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HunterZ

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    United States
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    Oblivion
  • Favourite Game
    Starflight

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  1. Just got bit by this mess too... hCaptcha isn't even giving me a puzzle to solve - it just shows a green checkmark when I click - but I still get "ERROR Help us prevent spam by completing the captcha challenge." over and over again. After installing a different browser and still having the problem, it eventually cleared up on all browsers, which makes me think it was a server issue and nothing on my end. What a frustrating mess.
  2. Again, you must set Oblivion.ini FOV to 75, and OblivionReloaded.ini to 0 in order to get full vanilla flavor. Other mods may interfere was well.
  3. It's OblivionReloaded. You need to set FOV=0 in OblivionReloaded.ini, because otherwise it will force FOV to the selected value even when you try to zoom.
  4. Just because the mods are not being maintained doesn't mean that *NMM* can't update to properly support OMOD. I figured out how to manually install all the OMOD addons that I wanted just by reading the script files, so it's not rocket science. Probably the Nexus admins figure they can make more money by spending their time adding/improving NMM support for newer games instead :sad: Oblivion seems to be the least friendly Bethesda game to mod from Morrowind onwards, mainly because the community is split between OMM & Wrye Bash, BOSS & LOOT, etc. What an annoying mess! Edit: It's also really frustrating that NMM registers itself with Windows as an OMOD handler. It wasn't able to install a single OMOD-enabled mod for me. It would be one thing if they didn't even pretend to support OMOD, but they do...
  5. I can't wait for the inevitable mod that will allow you to break down weapons and armor into their component mods. It's frustrating right now having mods A & C on one item and B & D on another, because you have to build base mods in order to free up the better mods so that you can put them on the other item.
  6. I think the normal in-game radio stations might use different music files for the pipboy versus the in-game radios. Have you accounted for that?
  7. If you look at a radio object that has already been placed in a cell, you will see that you can choose which radio station it's tuned to. You should be able to copy it into the desired cell and then set the copy to your custom station.
  8. I can't give an authoritative answer, but that looks pretty safe to me. What breaks the wheel is if you mess with the CombatStyleXX/IsFollowingXX/Waiting/etc. variables without properly doing related stuff (or vice versa), and AddScriptPackage appears to be a big no-no. As a style note, you may want your if() statement to check the local variables first and the function call results last. If the scripting engine uses short-circuit evaluation (most languages do these days) then that will be more efficient, which may be important in GameMode code.
  9. Got it working, but won't be releasing an update to my mod until I figure out what to do about MCM's 10 submenu limit. If only I could do an 8-row by 5-column matrix of checkboxes :P I actually looked up the follower quest that handles changing follower states via dialogue trees and copied some of the logic from there. I discovered that they set flags and run whateverref.evp instead of messing directly with the packages.
  10. Doh, you're probably right. I had already clued into the Waiting flag (since it is used in some of the default game scripts), but didn't think of the fact that the game is probably using similar flags to more easily track the other AI states as well. I'm not sure what the difference would be between IsFollowingDefault and IsFollowingShort, as there are not separate AI packages or UI selections for those two modes as far as I know.
  11. In FNV, each of the default followers has a FollowersXXXFollowPlayerDEFAULT (follow closely), FollowersXXXFollowPlayerLONG (follow at a distance) and FollowersXXXFollowPlayerWAIT (wait) script package, where XXX is the name of the follower (Boone, Cass, EDE, etc.). I'm trying to enhance my Follower Cheat Menu MCM mod to allow the player to see which package is currently in use for each companion, and also allow overriding it with a new one. The mod correctly shows which package is in use, and using AddScriptPackage to override it with one of the others also seems to work fine. After overriding the active package for one of the followers, however, I noticed that using the in-game dialogue trees and/or companion wheel to then toggle follow/wait status no longer works! I tried toggling back and forth multiple times, and while the companion wheel appears to reflect the desired state, the AI package never changes to anything but what I set via my mod. Anyone know what the story is here, and whether I can do anything about it? I've tried calling other AI script package related functions before and after AddScriptPackage, but they don't seem to help.
  12. Thanks. I also posted this in a more appropriate forum section and got some help from rickerhk that led me to a working solution :)
  13. Woot, that did it. Thanks! Edit: +1 kudos for you :) Edit 2: Changes are now live: http://newvegas.nexusmods.com/downloads/file.php?id=45441
  14. Thanks, I was actually just wondering whether there was a different approach needed for adding base objects to FormLists. I already anticipated that this would potentially prevent deposit of items sharing base id's with equipped or hotkeyed items, but I figure it's still useful enough to be worth giving end-users the choice of whether or not to make use of it.
  15. Ok, so I changed the labels (and corresponding goto's) to 10, 20 and 30. Unfortunately, the behavior now is that no items of any kind are deposited when either or both of the hotkey/equipped item protection options are active.
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