Jump to content

DuskWulf

Premium Member
  • Posts

    60
  • Joined

  • Last visited

Nexus Mods Profile

About DuskWulf

Profile Fields

  • Country
    United Kingdom

DuskWulf's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. So, here's an xEdit script that works in New Vegas that does that: unit userscript; const newZvalue = -30000; function Process(e: IInterface): integer; var vertices: IInterface; i: integer; begin if Signature(e) <> 'NAVM' then Exit; SetIsDeleted(e, True); SetIsDeleted(e, False); vertices := ElementByPath(e, 'NVVX - Vertices\'); SetElementNativeValues(e, 'NVGD - NavMesh Grid\Min Z', newZvalue); SetElementNativeValues(e, 'NVGD - NavMesh Grid\Max Z', newZvalue); for i: = 0 to Pred(ElementCount(vertices)) do begin SetElementNativeValues(ElementByIndex(vertices, i), 'Z', newZvalue); end; end; end.It's a tweaked version of the one in Rob's Bug Fixes. I'm not at all familiar with NavMeshes, so I was playing around with the concept. What I'm asking is that if one has done due diligence, one knows which NavMesh they wish to use for a given cell or worldspace, how should one deal with deleted NavMeshes in such a case? Is it applicable to move a NavMesh to the Z-Floor in New Vegas as it is in Skyrim? Does that make it effectively disabled without deleting it? I did do a rudimentary test with this. I have no idea if the NavMesh is properly disabled, but the change didn't crash the game (whereas the deleted NavMesh I tested did, even without anything overriding it).
  2. Larian, for whatever reason, took the controller UI only option out of Patch #2. I've tried with no mods/game folder files and a fresh install on both my and my partner's systems and we can only conclude they just took it out. I have extremely poor sight. The controller UI was a blessing for me, as I was able to use Windows magnifier to have agency, to do things such as reading tooltips—it allowed me to move the magnifier without the tooltip disappearing. I really enjoyed this. I don't know why Larian took it away. I know the option wasn't saving, I had to set it every time I launched the game... But I'd think that's a reason to fix it, not to completely remove an accessibility feature. I mean, they had it in the accessibility menu, they knew what it was. I'm a little bit stunned by this as they just took my ability to play the game away, and I was enjoying it. I doubt Larian will fix this with any expedience, accessibility usually isn't a large enough company's first concern. So I'm putting this out there to the mod community... Is there anything in the game files that would allow the controller UI to be forced, or is it just gone entirely? I know that some clever clogs have even been up to things with hooks, so I have this hopeful little wonder that maybe there's a call the game runs when it takes KB/M input that triggers the switching over, perhaps that call could be stopped in memory. If I were really clever, perhaps I might be able to figure something out with decompilation/analysis or CheatEngine, but that isn't in my wheelhouse. So, right now... I just can't play the game. It's funny, I paid for the deluxe editions for my partner and I because I knew the game had this option, so to see it removed is quite the kick in the teeth. If you can help? I'd really appreciate it. Thanks. Being disabled isn't a fun time as-is, and things like this are deeply dehumanising experiences.
  3. I had actually been thinking of that, too! I've been mulling this over. It's just... It will be a lot of work. If it's the way I have to go, though? So be it. There are actually a few death items, especially for unmarked quests, that will need to be covered. The biggest bother is keys, so many keys. I was just wondering if there was an easier way to do it. Thanks for the feedback, I appreciate it. Knowing that another person came to the conclusion that I did does help me feel like I'm on the right track. I am not the most confident modder.
  4. Well, the idea is that this should work for everything. You should be able to order them to give you quest items that you loot from their dead body. That's the point of the mod, so you don't have to kill them. So either my option is to do something via script, hence this thread, or to touch every single record like that in the game to ensure that it turns up in inventories other than only the death inventory, which I'm leery of doing.
  5. This may require the touch of a DLL Wizard, I'm not certain. So, I'm making this crazy thing (what am I doing with my life?) and it's come up that it sure would work much better if items that appeared on death, such as keys, would show up without the actor having to die. Is it possible? Could it be possible? Would you make it possible by being absolutely amazing and help me realise this crazy, morbid dream of pacifying the wasteland with nanomachines? I think I'm a good way there. I don't think anyone has done this before! Certainly not this way, I haven't seen such or I wouldn't have almost lost my mind making it. It might also be awful and I might end up with every coder hating my guts for making this thing. I don't know. I tried to make it clean, optimised, keep it all nice and tidy. I did my best. Still, some things elude me. Like this one. This one eludes me. Of course, it might not be possible right now buuuut there are some truly incredible DLL Wizards out there who could actually help make this a reality. Yes. That could be a thing. Um, that's that, then. I wish I knew how to do this myself but I have no idea. That's above my life grade.
  6. I have some experience with the GECK as you can see if you check out my mods, but this... Oh, this is one that I'm not sure I could figure out. I like mods like Loot All Cars. They're nifty. The problem is is that I have to fire up FNVEdit and run a batch script to change all the vehicles in every mod I have. That's a lot of fun. What I was wondering is if there was a way to say, when the player steps into a new cell, build an array of all statics, parse each one against a form list, record that static's X/Y/Z position, disable it and mark it for delete, then spawn in the appropriate container at that location in the appropriate X/Y/Z position. And once all that's done perhaps mark that cell in a form list so that the code won't run there again. Is there a resource efficient way of doing that? I know how to spawn things at X/Y/Z positions as I use that technique in a bunch of my mods to avoid the dreaded, bedeviled form edit. What I don't know is if there's a resource efficient way to do what I described. I think I can manage most of that myself, but I'm a little fuzzy on the scanning for statics. Another thing that occurs to me is that if this is achievable, it could also be used to replace mods like Root 'n Loot. I don't know how viable this is, but it occurs to me that it could solve a lot of headaches for mod users. So, this is as much of a mod request as it is a request for help, I don't mind if someone tells me how to do it or does it themself. I'm not at all invested in credit here, it's just something I'd want to see exist. If it can't be done in a resource friendly way, or can't be done at all, of course? Eh. That's just the way it is. I'm asking now as there's a spat of new xNVSE plugins with loads of new functions. So perhaps... ? Edit: Or, wait... Could a script be attached to the static to delete itself and replace itself with the container? I hadn't thought of that. Basically, attaching scripts via script like I do with Brahmin in FAE? Or is that not something you can do with statics?
  7. The birthsigns menu is a real problem for UI scaling. In game, it's the only element I have that goes offscreen, and since the bttons are anchored to the bottom that makes it unusuable if the UI is scaled just enough for that to happen. It's a bit of a rigmarole to have to go into MGE-XE, scale the UI, do the character creation, go into MGE-XE, and scale the UI again. I'm used to lua-modding, so I tried to have a crack at it myself. I can't figure it out for the life of me, though. None of my attempted changes have any effect. It could be that the size is hard-wired though, in which case I'm stuck with my lot. But if anyone can help? I'd appreciate it.
  8. @dubiousintent Thanks, I created an issue there and I'll see what happens. I appreciate the advice. I admit, this is kind of devastating as the big project I'm working on is important to me and without this functionality I don't think I can make it work.
  9. I prefer to be self-sufficient so I don't have to be a bother but I'm hitting a brick wall here and it's upsetting. So I have to be a bother, sorry about that. I want to use SetScript on a few NPCs to add to what their scripts do. I've replicated the functionality and there's no problem there at all. I've made a few projects as a sort of a... test run for a bigger project I have in the wings. Currently, one of the test projects I'm working on for the bigger project is a mod to restore Primm's reputation but scripted, I don't like editing forms unless it's absolutely necessary (every mod that does that means more work for their users). So here's what I'm doing... If GetGameRestarted SetScript INHIBPrimmPowderGangerOverrideSCRIPT, PrimmPowderGangerOutside SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerGunNVBisonSteve01 SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerNVBisonSteve01Sleeping SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerNVBisonSteve01Flamer SetScript INHIBPrimmPowderGangerOverrideSCRIPT, PrimmPowderGangerRifle EndIf ...and... scn INHIBPrimmPowderGangerOverrideSCRIPT short noCount short maxDone BEGIN OnLoad Print "Testing OnLoad." If GetDead == 1 Disable ElseIf nvPrimmDeputyConv.iTownState == 1 Let noCount := 1 Kill EndIf If maxDone == 0 Print "maxDone 0" If IsInInterior == 1 Print "Interior +1" Let INHIBOnUpdateQUEST.primmCleanupInsideMax += 1 Let maxDone := 1 Else Print "Exterior +1" Let INHIBOnUpdateQUEST.primmCleanupOutsideMax += 1 Let maxDone := 1 EndIf EndIf END BEGIN OnDeath Print "Testing OnDeath." If noCount == 0 If IsInInterior == 1 Let INHIBOnUpdateQUEST.primmCleanupInsideCount += 1 Else Let INHIBOnUpdateQUEST.primmCleanupOutsideCount += 1 EndIf EndIf END BEGIN GameMode Print "Testing GameMode." END ...it has interesting results. If I load a save that mod hasn't run on prior, it works perfectly. It does everything it needs to. If, however, I do a quicksave, close the game, then reopen the game it stops working. Not even the testing prints work. I've read the NVSE was broken a bit back in regards to SetScript and that after a reload it strips scripts from actors and they no longer work. Is this still true? Any help would be appreciated. Thank you.
  10. The old site layout is gone and now... now I can see myself using Steam Workshop instead. Am I just grousing? Nah, I have a good reason. A c c e s s i b i l i t y. The old site had it in spades, the new site is hatefully lacking. Anything done with a few mouse movements/clicks on the old site take many more on the new, the menus feel janky and unresponsive (especially if you have the shakes, which just makes the new site feel cranky, cruel, and impatient by comparison), the mouse needs further movement to achieve the same tasks, and here's the big one... Zoomed in, the site COMPLETELY breaks! Pick a mod page, zoom in about ten times. For those admins with access to both sites, compare the results. You've just lost every paid/paying disabled user with this. Steam Workshop actually has better accessibility now. And that's so ridiculous it makes me sad. So... Can we mod the Nexus to make it accessible again? Seriously, the old Nexus site was a bastion of accessibility, something to be proud of, showing the rest of the Internet how it's done! It was a joy to use for people with poor sight and motor control problems. The new site makes me feel hated. I doubt my concerns will matter though as the zeitgeist of Internet design these days seems to be 'sod these disabled troglodytes.' Sad. Will miss the Nexus.
  11. I've been banging my head against a wall with this and I'm desperate for help. I'm puttering away at a non-lethal mod but part of it is that I need to clean up 'pacified' NPCs so that they don't behave strangely if the player goes too far from the cell and returns. I want to do Disable and MarkForDelete on the aforementioned pacified NPCs when the player is either away (or has entered a cell and isn't directly looking at them), but I have no way of really tracking them to do so. I tried adding a reference (via GetSelf and GetCrosshairRef) to a form list via AddFormToFormList, but an immediate check afterwards in the script says that the reference wasn't added. Does AddFormToFormList not handle in-game NPC references? I could use ListAddReference, but that won't persist between saves. I could use a faction, that'd be permanent, but I don't know of any way to iterate over every NPC in a faction. Every idea I have seems to come to a dead end. Any help would be vastly appreciated. TL;DR: Essentially, what I need is a permanent way to add a ref to a form list (like ListAddReference does, but permanent, as AddFormToFormList doesn't seem to add the refs), or a way to iterate over every NPC in a given faction. ---Edited Thinking I might have to do something like... Let avActorRefs := GetRefs 200, -1 ForEach Elem <- avActorRefs Let rActorRef := elem["value"] If rActorRef.GetItemCount wulfPacCleanMeUpTok >= 1 rActorRef.Disable rActorRef.MarkForDelete EndIf LoopI dunno, though... Is there a better way?
  12. Thanks! Hopefully there are some with a good memory of the game who can help out. It's nefariously tricky information to come by! Made even more daunting by a lack of uniformity within the handling of quests. I'm hoping to eventually deal with every quest that tries to force the player to kill in some way, though. When I'm done, hopefully I'll have a New Vegas that can be played without a single death having occurred. That'll be something! And going by some of the pacifist stuff I've seen around, possibly something others might want, too. I mean, largely I'm just working on it for myself and my partner, but I'll plop it up on the Nexus when I'm done for those who're interested. With so few quests actually requiring killing in the first place, it's silly that they're even there to begin with. It's hardly Fallout 4 after all, which seems to require the player to kill everyone, their familial connections, and their favourite night time plush toy. New Vegas is quite the opposite, it'd be nice to realise that potential fully.
  13. I initially posted this here, but it was suggested that it would be better suited to this forum. --- H'lo! I'm working on a mod at the moment that allows for a completely pacifistic run through of New Vegas, it's going fairly well so far but I'm on the look out for a list of quests which absolutely require the player to kill as an objective. So this is quests like Back in the Saddle, where the player is required to kill geckos. My mod accounts for this quest, and I've played it through without killing a single gecko (pacifying them instead). This isn't like quests such as Back in Your Own Backyard, though, which on the surface appear to require the player to kill but actually just need the player to knockout the Legion soldiers, keep Milo alive, and free the hostages. (At least, as far as I can see from the scripts as I haven't gotten that far in my own playthrough just yet.) If I recall, there are also other quests which require an item a person has, rather than any actual killing. So being able to loot an unconscious body would likely take care of that. Basically, I'm looking very specifically for quests where the objective is "Kill [X]" in the PipBoy quest log. I know New Vegas doesn't have too many of those, but I'd love to be able to allow for a 100 per cent pacifist playthrough. In vanilla first, at least, to get a basic version out. Then later in the DLCs and perhaps even mods???
  14. H'lo! I'm working on a mod at the moment that allows for a completely pacifistic run through of New Vegas, it's going fairly well so far but I'm on the look out for a list of quests which absolutely require the player to kill as an objective. So this is quests like Back in the Saddle, where the player is required to kill geckos. My mod accounts for this quest, and I've played it through without killing a single gecko (pacifying them instead). This isn't like quests such as Back in Your Own Backyard, though, which on the surface appear to require the player to kill but actually just need the player to knockout the Legion soldiers, keep Milo alive, and free the hostages. (At least, as far as I can see from the scripts as I haven't gotten that far in my own playthrough just yet.) If I recall, there are also other quests which require an item a person has, rather than any actual killing. So being able to loot an unconscious body would likely take care of that. Basically, I'm looking very specifically for quests where the objective is "Kill [X]" in the PipBoy quest log. I know New Vegas doesn't have too many of those, but I'd love to be able to allow for a 100 per cent pacifist playthrough. In vanilla first, at least, to get a basic version out. Then later in the DLCs and perhaps even mods???
×
×
  • Create New...