Jump to content

A Few Assorted GECK Questions


djmystro

Recommended Posts

I just thought I'd create a post for little problems and questions I have about the GECK rather than making seperate posts for each issue.

 

1: Water navmesh: What is the exact deal here, if I navmesh under water NPCs can't follow it and yet if I don't they still seem to get just as confused when entering water. Basically how do you direct NPCs and creatures through deep water?

 

2: Water radiation: Some water types seem radioactive upon entering (brings up rad meter) whereas others don't. For the time being I have got around this by putting rad makers under the water but these still work like normal rad markers with an area effect rather than just affecting the water which is not exactly what I am after. Do I need to create a linked reference coz I do not remember having to do this for FO3 but maybe I just got lucky there.

 

3. Water (again): See through water types don't display properly or interact properly within the GECK (e.g you can't click on them, like they are not there). Are there any simple fixes for this?

 

4: Lights: Loads of ways to turn them off in the GECK, is there any way to turn them all back on again. Having to restart the GECK every time I want to check my lighting is becoming very tiresome (and is another new exiting feature of the New Vegas GECK).

 

That's it for now. None of them are urgent issues for the time being but all have annoyed me at some point (especially the lights) so any help would be much appreciated.

Edited by djmystro
Link to comment
Share on other sites

  • Replies 65
  • Created
  • Last Reply

Top Posters In This Topic

1. Haven't tried that personally, but there is a flag on packages to 'allow swimming', make sure that's checked.

2. Sounds like it's working as designed - some water is radioactive, some isn't. Use the one that suits your purpose.

3. Dunno - is it placeable water? I have been able to interact with those just fine.

4. F5 to refresh your render window, that's the only way I know of. You'll have to do it each time you move a light.

Link to comment
Share on other sites

Cheers, that solves the lights problem.

For the first problem I was just a bit annoyed that enemies were not following me under water. I'll look further into a few and try your advice out.

On the second issue I have found that toxic dump water despite having a high rad count to drink gives off no rads on defaut whilst swimming.

Third prob; Yeah, it's from placeable water at least. That must be a stange one on my end coz I can find no reports of it elsewhere.

Thanks again.

Link to comment
Share on other sites

I found a good see-through water which functions correctly and serves my purposes which I will continue to use where appropriate from now on (MonticelloParkWater if anyone is interested).

 

Got a couple of new little problems though:

1: Fire Ant Custom Attack:

Fire ants seem to attack using only fire and boosting thier combat skills and damage does not seem to effect the damage output of the fire. I figured I would have to create a new embedded weapon so I did this, a basic copy of the ant flamer with aprrox double damage. I created a form list and dropped the new weapon in in order to attach it to the ants then went ahead and did that. The ants do not equip thier new weapon though and instead use melee which has been affected by the change in combat skills and does a lot of damage. This is a nice alternative for a few ants but I want the rest running around with some serious firepower and I can't figure out where I have gone wrong.

2: Ding:

Is there any way to easily disable and enable the alarm ding that occurs in GECK whenever selecting an object from the object window (I would like it off most of the time but on when editing the wasteland where an all important double-ding means you probably have the wrong object selected I'd like it on).

Link to comment
Share on other sites

If you mean the weapons list in the traits box of the creature window I did set this to the correct formlist but still no luck.

EDIT: Doh - the flippin' thing is in the inventory too - I did not expect that with an embedded weapon. Hopefully that should fix the problem.

Link to comment
Share on other sites

  • 2 weeks later...

I got some more problems. Hopefully they will be easy enough to fix but I can't see where I have gone wrong...

1: I am trying to add a line to a quest script in order to set a variable to 1 on death. To make things clearer I have a quest to kill four enemies, only due to thier location chances are they are all dead already once the quest is given. In this instance the quest does not update correctly as it still wants me to kill them even though they are already dead.

I tried adding a GetDead line to the quest script but it won't save.

scn etc....

short Beckett

.....

if (00CrazedGhoul03Beckett.getdead == 1)

set aaMcMillanDialogue.Beckett to 1

endif

 

I need something like this to check if they are dead and if so flag the relevant objectives complete. This should help tie up some loose ends with my first quest too. I get a lot of reports of people updating with an active quest and loosing objective updates in the process. If there is any way to avaoid this I would really like to know how.

 

2: I am having trouble getting a speech challenge to show up in the dialogue options. I have a set of four speech challenges for confronting a spy. Two that require perception (7 and 5 respectively) and two that require speech (set at 65 and 45). The lower numbers are for an easy challenge after you have done some research and gathered evidence against the spy. These topics show up as intended at the correct time.

The harder options which should be available straight away with some direct questioning don't show up at all. I have checked and re-checked the conditions and all of the other variables. The conditions were even copied from the working easy challenges and simply increased to reflect the harder difficulty so I can't see whats gone wrong.

 

3: Also I can't figure out how to get the speech challenge to show up as an option even when you don't have the required skills (so you can see if it is worth using a magazine and which one).

 

I can upload a bug test version of the mod to the AWOP page if anyone wants to have a look. I am only a few hours away from finishing the next test update with all the friendly areas complete as well as 90% of the NPCs dialogue (1 and a half quests remain). Unfortunately I am not happy enough with it in this state and need to get these bugs fixed first so any help would be very much appreciated.

Edited by djmystro
Link to comment
Share on other sites

Quetzlsacatanango:

Yeah, I just noticed it has those '00's again. I never have to put NPCs in scripts usually so I guess that's not been helping. I am not sure I understand your advice regarding creating a reference for an NPC. I think I have seen this but I am not sure how to do it (though Im guessing it's a similar process to creating a variable). I'll look into it anyway.

 

I have uploaded a Bugfix version of AWOP to the main page.

 

The first problem is affecting both Frankie's and McMillan's Quests. (aaFrankieQuest01 and aaMcMillanDialogue)

 

The second and third problems mostly just affect NPC aaUGCitizenMDSmorgan aka Smorgan and his quest, aaSmorgenQuest.

There are a lot of other NPCs involved in the quest (about 12 have related dialogue) but they are all fuctioning correctly. The quest itself starts with NPC 00UGPColonelHoff aka Colonel Hoff and his quest aaHoffQuest.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...