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New vegas nvse kpd
New vegas nvse kpd





new vegas nvse kpd new vegas nvse kpd

Returns 1 if the reference is playing the effect shader Let bool := ref.HasEffectShader anEffectShader Corrected by merging the two methods.ĭispatching an unhanded user defined event from an event handler resulted in a CTD. GetActorFIKstatus checks the FIK flag directly.Ĭhanges to GetParentWorldspace broke it for some references. Get/SetActorBaseFlagsLow/High was operating on the wrong flags. Still the handling of numAddedObjects is not 100% coherent. ListClear could generate a CTD on save if forms were added through AdFormToFormList (but not with ListAddForm). This version adds support for the russian version (different steam appid) Tanh, "Calculates the hyperbolic tan of a value in radians" Sinh, "Calculates the hyperbolic sin of a value in radians"Ĭosh, "Calculates the hyperbolic cos of a value in radians" Port of a subset of radian trig functions from OBSEĪTan2, "Calculates the arccos of two values in radians"

new vegas nvse kpd

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.

new vegas nvse kpd

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. The return type for GetModLocalData was set on SetModLocalData.







New vegas nvse kpd