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Cylentnyte

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  1. Not sure what patch came with OWB, I think it's 1.4.0.525, if that's not the one you have you should probably get that. Also if you're using FOMM, do Help->Check for Update and it'll update the BOSS auto-sorter (will probably crash too but it gets updated). Then do Tools->BOSS Auto Sort and it'll load your mods in the least conflicting way. If nothing works, copy your save files to somewhere memorable and try this: 1. Uninstall everything 2. Run CCleaner 3. Reboot 4. Reinstall 5. Add Beth official DLC only 6. Update to 1.4.0.525 7. In the properties window of FalloutNV.exe, check "Run as Administrator" Run the game and see what happens. If it's ok, add the mods and BOSS them.
  2. Go to Tools->Archive Invalidation. Make sure it's got a check. Even if it does, click it once, then again to re-apply. Otherwise you might need to re-package the fomod contents.
  3. Question: what happens if I do this at the end of an OnActivate block: ListAddForm ISSAllArmorHoldout ISSDMAllArmorHoldout Would that add the DM Armor list to the vanilla armor list every time the OnActivate runs? As in multiple copies of the DM list in the master one? Edit: Guess what I need is the right syntax/usage.
  4. You just saved me hours of searching for examples, Q, thank you very much. Guess I probably should've just searched for FLST on bethsoft :pinch:
  5. Hi all, I'm working on the sorting script for weapons and armor and want to add DLC support as separate .esp's. Since the DLC's add weapons and armor and such, I'll need to make FLST's for each one to contain the weapons and armor. In the base version, I'll have a FLST for the vanilla weapons and armor, but is there a way to add the values from the other DLC FLST's into the vanilla one? If what I'm thinking is right, I can mod the vanilla FLST once in the DLC .esp file that loads first, but the other DLC support .esp's after that will just override the added values and essentially remove them from the first modded FLST. So, if I load the Old World Blues support .esp last, the Dead Money and Honest Hearts values that got added to the vanilla FLST will be gone and only the vanilla / Old World Blue values will remain? Hope I'm making sense...tried to word it best I could. Thanks
  6. The quick and dirty way if you've already got the GECK open is to make an empty file with the same path as the file in the .bsa. Ex, find the regular plasma pistol weap in the GECK and double click it, go the the Art & Sound tab, then look at the path for the model. In your case it's "Weapons\1HandPistol\PlasmaPistolstatic.NIF". So, in your FNV folder, go to data\meshes\Weapons\1HandPistol\, creating the folders as needed. Inside the "1HandPistol" folder, create a .txt file and call it PlasmaPistolstatic.NIF", be sure to remove the .txt extension at the end, a warning should pop up if you did it right. Go back to the GECK and open your unique plasma pistol, go to Art & Sound tab, click "edit" next to the model field, and navigate to the empty file you just created, then double-click it. The model for a regular plasma pistol should now appear in the preview box. The reason this works is because the GECK will load all the necessary models for your mod from it's dependent master files when you first start up the GECK, that's why it takes a while to become responsive. Any files that lie in the data folder with the same path as the files packed in the .bsa's will override the .bsa versions, showing you the files in the data folder, be it meshes, textures, etc. Once everything is loaded though, if nothing in the data folder overrode .bsa files, anything you add to the data folder after the GECK is loaded will just refer to the .bsa version of the file. As long as the model you're overriding is already packed in a .bsa, you can delete the empty, non-.bsa file after you close the GECK and it will refer to the model inside the .bsa from now on. Ta-da! Just remember though, if you don't delete the empty file before you open the GECK next time, the red diamond with exclamation point will appear instead, because the GECK loaded the empty file instead of the one in the .bsa.
  7. FOMM is a great tool to use with the Fallouts (if you're not already using it), especially when it comes to something like this. Once you install it, go to Help->Check for update, it will update the BOSS auto sort feature to the latest template (and cause FOMM to crash, it happens to me every single time, no problem I could find though). After that, go to Load Order->BOSS Auto Sort, and it'll order your mods in the least conflicting way, with the Bethesda files loading first, followed by .esm's, and lastly all your .esp's.
  8. Hi all, back again. Took a break from working on the ISS mod but just now got back to it. Launch Pad, Exterior, and Living Quarters are all laid out, just need to furnish them. One component of space I wanted to use was the lack of oxygen. Is there any way to make the HUD when seen underwater (and it's O2 countdown capability) appear without the haziness and level needing to be underwater? Like can I do a function call to say something like: O2Countdown.Enable, for example, when the player is in the airlock or walking around on the outer catwalks? Thanks :)
  9. Thank you Deadspine, I took a look at the cell setup for the MZ bridge in the FO3 addon and those were exactly the changes I needed to do. The earth and surrounding space are split into 8 parts like you said, 4 for the earth (which really is flat apparently) broken into quarters and 4 for the space above it. Everything scaled to max, incl. the sun, and looks beautiful with the right ImageSpace numbers. Wish there were bigger windows I could use though, right now all I've got to work with that fits the theme are the small rectangular window/walls from the vaults. I will say, though, that the exterior is more or less built and walking around on top of the station with directional lighting looks fantastic, just wish there was a way to make it brighter. I will reconfirm with davidlallen that the .nifs's and .dds's (of which I haven't figured out how to use yet) don't appear to exist object-wise in the FalloutNV.esm, only in the .bsa, and had to make custom definitions to implement them. Thanks everyone!
  10. Will do, I'll be back for things here and there. Kudos given :D
  11. Sounds good. I figure though it would be cleaner to just keep the ISSPowerEnabled global there and have each object/activator that uses it to essentially listen for it's state to change. That way all the breaker does is change the variable to a 1 and anything listening for it automatically changes. Also a versatility bonus as any new object added in could just listen to that variable instead of editing the breaker script directly. As for the fission battery, I forgot to say I added a condition check to the message index for using a battery. If the player doesn't have one, the message option to replace it won't even appear. Thanks again!
  12. Okie dokie I found the earth/sun/star .NIFs and found the corresponding .dds files in the Textures.bsa...now what haha. I've done a little bit of googling but honestly don't even know what to put in for search terms. I tried creating static objects with the .NIF models but they don't render past a certain distance, and moving them close enough to the point where you can see the Earth from the windows is far too close, it just looks like the room in REPCON HQ with the solar system mobile. Looked into the View When Distant check box but it's greyed out for all of the objects... :confused: Thanks in advance
  13. Thanks for the direction Quetz, I'll post if I find anything :)
  14. Wow I wasn't expecting nearly as detailed a reply as that, thank you so much :D I did have the "set sButtonPressed to GetButtonPressed" in there somewhere but eventually became an accidental casualty of editing. Got confused with the way Cipscis explained how the button would return -1 on the next iteration through GameMode before MenuMode takes over and wasn't quite sure where to put GetButtonPressed. There's going to be a main breaker for the power in a "Systems Room" cell, but it's not the same one as the generator. I'm guessing I can't put the enabling/disabling block inside the OnActivate script for the breaker because of the cell difference? That would be one way to do it I guess. Also had "Begin OnActivate Player" in there before too but misread the GECK page on it and assumed it wouldn't be any different from just "Begin OnActivate", so will be redoing that. Cheers EDIT: Went over everything you said and finally got it working! Only other thing I did was move the message box option indexes around so 0 would be to "Leave it alone", would mean an uninitialized variable would default to that and avoid another loop. Finals results: SCN ISSObservationGeneratorScript Short sButtonPressed Short sScienceLevel Short sPowerStatusSentinel Short sMsgSentinel Begin OnActivate Player Set sScienceLevel to Player.GetActorValue Science if (ISSObservationGeneratorRepaired == 1) ShowMessage ISSObservationGeneratorRepairedMsg elseif (ISSObservationGeneratorRepaired == 0) ShowMessage ISSObservationGeneratorMsg set sMsgSentinel to 1 endif End Begin GameMode if (sPowerStatusSentinel != ISSPowerEnabled) if (ISSPowerEnabled == 1) ISSGeneratorBatteryInUseREF.Disable ISSGeneratorWireInUseREF.Disable ISSGeneratorBatteryUnusedREF.Enable ISSGeneratorWireUnusedREF.Enable elseif (ISSPowerEnabled == 0) ISSGeneratorWireInUseREF.Enable ISSGeneratorWireUnusedREF.Disable ISSGeneratorBatteryUnusedREF.Disable if (ISSObservationGeneratorRepaired == 1) ISSGeneratorBatteryInUseREF.Enable elseif (ISSObservationGeneratorRepaired == 0) ISSGeneratorBatteryInUseREF.Disable endif endif set sPowerStatusSentinel to ISSPowerEnabled endif if (sMsgSentinel == 1) set sButtonPressed to GetButtonPressed if (sButtonPressed == -1) Return elseif (sButtonPressed == 1) ;Player chose to replace battery ShowMessage ISSObservationGeneratorSuccessMsg Player.RemoveItem FissionBattery 1 ISSGeneratorBatteryInUseREF.Enable ISSLaunchPadControlTerminalREF.Unlock set ISSObservationGeneratorRepaired to 1 set sMsgSentinel to 0 elseif (sButtonPressed == 2) ;Player chose to refurbish if (sScienceLevel < 40) ;Player isn't skilled enough to refurbish ShowMessage ISSObservationGeneratorScienceFailMsg set sMsgSentinel to 0 elseif (sScienceLevel >= 40) ;Player has required skill ShowMessage ISSObservationGeneratorScienceSuccessMsg ISSGeneratorBatteryInUseREF.Enable ISSLaunchPadControlTerminalREF.Unlock set ISSObservationGeneratorRepaired to 1 set sMsgSentinel to 0 endif else set sMsgSentinel to 0 endif endif End
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