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marinchev

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  1. I know I'm bumping a pretty old thread, but I've been looking for a specific console command, or maybe a shortcut property(launch parameter)? And idk if it exists... but if it does - i'm looking for some kind of "verbose" or "debug" command that would enable the console to print out realtime error logs from the engine/scripts/etc. to the in-game console. Is there such a command, or maybe a mod that allows this?
  2. You can use the XXXPlaceholder sound for that.I think I may have tried that and had it not work. IIRC, that one doesn't actually use an audio file, which I assumed caused it not to work. I could be wrong, it was a while back, but I'm pretty sure. Either way, I'd think a very short, silent file would work. That's no problem - if it wants an actual audio file, we can just make a few seconds of silence, add it in the geck, then use that sound for the fake explosion. I'm still building the elevator and the second area of the mod. The two sliding doors I'm trying to place are giving me cosmetic headaches. I haven't gotten to the FX yet :D But thanks, I'll try out what all u guys said! Mktavish - thanks for the idea! It would be pretty awesome, but seeing as how there are no actual elevator cabins modeled in the game, I'd have to make me a cabin model for your idea to work, am I right? Cause right now, I've built up the static cabin using static objects from the FalloutNV.esm... ? Or, maybe move those static parts along Z each individually by exactly the same amount and at the same time with SetPos?
  3. Thanks for your quick replies, guys! I'll make sure to test out what you suggested. Sounds easily achievable - thanks again! Edit: Would it be possible to loop the explosion, so the shake would repeat? Doing this with timers is gonna require a LOT of lines :D
  4. Hi guys! I have this idea for my upcoming mod - I want to use ImageSpace modifiers to simulate an elevator ride. What I'm trying to achieve here is use the modifiers (or maybe animate my own) to simulate an elevator ride - like screen shakes once it starts/stops moving. Can you point me to which options of the ISFX window can simulate that? I mean, I have those options to play with in the GECK: Blur, Double Vision, Motion Blur, Radial Blur, Depth of Field, etc. So which ones can most accurately do a camera jump on an elevator sudden stop? We're not talking about the scripting here, just the imagespace effect.
  5. I know, I know... I'm bumping an old thread here. But hey - PolloGuy, if you're still interested, there IS a way. Seeing how nobody took you up on your awesome idea, we'll have to cope with its second-best. That's understandable, since what you suggested could actually prove a decent bit hard to mod. So, here's a workaround. Of course - she'll never be a fully forged companion with affinity and romance options, but... You CAN actually use the Unlimited Companion Framework to recruit her and you can customize her gear, give her orders, basically like any legit companion in the game. Except for the Romancing and affinity system, though. Hey - I did say second-best, right? :D Anyway, it's still good enough for me - I'm currently rollin' with her and MacCready all over the Wasteland. Thought I'd share this workaround here on the forums, case there are some people who didn't know about this framework. Great job to the modder(s) who made it.
  6. Pip-boy sorting sucks like hell, especially when you have a decently large weapon collection at your disposal. Naming your favorite weapons can help, but you'd have to consider that it sorts them alphabetically... Better to switch via the hot keys, then hit tab, then just hit it again to close the pip-boy and it should render the weapon. Another thing that helps is using the mouse scroll to go 3rd person, then switch back to 1st person or vise versa - doesn't help always though.
  7. Sorry for hollering a topic so old, but for anyone still having this issue, here's another less game-breaking method to resolve your problem: (Also helpful if you don't want to "disable" water and you can't yet build on this settlement) This is but an example. Basically, you can use anything - even objects outside the house, even another NPC. As long as you have a RefID which exists in the gameworld to move Roger to, it will work. 1. Go inside the house/bunker/building - whatever the settlement home is called. 2. Pick an object you like (personally I used one of the beds on the right side in the house) 3. Open console(~). Select the object. Memorize its reference ID. You'll need it for the next task. 4. Now click anywhere to deselect the RefID and type in TCL. Close console(~). 5. While in noclip mode, go inside the pool Roger is stuck in. Open console(~) and select him. 6. While having Roger Warwick selected, type in: moveto <the object's RefID you memorized> 7. Click anywhere to deselect Roger. Close console(~) and move out of the pool. Roger should now be moved next to the desired object and no longer be stuck. 8. Since you don't need any more noclip, once you exit the pool, open console(~) again, and type in TCL to disable it. You can now walk up to him and start your quest like usual. Hope I helped.
  8. Man, you rule. I always wondered what the hell that flag does! It never occurred to me that "Low Level" in this case refers to programming hierarchy, not the NPC's level xD God dang &^!&@^ idiot I am, alright :D Ok, now I'm gonna post the complete sequence here, case anyone else is interested in that mod! First, we make a script of type object for our NPC to use. You can also integrate this code into an already-existing NPC script in the GECK, but depending on which blocktypes that NPC script contains, you may need to only add fragments of it, or the whole blocktype: scn JulieCombatBreakerSCRIPT short breakonce begin GameMode if player.GetHealthPercentage <= 0.35 && GetCombatTarget == player && breakonce == 0 stopcombat player set breakonce to 1 endif endI've modified the code with a breakonce integer variable, which is set by the combat breaker to 1. This makes the StopCombat player a one-time event, upon your first battle with the NPC. The next time you attack, it won't stop combat until one of you is dead (normal combat behavior). Also, the GetCombatTarget condition may seem silly at first, but in some situations the NPC might be in combat with another actor, and unless this condition is met, it will execute the script even then. It's very appropriate if you want the NPC to initiate another action after stopping combat with the player (especially dialogue). Next up, select your custom made NPC, select the script you just created from the Script dropdown menu, and now the NPC will use it.As suggested by RoyBatterian, tick "No Low Level Processing" flag, so the GameMode block won't be processed, unless your NPC has a reference, loaded in the world. But beware - unless this is your custom made npc, placing the flag on vanilla NPCs could screw with their scripts.
  9. Yeah, another small fact I missed is that conditional OnHit blocktype specifically works only on Creatures/NPC (object). So, to answer my own question - no, it wouldn't be possible to achieve my idea with a script on the player, since the player can only be referenced in that way by quest scripts. Using the gamemode blocktype, suggested by RoyBatterian, everything worked out perfectly. Alhough not exactly the way I'd want, but still well enough. Thanks dude.
  10. Thanks a ton! I'll try what you suggested. I really missed the fact that the script runs on the NPC, which suggests that getself is not necessary. Thank you - real neat optimization! But one thing of notice - using gamemode seems kind of clumsy, since it will run ALL the time, not only in combat. Now I'm not saying it won't work - but when this is part of a larger project that uses a lot of scripts, such non-optimized code could (and most definitely would) hinder game performance (excluding higher-budget desktop systems). I'll look further into the matter (possibly avoid gamemode blocktype), since my goal is to run the script only during combat with the player. About the infinite loop - yeah, didn't think about that... Shows what I know, alright. You think there's a way to run that script on the player? With an OnHit NPCref? In this case without using a cycle - just if/else block, since it will check on every hit? I don't know - is it possible to run the script on the player, not the NPC? Lots of thanks, again! I do hope you could advise something about my last suggestion :smile: I'll tinker with it more myself, but any experienced opinion would be greatly appreciated.
  11. Again, sorry guys - seems I've posted my question in the wrong section of the forum. Please refer to This Topic for my actual problem. Didn't want to double-post just to make things worse. Any moderators irritated by my stupidity - feel free to delete both topics :D
  12. SCRIPT DONE! Read last post for the complete code. Ok, so I'm very new at GECK and NVSE script functions, and I'd like to make my npc stop combat after I hit them, if they drop me below a certain health (In this case using GetHealthPercentage). So, apparently using the while cycle freezes the game for some reason, right after I hit the NPC. Here's the code: scn SomeNPCBlablaCombatScript ref refme float targhp begin OnStartCombat player set refme to GetSelf set targhp to 0.3 while player.GetHealthPercentage > targhp if player.GetHealthPercentage <= targhp refme.stopcombat player break else continue endif loop endI've tried different scenarios with "while" (without break and continue), different blocktype (OnHit) too. But with all I've tried - the game still freezes and I can't help but think that using a cycle is wrong in an object script?! What? No way. Or at least in combat - maybe, IDK. But if I leave it without a cycle, the game doesn't freeze. However, the NPC only checks the "if" block once - on the bloktype execution. After that it doesn't check, and the NPC just kills me. I need to know if this can be achieved some other way. Thanks! P.S. This thing I really need bad, because the NPC is made to kill very quickly - no time for Yields.
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