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generalmx

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  1. I'm working on a mod that requires determining whether the NPC you just killed was initially hostile to you or not. Here's what I tried so far: - GetFactionRelation between player and Raiders, Creatures, some Freeside residents, etc. usually give "0", or Neutral, which is not helpful. - Using NVSE I iterate over all GetActiveFactions for the killed, then check GetFactionReaction between each faction and "playerfaction" which also seems to always be "0" (Neutral) for Raiders, Creatures, and some townspeople, which again isn't helpful. - GetPCEnemyOfFaction returns that the PC is not an enemy of the Raiders or Creature factions. - Raiders have an initial Aggression AV of 2 which allows them to attack neutrals, however most creatures I've checked have an aggression AV of 1 which means they shouldn't attack neutrals, but they do. Just in case they have bad brains I also checked GetAV BrainCondition which if 0 can mean they ignore factions, but Mole Rats and such do apparently start with quite healthy brains of 100. - Initially non-hostile NPCs, when Frenzied, will return "3" for both GetAV "Aggression" and GetBaseAV "Aggression". - I also can't assume that all Creatures are hostile because not all Creatures ARE hostile. - I even checked the Crime functions which again return that the player is not considered an enemy. So I'm at a loss in figuring out if there is a way to determine initial hostility. Because the aggression value can change in combat I can't rely on it, but it seems like it may be the only deciding factor for Raiders and Fiends and such.
  2. Now it's become even more confused! May just be an issue with this particular mod though: http://www.nexusmods.com/newvegas/mods/35429/? Using "download manually" this mod will download a tiny RAR file which is actually a HTML file generated from the main nexusmods.com site. I don't have Premium so I can only use the default "CDN" option and it's been happening to me since a few days ago when I first posted about it, albeit not with every mod. Perhaps what's happening is that the Premium servers are more confused than the CDN servers, but both seem to be somewhat confused with certain mods.
  3. I thought it may be a Mod Organizer issue--which technically is replacing NMM anyway--but seems it's an issue with the site. For now I've been downloading everything manually.
  4. Whoops, I missed this thread. My duplicate thread is here: https://forums.nexusmods.com/index.php?/topic/4959680-site-cant-download-geck-script-in-notepad-utility/ I've been able to download other mods fine though, unlike some of you, but I'm not Premium -- maybe it's just some of the servers and not all?
  5. When attempting to download "Geck Script for Notepad++" it just loops back to the main site (nexusmods.com). Also this erroneously has the "Download with Manager" option, despite not being a mod and therefore not going in the right place if downloaded through a mod manager. Link: http://www.nexusmods.com/newvegas/mods/44566/ Tested using Firefox (with addons), Chrome (with addons), and IE (no addons). When "download manually" is used it tries for me to go to http://filedelivery.nexusmods.com/130/100173/GECKScript_npp-44566-1-0.7z?ttl=1476941640&ri=8192&rs=8192&setec=66ae44b33d956464ec4445e731e1c515 (where I assume some of that is session-specific data) and just goes back to the main site without downloading anything. I've been downloading other mods fine all day; seems to just be this file. The author provides a link to his Github so it's no big loss.
  6. Alright so that's done but the next thing I'm having trouble with is using SetEventHandler. Here's example code: ScriptName 123InitScript BEGIN GameMode if ( GetGameRestarted() ) SetEventHandler "OnDeath" 123DeathScript PrintToConsole "123InitScript complete" endif END ScriptName 123DeathScript ref rKilled ref rKiller Begin Function {rKilled, rKiller} PrintToConsole "Something died" End This compiles alright but I can't seem to get my function called when something dies. I also can't seem to find a good example to play with looking at plugins that use NVSE.
  7. I'm new to Papyrus scripting, though not new to TES modding and certainly not to coding, and the way Event Handlers are used are a bit confusing to me. It seems all scripts are meant to be attached to objects, quests, or effects, so I'm not sure how one makes use of the NVSE Event Handlers, which are by nature detached. All the tutorials I've been looking at either show it from the point of view of attaching to something or show the event handling code in snippets that leave out key stuff. My first question is: how would I go about doing something on game load? I'll start with firing off a debug message and work up to registering a functioning event handler. I know how to make a script attached to an existing form but I'm not sure what, if anything, an "on game load" would be attached to.
  8. To make it easier to search for mods compatible and made for the new official DLC, I suggest one or two new tags: "Made for Dawnguard" and "Updated for Dawnguard" and possibly... "Dawnguard Compatible"
  9. Actually no, it doesn't. Just in-game it uses a different naming scheme than the files themselves. Anyway, a long time ago I made such a save backup script kit for Windows here -- http://skyrim.nexusmods.com/mods/109 Can technically work with any game by changing the batch file's variables at the top.
  10. Whoa...well, I can just silence the voice acting, not remove actual dialogue (requires CK). Also the files aren't really named intuitively so I have to listen to each one and play it by ear. Edit: Until I can release more silencing mods, see this mod -- http://www.skyrimnexus.com/downloads/file.php?id=746
  11. With the Voice extractor I can quiet or silence any voice in the game, and silencing sounds is easy. I have a nifty little batch file to do it all. I've already done the Dead Thrall and Dog companion. Lemme know.
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