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ebizoe

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  1. ShowOff:OnPreActivate event-handler from ShowOff NVSE Plugin will cover that.
  2. I think this would do. Giving 1 to bShowTraitMenu will activate the trait menu after the levelup menu is closed.: int iMenuID int bShowTraitMenu SetOnMenuOpenEventHandler (begin function {iMenuID} if bShowTraitMenu CallWhen ({} => ShowTraitMenu) ({} => 1 != MenuMode) 16 endif end) 1 1027
  3. TTW has two global variables for it: if bInDCWasteland == 1 printC "Player is in DC" endif if bInNVWasteland == 1 printC "Player is in Mojave" endif
  4. Yes, apparently it is bugged. According to GECK wiki:
  5. It'll be easily done by using a ref-walking function. There are several ways to do ref-walking, but you probably should try GetFirstRef/GetNextRef first.
  6. This first chunk in the first script needs the variable "Stamp" to be 0 to run, but "Stamp" stays 5 after the first run. if (Stamp == 0) ;Stamp will never be 0 after the first run imod FadeInFromBlack4sISFX EPDoor.disable ;make sure the Exit door is disabled endifSo I think setting Stamp to 0 instead 5 on the "stage 4" solves your problem here. EDIT: Damn, sullyvanj93 solved it first.
  7. This mod has been published. https://www.nexusmod...egas/mods/82482
  8. Here is the final, version 1.0. We are going to publish this! forEach array_var aIter <- (array_var aWeapons = GetLoadedTypeArray 40) if GetWeaponKillImpulse (*aIter) != 0 SetWeaponKillImpulse (*aIter) 0 endif loop
  9. Since I didn't particularly like the last script, I rewrote it (BETA 4). This is a "JIP LN NVSE Script Runner" script that runs only once on game start. It's much more efficient than previous quest-script version. The script processes all the weapons from all loaded plugins thanks to "GetLoadedTypeArray" script function, so it covers any weapons from any DLC/mod. array_var aWeapons array_var aIter ref rWeapon if eval (aWeapons = GetLoadedTypeArray 40) forEach aIter <- aWeapons rWeapon = *aIter if GetWeaponKillImpulse rWeapon != 0 SetWeaponKillImpulse rWeapon 0 endif loop endif aWeapons = aIter = ar_Null ;I'm not sure if this line is necessary, but just for safety.I think I'll stick to this design and test this for a while. I can't promise when I'll publish this as a mod or even publish it at all, though.
  10. Your idea sounds good, but on my end, this particular game-setting value never resets other than at the start of the session. Not even at reloading saves. I've been monitoring game's behaviour by running this quest script all the time. scn TestScript begin GameMode if GetNumericGameSetting fAutoAimScreenPercentage != 0 SetNumericGameSetting fAutoAimScreenPercentage 0 printC "NoAutoAim:fAutoAimScreenPercentage 0" endif end And "SetNumericGameSetting fAutoAimScreenPercentage 0" happens only once, at the start of the session. I suspect that there is a mod, in your mod-setup, that modifies the value at certain events. And one more thing. According to GECK wiki, setting the value of fAutoAimScreenPercentage to 0 removes auto aim, not -100. Of course we know that -100 works, and on my test, there was no difference on game's behavior between the two. Well, I just thought I should let you know this. Anyway, I really like how disabling auto-aim affects gameplay. You definitely should share the end product with public!
  11. I agree with sullyvanj93, a quest script is a good start. This script spits out console message every time it changes the value of "fautoaimscreenpercentage" to -100, so you will know when value-resetting happens. scn NoAutoAimScript begin GameMode if GetGameRestarted || GetGameLoaded SetNumericGameSetting fautoaimscreenpercentage -100 printC "NoAutoAim:fautoaimscreenpercentage -100" endif if GetNumericGameSetting fautoaimscreenpercentage != -100 SetNumericGameSetting fautoaimscreenpercentage -100 printC "NoAutoAim:fautoaimscreenpercentage -100" endif endOn my very brief test, exiting conversation with NPC (tested with Cass) didn't trigger the reset. You should pin-point which event triggers the reset, and write much more efficient script accordingly.
  12. I wrote a simple script that blindly sets every single weapon's "Kill Impulse" to 0. The idea is basically the same as Realistic Death Impulse, but I implement it as a quest script so that it covers every single weapon in the game, including the ones that are added by any DLC/mod. I've been testing this mod for a while and so far, I think I like this. Requires NVSE, JIP NVSE Plugin and JohnnyGuitar NVSE Plugin. Or, if you're familiar with GECK, you can compile this code as a quest script and attach it to a quest with the Script Processing Delay set to 0.1. scn skiMainScript ref rRef ref rWeaponPlayer ref rWeapon begin GameMode if GetGameRestarted SetDebugMode 0 endif if rWeaponPlayer != player.GetEquippedObject 5 if eval (rWeaponPlayer = player.GetEquippedObject 5) if GetWeaponKillImpulse rWeaponPlayer != 0 SetWeaponKillImpulse rWeaponPlayer 0 debugPrint "SKI:Nerfed %n(%i), player" rWeaponPlayer rWeaponPlayer endif endif endif rRef = GetFirstRef 200, 1 while rRef if IsFormValid rRef != 1 rRef = GetNextRef continue endif if rRef.GetActorProcessingLevel != 0 rRef = GetNextRef continue endif if rRef.GetLifeState != 0 rRef = GetNextRef continue endif if eval (rWeapon = rRef.GetEquippedObject 5) if GetWeaponKillImpulse rWeapon != 0 SetWeaponKillImpulse rWeapon 0 debugPrint "SKI:Nerfed %n(%i), %n(%i)" rWeapon rWeapon rRef rRef endif endif rRef = GetNextRef loop end
  13. Before ditching those great UI mods, you should try these fixes if you haven't already. - Scripted Ammo Fix by Roy Batty - Ammo Script Fixes by migck Ammo scripts are known to cause container/pipboy lag. Either of these mods removes ammo scripts and uses event handlers for ammo effects instead. Ammo Script Fixes goes further than that and fixes how ammo effects are handled by the game, so you'd probably would like to try it first to see if it works for your mod setup.
  14. You probably have mixed up with two different filepaths. FileExists is relative the Data folder, while ReadStringFromFile is the Game's installation path. string_var svString = ReadStringFromFile "data\config\The File You Want to Read Strings From.txt" 1 1The format for the contents of the source file ("The File You Want to Read Strings From.txt") is just a plain text. It goes like this; Coffee mug My toaster is the shiniest one in Mojave. Brahmin milk And since the sample code only reads the first line from the source file; svString == "Coffee mug"Hope this helps.
  15. It's good to know the problem is solved anyway. >I ended up basically doing what you did. I would show off my new quest script, but it looks fresh out of an Italian restaurant. It does work, however. I guarantee that in a month or so, you'll curse your own code being too cryptic. Well, good luck on your mod development. We all love to play new quests!
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