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thc1234

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  1. NVSE required short nFrame begin gamemode ref rWeaponNew if GetKeyPressed 56 && nFrame < 60 set nFrame to 0 if player.GetEquipped Shotgun1 ; shotgun 1 to shotgun 2 set rWeaponNew to Shotgun2 elseif player.GetEquipped Shotgun2 ; shotgun 2 to shotgun 1 set rWeaponNew to Shotgun1 endif ; more wepon checks... if rWeaponNew != 0 ; equip selected weapon to player assuming he have it in inventory. if not, this will get slightly compilated and will require item removal, addition, messing with health % item counts etc. too lazy to write that now. Not sure if it's possible to disable equip animation player.EquipItem rWeaponNew endif endif set nFrame to nFrame+1 end
  2. as error log says WindowsError: [Error 5] Access is denied: 'C:\\Documents and Settings\\Owner\\My Documents\\My Games\\FalloutNV\\FALLOUT.INI' ensure file is not read only, You have access to it, etc...
  3. Your problem seems to be CaravanPack which is unused, but set as master. As was said You can use FNVEdit (not sure why it doesn't work for You) or tessnip (in TES4 header remove MAST (where CaravanPack is) & DATA following it) to remove master. or use .7z"]your esp with removed CaravanPack as master
  4. 1. use geck instead of whatever You use 2. write newline in any text editor and copy it via clipboard.
  5. run tessnip (it's included in FOMM instalation) click on TES4 record there should be multiple groups of MAST DATA select MAST which is referencing CaravanPack delete (currently selected) MAST delete DATA right after it save enjoy.
  6. Begin GameMode if ( AwaitingResponse == 1 ) Set ButtonVar to GetButtonPressed if ( ButtonVar > -1 ) if ( ButtonVar == 0 ) ShowMessage LeatherBackpackTestMsg0 elseif ( ButtonVar == 1 ) ShowMessage LeatherBackpackTestMsg1 elseif ( ButtonVar == 2 ) ShowMessage LeatherBackpackTestMsg2 elseif ( ButtonVar == 3 ) ShowMessage LeatherBackpackTestMsg3 endif endif Set AwaitingResponse to 0 endif End Begin OnActivate Player ShowMessage LeatherBackpackOnActivateMsg Set AwaitingResponse to 1 ; variants: ; 0 - Open the backpack (as a container) ; 1 - Take the backpack (all the stuff from the container should be moved to player's inventory) ; 2 - Unfold the mattress (replace the model of the backpack and make the mattress appear) ; 3 - Fold the mattress (replace the model of the backpack and make the unfolded mattress on the floor disappear) End
  7. PlaceAtMe should have been MoveTo & GetIsTeammate should have been GetPlayerTeammate. I'll never again post late night after coming from pub. Anyways glad You solved it! alho if I may say how does performance of filling list with all Actors from entire game looks ? - (2048 cells seems like overkill lol - yeah non-persistent references are unloaded, so it's not really that much of overkill) also why did You use "follower" condition in load cycle instead of in fill list cycle ?
  8. where is delete when You need it ?...
  9. as was said just rename (copy) the armor with target mod active. that will create copy of it in active mod (GECK sadly does not take care of nested references so if that armor have non-vanilla script/effect/repairlist attached You will have to repeat process with those items as well, and them set them in armor),
  10. well, You may do some "probablistic" checks with NVSE.... You need to find out a) current companions b) their waiting status I would assume any companions which are NOT waiting are close to tent when it's door is activated. so that's b) by iterating over actors in current cell (NVSE GetFirstRef/GetNextRef) and using GetIsTeamMate (not even sure if this is true when companion is waiting) You can build formlist in OnActivate. then You can in OnLoad of Your tent use PlaceAtMe. as I said it's "probabilistic" however something better than nothing. (and also simple to code :P) at worst it will end up teleporting companions waiting outside of tent into it... (You may also add activate choice whenever player want to enter tent alone so those pervs can do inside what they want)
  11. because only thing You didn't said is how You run game... nvse_loader never worked for me. run game through steam (aka icon on tray, context menu, Fallout New Vegas)
  12. K, I've actually tried... NPCs can't have perks. Followers can have perks (all Followers can have same perks, and this have to be added via Player.AddPerk PerkName 1) Add Leveled List on Death does not work in companion perk (for example Calculate Weapon Damage does) so... I'm afraid it's not possible to easily add this item of Yours when companion takes killing blow. anyways (NVSE required)... short nLootMode ref rLootRef begin menumode 1008 if nLootMode == 0 set rLootRef to GetCrosshairRef set nLootMode to 2 if rLootRef != 0 && rLootRef.IsActor && rLootRef.GetInFaction FeralGhoulFaction && rLootRef.GetAV Strength < 100 rLootRef.ModAV Strength 100 rLootRef.AddItem Caps001 1000 set nLootMode to 1 con_CloseAllMenus endif endif end begin gamemode if nLootMode == 1 set nLootMode to 0 rLootRef.Activate Player 1 endif set nLootMode to 0 end should work always (it's essentially Activate perk on loot containers...) You'll need to add quest check, put this into quest with lowest possible delay. It will however have ugly effect of closing container menu and reopenning it... Possibly better way if You don't mind is adding item directly into player inventory with some message. Like "After carefully examining ghoul while searching it for items You also found ...." Also it would be best separating gamemode and menumode into two quests and starting / stopping gamemode quest for tiny performance gain. EDIT: slightly better version, but openning container still looks a bit strange... short nLootMode ref rLootRef begin menumode 1008 if nLootMode == 0 set rLootRef to GetCrosshairRef set nLootMode to 1 if rLootRef != 0 && rLootRef.IsActor && rLootRef.GetInFaction FeralGhoulFaction && rLootRef.GetAV Strength < 100 rLootRef.ModAV Strength 100 rLootRef.AddItem Caps001 1000 rLootRef.Activate Player 1 endif endif end begin gamemode set nLootMode to 0 end
  13. well, adding it to all ghouls would be a little bit too much work IMHO. so perk should be on player and on teammates. (AFAIK it's run when creature is killed by Actor who killed it) so target condition = GetInFaction 'FerralGhoulFaction'. if You don't mind if item is only added when creature is killed by PC, then put perk on PC. if You need this to work with companions put perk on companions. (this could get non-trivial if You'll want to support non-vanilla companions - like iterating over Actors every Nsecs to GetPlayerTeammate...) EDIT: BAH. writing response and doing other stuff at the same time result. glad You figured it.
  14. K, because "run immediately" doesn't work (sorry didn't know that - I've only used it with activation choice), You can try entry point perk "Add Leveled List on Death". (just create Your leveled list which will contain Your item with 100% drop rate), perk should contain condition for ghouls (I've used GetInFaction and FerralGhoulFaction) and GetQuestVariable to check for state of Your quest (as You originally said You only want this to happen during certain state of quest - or You can just add/remove this perk based on quest...)
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