapons thing would stack on top of the scripted fatigue damage they do in this mod, for the weapons that have that feature.