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vivanto

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  1. Hello, I need to store and access data in the game session-scope, which means it needs to be independent of save files, so can't use script variables. For example, an event occurs that I store in a variable, then a savegame gets loaded but I still need to know that the event occurred. For this, I'm using GameSetting variables, which work fine, except for one problem. I can't seem to be able to access custom-created game settings. I create a new one in Creation Kit, save the esp, then try to read, modify and re-read the modified value with a script, but it always returns 0 values (even if the default value is different). Currently I'm using garbage game setting variables, like fDiffMultX.*, but I can never know if another mod uses them for the same purpose, so a custom one would be preferable. I tried with both Int and Float types with Get/SetGameSettingInt/Float. Anyone know why I can't use my own game-setting variables, or if there is a better alternative than that?
  2. Hello, Seen this tool mentioned in several mods lately, but I have to admit not having used/tried it yet, so some of my points are likely invalid / not applicable and are mostly just my gripe with FOMM (don't even get me started with NMM). A consistent scripting API. - some of the FOMOD features were available only in specific versions of the manager. A built-in tool to handle the merging of HUD elements. It's pretty easy to write it with fomod scripts, but the versioning system of FOMM and the overwrite warning messages can be confusing to the user. An easy way to port existing fomod or fomod-ready installers. No crashing. Will give this a try during the weekend, hopefully I can give more valid input then.
  3. From what I gather, you already have specific exterior entrance markers associated to your interior destinations, so using getDistance on them shouldn't be a problem. Once you got the distance, you can estimate a travel duration based on TimeScale, then convert the travel duration to days and add it to the GameDaysPassed global variable.
  4. I know how to do the texturing, I'm just a creative dead-end when it comes to drawing them. I used to bake textures that way all the time, and they always look terrible either way, unless you do as much post-work on them that you could've just done it in PS from scratch. No matter how the mesh looks like if the textures are bad, and I've seen some very talented artists on the nexus. ;) Anyway, I was working on texturing it as well, I just know that it won't be good enough. Rigged it up to see how it looks with the gamebryo renderer, still needs a lot to do, might eventually work out after all. http://img194.imageshack.us/img194/5633/testrun1.th.jpg
  5. I've been working on creating the first concept art version of the Midwestern Power Armor, which I find a lot more appealing than the later and final ones. I don't want some ugly work done tough, so instead of relying on my own mediocre texturing skills, I'm asking for the help of someone more experienced than I am in doing that part. Most of the modeling is done, the helmet and a few meshes need to be lodified in the final, but I can finish that up easily, and the hd helmet is good for baking normals. Same goes for UVW mapping, the non-hd parts are already done, will do the missing ones as well on the final low-res meshes. Screenies below. http://img703.imageshack.us/img703/9401/helmetscene.th.jpg http://img703.imageshack.us/img703/4408/armorc.th.jpg http://images3.wikia.nocookie.net/__cb20061209203952/fallout/images/thumb/c/c1/BOSARM~2.JPG/140px-BOSARM~2.JPG
  6. hmm

    if you add me as friend you will have a zombie slayer and a dragon slayer as friends

    PERFECT!

  7. My memories may be rusty a bit, but what old lore are you referring to? The BoS was always a careless technobitch in both first games, just like it is now in NV and the Outcasts in Fo3. Only Lions were such a holy-people fighting the "good fight". Lore aside tough, I'm glad the BoS and Enclave isn't overused, heck, almost non-existant in this game. Introducing the NCR as the most prominent faction had much greater potential for creativity, And I always liked their city in Fo2 anyways.
  8. Of course I did, and they're no different in Fallout 2 either. In fact, I hate that anti-lore BS they did with them in FO3. Just figured not everyone knows that, and may want to help them for the wrong cause.
  9. May be wishful thinking, but I guess many of the empty space will be used by DLCs. Would be much better than adding teleports to different sections and new worldspaces like they did in FO3.
  10. Helios is a sidequest, so you can finish it whenever you like. Personally I only did the main quests when there weren't any other sidequests atm. As a sidenote tough, the BoS in here are the same bastards that are the outcasts in FO3, not those panzy asses like the Lions.
  11. I haven't tried this, but in theory there should be a workaround, but only works if you also have the source face in a fo3 mod, not a saved game. (most fo3 character faces were uploaded like this as well). With FO3 Geck or FOEdit copy the facedata to a temporary notepad or similar. Create a new mod with NV Geck where you have 2 options: 1) Modify one of the presets for the facegen with the copied data. This has the benefit of being more immersive, as you just pick the preset on character creation, but that's also it's disadvantage, because you can only use it on a new playthrough. 2) Create/Modify a new or existing NPC in the gameworld with the copied data. Preferably one you can easily reach in-game (not important if you write down the npc's refID). While in game, use the player.MatchFaceData ref-id console command, which will copy the npc's facegen data to the player character. Save, exit, unload the temporary plugin and you're good to go. They're both a bit messy, but until a new face exchanger is out, it can work as a one-way facedata transfer.
  12. I'm curious as to what the reward was too. Didn't notice anything after completion, but that may be because I had to use console as well to get around some bugs, testing mods, and even tcl-ing out of a stuck spot once.
  13. Hi! I have a problem with scripting behavior. Last paragraph sums my question, rest is just situational explanation. In one of my - yet - experimental mods, I am trying to get the position of a dynamically placed object in the world that on it's creation is only accessible by its own script. Namely, I made a smoke (marker) grenade. On "explosion" I used a replacement object, that places an identical looking grenade with a working script (think it is an activator, or misc item, dosen't really matter). I need to get an xmarker to the exact same position of it. The problem is, that if I use getSelf and pass its own reference to a quest script for processing, then the grenade's own script stops working. Actually, it stops working for whatever reason if I use any reference based commands, like moveTo. The main idea was to .moveTo the xmarker to the grenade position via its own script, or a quest script, its irrelevant, since from that point on, I would be working with the xmarker as a persistent reference anyways with said quest script. As a workaround, I recorded and passed the grenade's position with ".getPos", used ".moveTo player" on the marker and adjusted its coordinates with ".setPos" to the earlier recorded ".getPos". The problem with this method is, that open worldspaces are made up by smaller cells. If the player is near the border of 2 such open world cells, and throws the grenade in border cell A, while he is standing in border cell B, then this completely screws up and the xmarker will be someplace else. I also tried using getDistance and getHeadingAngle and offsetting the player placement, but they gave false values as well. My assumption is, that reference calls can be only made on persistent references properly. So in short, is there any reliable workaround to record and move a persistent reference to a non-persistent reference position?
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