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WarMachineDD7

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  1. The guide is posted on the MCM mod page on the Nexus as "MCM Guide v6", look on the Files tab and go down to Miscellaneous Files.
  2. The notes for another GECK function say to try using ListAddForm instead if you're gonna make a lot of modifications. It might just be that the function doesn't like getting called so often in a short amount of time. Edit: Oh wait, a nevermind, that one's not for Leveled Lists. Anyway, I wanna mention this just in case (though I don't think it matters for your problem), you should re-apply the form additions each time you restart the game, cause they're not saved to the save file: if (GetGameRestarted) LeveledListAddForm ClutterOfficeValueVault AAAFyTyMoveableStaticsToItemsClutterOfficeValueVaultList 1 1 1.0; ;All other LeveledListAddForm calls here... endif
  3. I haven't checked the ESM file cause I don't have TTW installed, but from what I can see, it's all correct. The only thing I can assume is that maybe the lists you added to aren't part of the DC vendor's lists, or that the lists added to have a Chance None setting on them.
  4. The wiki says to use decimal values for the health parameter: LeveledListAddForm ClutterOfficeValueVault AAAFyTyMoveableStaticsToItemsClutterOfficeValueVaultList 1 1 1.0 ;Not 100 You can probably omit it too, but don't quote me on that one.
  5. Look up how to make and use Activators (I'm sure there's plenty of videos out there), then place a few bottles in your player home (record their xyz positions) and make them persistent (so that you can call them through your script with the unique name you give them). Then make markers for where the bottles are gonna be using the xyz coordinates from earlier. And finally, have the activator use the MoveTo function whenever it's pressed so that it'll return the bottles to their default position. The script for your button would look something like this: Begin OnActivate ;begin when activator is activated, i.e. when button is pressed myBottleRef1.MoveTo myMarker1 myBottleRef2.MoveTo myMarker2 myBottleRef3.MoveTo myMarker3 End Alternatively, you can use SetPos and avoid using markers altogether, but you gotta run 3 commands for each bottle (one for each coordinate): myBottleRef1.SetPos x 123 myBottleRef1.SetPos y 123 myBottleRef1.SetPos z 123 myBottleRef2.SetPos x 234 myBottleRef2.SetPos y 234 myBottleRef2.SetPos z 234 myBottleRef3.SetPos x 345 myBottleRef3.SetPos y 345 myBottleRef3.SetPos z 345 If you're using JIP LN, you can use SetPosEx instead and set their xyz coordinates with one single function for each bottle. Look up the tutorial quest where Sunny Smiles tells you how to shoot for an in-game example of how to do it (quest name is Back In the Saddle, you'll find it in the editor under the name VCG02). They might do it slightly different though, I haven't read it.
  6. Have you tried using an Event Handler? The first example on the page goes through setting up an OnHitByPlayer event, and it says that GetHitLocation will work there.
  7. Ok, here's what I think was happening: "Begin GameMode" will make everything inside it run once every frame, over and over without stopping. That entire part of the code with the GetButtonPressed and the if-else statements keeps running again and again. So when the code runs for the first time and you make a selection and show either of the 5 messages you created, the code runs again, and checks for a button press again, and what did you select that second time? The OK button, meaning that GetButtonPressed returned a 0 (because you selected the first option of the new message that appeared after your first selection), then it shows NoticeUnderworld01Message with an OK button, and when you press that, GetButtonPressed returns another 0, and it keeps repeating forever. GetButtonPressed will return -1 only when no selection is made, or when the ShowMessage function hasn't been used, but since you called ShowMessage to show the new messages after a selection was made, you let GetButtonPressed listen for an input again, allowing it to return another 0 if you pressed the OK button. I hope that's clear.
  8. Question before it's fixed, if you select option 2 and get the 2nd message, does the 2nd message repeat over and over or does it change to the 1st message? I'm just wondering if the GetButtonPressed method fails entirely or if it defaults to 0, because it would explain why the messages repeat over and over. Consider also using the awaitingInput variable shown in the GetButtonPressed example script to stop listening for a button press.
  9. It seems like it's simply not finding the mesh files, is the mesh placed in the correct folder structure? The ESP file doesn't contain the texture or mesh data, you have to include that separately in order for your mod to run, like this (and they gotta match with the folder structure you used while in the GECK): https://i.imgur.com/Y2hWp77.png If you do have them but are running MO2, make sure to dump those files into your mod so it can see them.
  10. The only way to do that immediately is through scripting, so you would have to set up an object or quest that runs a script and applies the effects you want when you tell it to (after a dialogue, the NPC could give you an item which has a script attached that applies all the buffs you want, for example). But if you don't wanna deal with that, you can also make a perk (although this would also make it permanent unless you remove the perk later through another script). Look up how you receive the Ranger Takedown perk from Ranger Andy to see how you can make dialogue grant perks (editor ID is VDialogueNovac), and then look up Actor Effects to see how to make buffs and debuffs (when you get a perk, you can apply an Actor Effect).
  11. One of the scripts that ends up changing RadioNewVegas's bKimballMOD variable is VHDKimballVertibirdScript. In other words, the vertibird's script will tell you if a bomb went off and killed Kimball. I assume that the other scripts that change it have to do with whoever takes the shot at Kimball or blows him up. Anyway, I should add that the other way they check on world events is with Global Variables. The result of a quest will have a line there at the end changing a global variable according to the result of a quest, which RadioNewVegas will use to see if the news story will trigger (they all start with "VStoryEvent", like VStoryEventMonorailDestroyed for example).
  12. The Radio New Vegas quest (RadioNewVegas) keeps track of major events by having the quest for them modify a variable on the RadioNewVegas quest. So for example, the RadioNewVegas quest has a variable called bKimballMOD, if the quest You'll Know It When It Happens (VMQ03) results with the Vertibird bomb exploding and killing Kimbal, then the VMQ03 quest will change RadioNewVegas' bKimballMOD variable to 1. Alternatively, if the player uses Jeremy Watson to kill Kimbal by placing C4 in his helmet, the VMQ03 quest will change RadioNewVegas' bKimballMOD variable to 5, and so on and so forth for all 5 recognized possibilities for VMQ03. RadioNewVegas will use a different news report depending on the result of bKimballMOD. The same goes for the nStory variable in the RadioNewVegas quest. Each specific point in the story quests move that variable along for RadioNewVegas to react to. Those are the only two variables used for news flash tracking according to the RadioNewVegasSCRIPT. You can use those same variables for your own radio station if you don't wanna add new ones (in other words, when RadioNewVegas.bKimballMOD changes to 5, your radio mod can read that and play a different news flash, without having to insert your own variable). And you can also make different scripted events to catch something else happening in the world if you wanna make another news flash, you don't have to do it exactly like they did. The point is that something somewhere will change the variable that your radio mod will use to track the outcome of an event, and your radio will react with a news flash once it changes.
  13. My understanding of the difference is that OnTrigger will repeat every frame for as long as the actor is on the trigger or touching it, while OnTriggerEnter executes exactly once per entry and will not active again until the actor leaves and enters again. If all you wanna do is advance a quest stage, then the difference doesn't matter, especially if you disable on the first event.
  14. The wiki mentions EnterTrigger as an option, but from reading it, it seems you'd have to manually call it for each object that enters the trigger, which means you'd have to set up a different event to catch it happening.
  15. I'm not sure the GECK was built with that functionality in mind (opening several instances of the GECK at the same time), but merely capable of it by chance, and the extender could very likely be introducing this bug. I recommend removing the extender just to find it if it's the culprit or not. You can put it back right after if you really need it. And if it is the culprit, you can report the bug on their page, I'm sure they'd keep it in mind for a next update.
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