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neotropic

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    http://www.neotropicworks.com/
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    United States
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    Fallout 4
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    Fallout Series

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  1. Thank you! I needed something like this. I have not used flash since MX, need a refresher. But also need a little direction, hopefully this article will help me.
  2. I myself am waiting to see someone crack then. I come and go tinkering with it. Been 12yrs since i played with Flash. I had a targeting system on FNV that when you hovered over NPC's would give you indicators (red/green text) of who they were and some info. I would love to get this going in this game as well! Right now being held back by finishing another mod that would really benefit from this!
  3. I am also looking forward to MCM. More options for our options :) Next... to figure out how to add new HUD items via Flash. Use to be a Flash master back in FlashMX days building apps connecting to MySQL ect. Now I look at it and I am a little lost (Adobe Animation) I know you have to load each SWF by a level. Now... if we can get someone (or myself) create a new HUDMenu.swf to load another .SWF in which that SWF reads an XML file and that XML file is a generated XML file of HUD Items and load each SWF file to a new LVL ect.... Kinda like FNV that one mod in FNV that merged HUD items via XML This is in theory, I am going off of previous knowledge of Flash. And also wanting to figure out how they are passing or retrieveing (most likely this) values to the Flash Files.
  4. Ya, I just released a mod with two Versions using: [settings] Name of Tape or [Holotape] [Mod] Name of Tape The whole [sPACE][settings] it a bad idea IMO. Not sure why you would want something you may hardly use or use once or twice at the top. They should be at the bottom. I was initially going to ask for a [settings] Tab to keep them seperate from other holotapes.
  5. Agreed. As I was creating my mod, which is using a holotape for the settings. I realized the same thing. We need a universal form of naming that everyone could try and follow. What was suggested was my exact thoughts on the idea. Also, people being aware and hopefully making a second version or so, to work with item sorters. All of which I am doing.
  6. Nevermind solved. No idea what it was actually exactly. I did two things differently. Named the file "name" - Main.ba2. Then went into game, into Beth mods disabled it. Reloaded. Enabled and it worked.
  7. So I created a mod and it has a lot of scripts. I attempted to put those loose files into a BA2 file. I went to test it by actually removing the loose scripts in the scripts folder and just use the BA2. But when I load the game, none of the scripts fire. What am I doing wrong here? I named the BA2 file the same name as well. Only one file, just scripts. I can only get my mod to work when I have the loose scripts in the scripts folder. Thanks in advance.
  8. I beleve so. There are ways of tricking the game to use a suitcase via scripting. You can even go as far as making it either. A: Timed Activation B: Detinated activating something. Think I will venture into this after I release my first one this weekend. Just sounds fun and I immediately saw some cool uses.
  9. Well, you'd need to make a .dll plugin to actually use F4SE, which requires knowledge of C++. As for making a mod that requires F4SE, you would just have to use an F4SE only function or command in your mod's scripting. EDIT: if you want to learn more about making plugins, I suggest downloading the SKSE example plugin and dissecting that, because F4SE doesn't have an example plugin yet. Making mods with it is not all that hard once you find or have a list of the functions and what they do. Did it with FNV, but they had somethign to extend GECK to use SE. My problem... is finding somethng that will compile the scripts with these functions. I tried using Caprica Papyrus Compiler, but having Quest scripts it does not know what the "Quest" property is. As it says.
  10. Really was not using the age of my account for anything. More or less I just needed more clarification, which I got in the first reply. Rest was unnecessary. Thanks.
  11. I have been on here for years. I have seen a slot of mods. Made a few yself. This time I made a mod using 32 second sound clips from: (GUITAR SOUNDTRACK) https://www.youtube.com/watch?v=8g1FDXs2OCo (MOTION PICTURE SOUNDTRACK) I can not use those? But people can use The Last of US? Or people can use full length Audio tracks by actual classic artists? Yet mine gets banned for copyright? Im not all that upset, not going to be my "big mod" I have planned. But I am rather confused and upset at the time I spent into putting it all together.
  12. So as Fallout 4 was loading. I am here moving mods I unchecked down while it loads waiting for it to uncheck all the others. I sit there wait, wait more. Then realize.... it is not going to uncheck them. So I tried it again. This time, as the game opened up I sat there checking and unchecking one mod. While doing that I kept the plugins.txt file open preventing the game from deselecting all my mods. What I am assuming any ways.
  13. This is FOMM install script code. I use the same code on two other mods. But someone is getting an exception error with this one. And I am curious as to why. Other than changimg class Script : FalloutNewVegasBaseScript to class Script : BaseScript And would that cause it? What else? Thanks. using System; using fomm.Scripting; using System.Collections.Generic; using System.ComponentModel; using System.Drawing; using System.Text; using System.Text.RegularExpressions; using System.IO; using System.Windows.Forms; class Script : FalloutNewVegasBaseScript { public static bool install; public static String title = "Neotropics Targeting HUD"; static ASCIIEncoding encoding; public static Form installStartForm; public static PictureBox backgroundPicture; public static Button okButton; public static Button cancelButton; public static Image GetImageFromFomod(string filename) { byte[] data = GetFileFromFomod(filename); MemoryStream s = new MemoryStream(data); Image img = Image.FromStream(s); s.Close(); return img; } static bool InstallFileIfNotPresent(string path) { if (! DataFileExists(path)) { return InstallFileFromFomod(path); } return false; } static bool UpdateInclude(string path, string includePath) { bool editSuccess = AppendInclude(path, includePath); if (! editSuccess) { MessageBox("Failed to access " + path + ". Reinstall the mod with all other applications closed, or try a manual installation (see readme).", title); } return editSuccess; } static bool AppendInclude(string xmlPath, string includePath) { byte[] data = GetExistingDataFile(xmlPath); if (data == null) return false; string tmp = encoding.GetString(data); // Include is already there? if (Regex.Match(tmp, "<include src=\"" + Regex.Escape(includePath) + "\" />", RegexOptions.Singleline).Success == true) return true; tmp += "\r\n\r\n" + "<!-- BEGIN Added by " + title + " -->\r\n" + "<include src=\"" + includePath + "\" />\r\n" + "<!-- END Added by " + title + " -->\r\n"; data = encoding.GetBytes(tmp); GenerateDataFile(xmlPath, data); return true; } // Installs include from fomod if not present, appends editString otherwise static bool UpdateUIFile(string path, string srcPath, string includePath) { if (! DataFileExists(path)) { return InstallFileFromFomod(srcPath, path); } else { bool editSuccess = AppendIncludeToMenu(path, includePath); if (! editSuccess) { MessageBox("Failed to access " + path + ". Reinstall the mod with all other applications closed, or try a manual installation (see readme).", title); } return editSuccess; } } static bool AppendIncludeToMenu(string xmlPath, string includePath) { byte[] data = GetExistingDataFile(xmlPath); if (data == null) return false; string tmp = encoding.GetString(data); // Include is already there? if (Regex.Match(tmp, "<include src=\"" + Regex.Escape(includePath) + "\" />", RegexOptions.Singleline).Success == true) return true; string includeStr = "\r\n" + "\t<!-- BEGIN Added by " + title + " -->\r\n" + "\t<include src=\"" + includePath + "\" />\r\n" + "\t<!-- END Added by " + title + " -->\r\n"; tmp = Regex.Replace(tmp, "<menu name=\"(\\w+)\">(.*)</menu>\\s*$", "<menu name=\"$1\">$2" + includeStr + "</menu>", RegexOptions.Singleline); data = encoding.GetBytes(tmp); GenerateDataFile(xmlPath, data); return true; } static bool InstallFileFromFomod(string source, string target) { byte[] data = GetFileFromFomod(source); if (data == null) return false; return GenerateDataFile(target, data); } public static void CreateStartForm() { setUpStartForm(); setUpStartBackgroundImage(); setUpButtons(); AttachHandlers(); } public static void setUpStartForm() { installStartForm = CreateCustomForm(); installStartForm.FormBorderStyle = FormBorderStyle.Fixed3D; installStartForm.StartPosition = FormStartPosition.CenterScreen; installStartForm.Text = title; installStartForm.Size = new Size(500, 250); } public static void setUpStartBackgroundImage() { backgroundPicture = new PictureBox(); backgroundPicture.Location = new Point(0, 0); backgroundPicture.Size = new Size(500, 250); // load picture file from .fomod and stream into picture box backgroundPicture.Image = GetImageFromFomod("fomod/banner.png"); // add BackgroundPicture to list of controls installStartForm.Controls.Add(backgroundPicture); } public static void setUpButtons() { okButton = new Button(); okButton.Text = "Install"; okButton.BackColor = Color.Silver; okButton.Location = new Point(335, 165); okButton.Size = new Size(130, 33); // cancel button cancelButton = new Button(); cancelButton.Text = "Cancel"; cancelButton.BackColor = Color.Silver; cancelButton.Location = new Point(25, 165); cancelButton.Size = new Size(130, 33); backgroundPicture.Controls.Add(okButton); backgroundPicture.Controls.Add(cancelButton); } public static void AttachHandlers() { //Attach a handler that will fire when the apply button is clicked okButton.Click += delegate(object sender, EventArgs args) { install = true; installStartForm.Close(); }; cancelButton.Click += delegate(object sender, EventArgs args) { install = false; installStartForm.Close(); }; } public static bool OnActivate() { encoding = new ASCIIEncoding(); bool GetNVSE = ScriptExtenderPresent(); Version CurrentNVSE = GetNvseVersion(); Version RequiredNVSE = new Version(0, 2, 0, 12); if (CurrentNVSE < RequiredNVSE) { if (GetNVSE == false) { MessageBox("NVSE not detected. This mod requires NVSE v " + RequiredNVSE + " or higher. Please update fromhttp://fose.silverlock.org/"); return false; } else { MessageBox("NVSE not outdetected. This mod requires NVSE v " + RequiredNVSE + " or higher. You have " + CurrentNVSE + ". Please update from http://fose.silverlock.org/"); return false; } } CreateStartForm(); installStartForm.ShowDialog(); if (install) { InstallMain(); InstallMenu(); } return install; } public static void InstallMain() { InstallFileFromFomod("NeotropicsTarget.esp"); SetPluginActivation("NeotropicsTarget.esp", true); } public static void InstallMenu() { InstallFileIfNotPresent("menus/main/hud_main_menu.xml"); InstallFileIfNotPresent("menus/prefabs/includes_HUDMainMenu.xml"); CopyDataFile("menus/prefabs/Neotropic/Neotropic_TargetHUD.xml", "menus/prefabs/Neotropic/Neotropic_TargetHUD.xml"); UpdateInclude("menus/prefabs/includes_HUDMainMenu.xml", "Neotropic/Neotropic_TargetHUD.xml"); UpdateUIFile("menus/main/hud_main_menu.xml", "menus/main/hud_main_menu.xml", "includes_HUDMainMenu.xml"); } }
  14. Thats funny, because after I posted that, I thought of the very same thing. In essence, ya. But was thinking more like mini ed-e's, minus the intenna's. Playingwith companion creation, will see where it goes from there.
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