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viennacalling

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Everything posted by viennacalling

  1. Repeated with empty quest called BlancaRevengeQuest, copy/pasted/saved fine. Maybe a typo in your quest ID?
  2. I made an empty quest called aBHQuest, copy and pasted your script into a new script window and was able to save successfully. So the only thing I can think of is that there is something wrong with your quest name.
  3. Please put your scripts inside code snippet blocks, they are difficult to read unformatted. No. Changing a variable and triggering a new stage are two different steps. First find out for certain whether or not the variable changed. Try it again without the "+", and after the variable "should" be changed check in the console with sqv <your quest's form ID>. That'll display all the variables for your quest, and you can see if changed or not. If it did change, then that means it's actually the scripting to trigger the new stage that is not working.
  4. I thought one of your team fixed that. <your mod site>/content/tree-lod-not-going-away-when-close You closed it out. It didn't work?
  5. Empirical data, although the premise was formed since I previously could not find any changes in the DLCs. 1. Using a hex editor I saw that the DLC filenames are in FalloutNV.exe. 2. I took a random mod, esm-ified it and renamed it to one of the official DLCs. I started New Vegas with the renamed mod and nothing else (even moved all other mods and official DLC out of the Data folder). In game I opened the console and observed that the max level had increased by 5 to 35.
  6. No. A DLC is not a program, source code or a executable object.....hard coded makes no sense in that context. It appears to be hardcoded into FalloutNV.exe to check for the presence of the official DLC .esm files, and bump the iMaxCharacterLevel by 5 for each one it finds.
  7. For a hacking system one suggestion would be create a locked terminal, hide it and give an option to hack the vending machine from your first activator message. If the button corresponding to the hacking option is pressed then activate the hidden, locked terminal. If the player hacks the terminal then give them a option to do something to the vending machine. Here is my post in a New Vegas thread about hidden terminals, it should be mostly relevant for Fallout 3: http://forums.nexusmods.com/index.php?/topic/760248-geck-script-help/page__st__10__p__6076598&do=findComment&comment=6076598
  8. Three different people already provided you with the solution to what you are trying to do. :confused:
  9. Looking at the GECK wiki entry for SetGhost, it doesn't seem like it would do what you want at all. How about reusing the effects used by the stealthboy?
  10. Not much to understand. Either there was insufficient information for people to comment, no one knew the answer or no one was interested in answering. A cleaner way is to use a recipe. But if you want the event to take time then yes a script attached to the activator with a gamemode block and a timer is probably the way to go.
  11. From a layman's standpoint, I understand what you're saying. The problem is from a modder's standpoint you have provided zero technical explanation of what you are currently doing. So with that in mind, I'll suggest you use the script function AddItem when the brahmin is at the container to simulate the drop off. Then you set a quest variable that the brahmin's "return to base" AI package checks to see if it should go back. Then when that package is complete (i.e. the brahmin is back to it's start point) set another quest variable in the End script tab for the package that tells the brahmin to wait. The quest script has a gamemode block which checks for that variable, starts a wait timer and resets the variable so the brahmin doesn't wait forever. When that timer finishes, send the brahmin back to the container. When someone provides a clear description of what they are doing it is easier for others to provide feedback. Otherwise getting all the necessary details is like trying to pull teeth, and very few have the patience for that. I've provided my feedback, now I'll step aside and leave it open for others.
  12. The GECK doesn't like you calling the script NeckchainScript because you are already calling the quest that. Either change the name of the script or the quest. Also, you will want to change the Script Type to from Object to Quest.
  13. Since I'm not sure if you've done these steps: 1. In the upper left corner click File. 2. In the dropdown list that pops up click Data. 3. Select the file you want to load. 4. Click ok.
  14. 1. Unless you have created a form object called XMarkerRef, I strongly suspect you want XMarker. 2. Your second line is creating a second thing, not moving the object from the first line. set placedObject to Player.PlaceAtMe XMarker 1 placedObject.moveto currentObject
  15. Disclaimer: I'm not sure this is the best method. 1. Create a script with a ScriptEffectStart block. Inside that block call GetRandomPercent and depending on the result display your message. 2. Create an effect that uses said script. 2. Add that effect to the food with the condition that the player has a certain perk.
  16. Use Cipscis's Script Validator, it can usually catch the easy ones. In this case Set FollowerSwitchAgressive to 0 You are missing a second 'g' in Aggressive.
  17. Sounds like AlexRef.IsAngryWithPlayer is not hitting 5. When you do things that you believe would put him into the Furious state, do an sqv <quest ID> in the console and check what the value of IsAngryWithPlayer really is.
  18. Wouldn't be the first time I got the order wrong. Try this and see if works: GetScriptVariable AND GetIsID AND GetSpellUsageNum1 OR GetSpellUsageNum2 OR GetSpellUsageNum3 OR GetSpellUsageNum4 OR GetSpellUsageNum5 OR
  19. This is the page you want: Category:Conditions - GECK Short answer for this particular case is to put all the OR statements up top and have the AND statement at the bottom.
  20. That's probably easier; I forgot that the Lonesome Road commissary terminals also had some questing stuff involved with ED-E unlocking them.
  21. If you have Lonesome Road, study how the commissary terminals work. In short, there is a hidden NPC that owns the specific container and the terminal just calls SHOWBARTEMENU on the hidden NPC.
  22. Well, given that it's the vanilla dialog you could still try loading everything into FNVEdit and checking if something conflicts with the dialog. That didn't help with the RFCW issue if I recall, so it probably won't help here. The best course of action is probably the brute force method, disabling all your mods and then re-enabling them in chunks until you narrow down which one is causing the crash.
  23. Well I guess that makes me look very foolish indeed. :armscrossed: Is that prompt "I have more questions" an exact quote? Looking in the GECK the prompt should be "Never mind, let me ask you something else." So possible options that come to mind would be to look for mods which modify dialog (most of your mods appear to be equipment) and disable them, or you could try loading everything into FNVEdit and look at that line of the Sink's dialogue and see if a mod is overriding it. Brute force method is to disable all mods and re-enable them in chunks until you narrow down which one is causing the crash.
  24. The mod is hidden, but if you searched the forums you would have found several threads discussing this. :armscrossed: Here's one of the older threads that discusses it: Old World Blue Crashing Problem Dialog tree causes a crash There is a fix, but it is not here. Since the moderators appear to frown on RFCW links, you'll have to Google for it yourself.
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