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Everything posted by madmongo
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Desperate Need of Assistance With Modlist Help!
madmongo replied to StarWarsModsBF2's topic in Fallout New Vegas's Discussion
The biggest things that cause performance issues are high resolution graphics mods, mods that add a lot of creatures or NPCs to an area, and lighting mods. Try changing your graphics setting to use lower detail textures. That alone often stops these types of crashes. -
You can't equip a misc item. You'd have to make the misc item into either a piece of armor or a weapon. Personally I'd recommend making it a weapon so that it doesn't unequip something that you are wearing. It makes more sense that you'd have to unequip your weapon to use something like a wrench or a hammer. Give your new hammer/wrench weapon a script with an OnEquip block that opens the campfire menu. Something like this maybe: begin OnEquip player player.showrecipemenu CampfireRecipes end You might also want to make the hammer/wrench unequip itself. Edit: Another way to do it would be to make it an ingestible with a script. The script would also open the campfire menu but would also give the player a new copy of the hammer/wrench so that it effectively isn't consumed when you ingest it and you can use it over and over again.
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In the GECK, go to Mentats (under Ingestible), right click and select Use Info. This will give you every cell where they are used. If you only want the ones in the Seirra Madre, look for cells with NVDLC01 in the name. Looks like there is one in the police station (as you know), one in the Theater, one in the Puesta del Sol Switching Station, and one in the NVDLC01DeanBuilding exterior cell. There is also one in a courtyard but I think that's a test cell based on the cell ID. If you double click on the cell in the Use Report list, the GECK will take you to that particular instance in the view window.
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Lucky 38 Upgrade Terminal
madmongo replied to ArcadeRigged's topic in Fallout New Vegas's GECK and Modders
The terminal is called Lucky38SuiteUpgradeTerminal in the GECK (under Terminals, obviously). This opens barter menu with a vendor called vL38SuiteVendorREF in NVVendorChestsCell who has a vendor chest named VendorChestL38Upgrade. The chest contains misc items which have scripts on them to enable their corresponding item in the Lucky 38 suite and then remove themselves from the player's inventory. You will want to create your own misc items and use a similar script for your own things that you want to buy.- 1 reply
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Does a feral ghoul even have a crouching animation? Off the top of my head I don't recall seeing one. Much easier to do with a ghoul NPC. Just create a package to have them use the crouch idle animation.
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Can i do this as a newbie?
madmongo replied to BANANCHIKBO's topic in Fallout New Vegas's Discussion
It depends on what your skill level is. The GECK is fairly un-intuitive in a lot of ways. For example, most computer programs since the early days of Windows open a file by selecting File and then Open, or File and New to create a new file or project. But not the GECK. The GECK has you select data. Another thing that's not intuitive is the conversation system. It is controlled by quests, but to a newbie it's not very organized. You have to look back at Morrowind, when most topics were not voiced and could be given by multiple NPCs. So the conversation system is organized by quests and topics instead of by who is speaking. So if you look at doctor NPCs in the GECK, their doctor-related stuff is in one quest wihle their greetings and conversation stuff is in a different quest. You will need to get a handle on how to create a quest and how to do conversations. If you want them to settle in Novac, you'll have to put them somewhere. You could just shove them into the courtyard of the Motel. It would probably be better to give them one of the Motel rooms to live in. This means that you will need to create the interior and modify the exterior to remove the barricade on the door as well as the static door and then add in your new teleporting door. This is probably the easiest and most straightforward part of the GECK. How easy this will be for you depends on how good you are at learning a fairly clunky and occasionally miserable tool set, and how complicated you want to make the quest to help the astronauts. It's not a bad project for a newbie, in my opinion. Go for it. If you get stuck, post about where you are stuck. People here will help you. And remember, I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. It's a quirky little mess. Don't expect things to be simple and straightforward. -
Need help for interiors appearing broken inside geck
madmongo replied to Sven363's topic in Fallout New Vegas's Discussion
A static collection (SCOL) is exactly what the name says it is, a collection of statics. Those things in your list are not statics, so they can't be added to SCOLs. Why are you trying to make the interior into an SCOL? Multibounds are used to make the game rendering more efficient and take less CPU time to render the same scene. If you take the individual statics and combine them all into an SCOL you'll screw up the multibounds for that cell and your game's performance will suffer. -
I think the OP was referring to a practical limit when you have different unique characters running different packages, not any sort of hard coded limit. But you definitely did prove that there is no hard-coded limit to the number of NPCs in a cell, or if there is it is a very high number. Honestly, even though there is some stuttering going on, it ran a lot better than I expected it to. I would have expected the game engine to completely bog down after about 30 or 40 followers. I would have expected 250 followers to completely kill it. It's definitely an interesting result.
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Need help for interiors appearing broken inside geck
madmongo replied to Sven363's topic in Fallout New Vegas's Discussion
Probably a multibounds issue. There is a setting in GeckCustom.ini called bUseMultibounds. For some interiors it needs to be set to 0 and for others it needs to be set to 1. There is no setting that works for all interior cells. Try setting it to the opposite value from what it is currently set to. bUseMultibounds=0 bUseMultibounds=1 -
That 250 follower demonstration only works because they have identical models and textures. You will easily run the game out of memory if you try that with 250 unique followers. I played around with some limits a while back on my PC. I found that around 7 or 8 followers was the max that worked well. Any more than that, and some of them would fail to go through doors or fail to teleport. It's easily fixed if you have a mod that can warp all of your companions to you, but it's still kinda annoying to have to count up your followers and see if anyone is missing every time you go through a door. If you have more than 7 or 8 or so followers you also tend to run into traffic jams in narrow interiors. They'll do fine as long as you only travel in one direction, but if you need to reverse and go the other way they'll all end up bunched up and won't let you through (again, there are mods that can help with that). If you're just running around outdoors though, you can have a lot more followers. I think the most I tried was around 15 to 20 or so. They were all unique, no identical textures. I didn't run into any issues at all until I went through a door. For NPCs, a lot depends on how many lights are in the cell. I added a bunch of lights to a casino interior so that you could turn lights on and off and the game's performance went right into the dumpster with only about 15 or so NPCs. You will also hit limits sooner if you are using high resolution textures. This causes slow loading when you go from cell to cell. The NPCs will load a lot faster if you are using lower resolution textures and set your graphics options down to lower quality. It's the old FNV dance that modders have to do. Either you can have a fancy looking game with great graphics and poor stability and all kinds of memory issues, or you can have a much poorer quality visual experience but have great stability and few memory issues. Make sure you have the 4 GB patch and set your texture quality lower and you can have a lot more NPCs running around freeside without seeing a significant performance hit. There aren't that many sandboxing NPCs is freeside. You've got thugs that attack, Kings that patrol, kids chasing rats, and criers that stand on the corner and do their best to be as annoying as possible. But not many sandboxers. If you want to make freeside more lively, add NPCs and add furniture markers so that they'll actually do something. The lack of freeside sandboxers in the vanilla game is due to limits on consoles. A modern PC can handle a lot more than that.
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Here is a more detailed description of how the script works. scn MyCustomWeaponQuestScript (every script needs a name) int MyCustomWeaponStartupDone (this variable is used so that we only add the weapons to the list once) begin GameMode (this script runs in game mode which means the script will execute constantly as long as the quest is enabled) if MyCustomWeaponStartupDone != 1 (check to see if we've done this part yet, if we have already done it then skip all of the adds) AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun1FormID (adds weapon 1 to the form list) AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun2FormID (adds weapon 2 to the form list) AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun3FormID (adds weapon 3 to the form list) AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun4FormID (adds weapon 4 to the form list) set MyCustomWeaponStartupDone to 1 (set the variable to indicate that we're done) StopQuest MyCustomWeaponQuest (stop the quest from running, technically not necessary but it helps save memory and cpu time to stop it once we're done) endif (end of the "if MyCustomWeaponStartupDone" code block, if the variable is set to 1 then everything between the if and here is skipped) end (end of the game mode code block) Make sure you check the box in the quest form so that the quest starts enabled. This same basic method (using a variable to only do something once) is very common in scripting. You can use it to automatically start a quest and set the quest stage so that the player gets an objective as soon as your mod is enabled. You can use it to add weapons and armor to lists, to inventories, to the player, etc. Whatever you want.
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Just copy the AddFormToFormList line for each weapon that you want to add. scn MyCustomWeaponQuestScript int MyCustomWeaponStartupDone begin GameMode if MyCustomWeaponStartupDone != 1 AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun1FormID AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun2FormID AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun3FormID AddFormToFormList ShotgunSurgeonWeaponsList MyCustomGun4FormID set MyCustomWeaponStartupDone to 1 StopQuest MyCustomWeaponQuest endif end You can add to other form lists as well, such as the holdout weapons lists for sneaky weapons.
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You need to create a simple quest as a placeholder and give it a quest script. Something like this should work. Change the names of things to match your specific quest and script. scn MyCustomWeaponQuestScript int MyCustomWeaponStartupDone begin GameMode if MyCustomWeaponStartupDone != 1 AddFormToFormList ShotgunSurgeonWeaponsList MyCustomShotgunFormID set MyCustomWeaponStartupDone to 1 StopQuest MyCustomWeaponQuest endif end
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How long is the wild wasteland credits?
madmongo replied to ArcadeRigged's topic in Fallout New Vegas's Discussion
I don't know how long it takes for them to roll from start to finish, but the wild wasteland credits are found here: https://fallout.fandom.com/wiki/Fallout:_New_Vegas_Wild_Wasteland_credits -
Custom creature dialogue bleeding onto other followers
madmongo replied to Ishbacko's topic in Fallout New Vegas's Discussion
Yep, when you change the prompts back then they'll be fixed for everyone. -
Custom creature dialogue bleeding onto other followers
madmongo replied to Ishbacko's topic in Fallout New Vegas's Discussion
You can make your own topics, but then they won't work with the command wheel. If you want the command wheel to work, you're stuck with the existing topics and their existing texts. -
Custom creature dialogue bleeding onto other followers
madmongo replied to Ishbacko's topic in Fallout New Vegas's Discussion
When you added the topic to your custom follower's quest, did you add the already existing FollowersTactic topic? And then did you change the prompt for that? If so, that's the issue. You changed the Followers Tactic prompt for everyone. If you are using the standard Followers topics (everything in the Followers quest) so that you can use the command wheel with your follower, you need to use the Topic Text that comes with them. It gets a little confusing because the topic shows up in your own follower's quest and looks like it is your own local copy that you can do whatever you want with, but it's not a copy. When you add an existing topic, that's the same topic everyone else uses, so if you change the text, you change it for every other use of that topic as well. -
Copy of a concealed carry weapon (GECK)
madmongo replied to yuriyuser's topic in Fallout New Vegas's Discussion
If by "stealthy" and "concealed" you mean weapons that you can sneak into casinos, there are two lists, NVHoldoutWeapons and NVImprovedHoldoutWeapons. Do not edit the form lists directly. That will break compatibility with any other mod that edits the form lists. Instead, use a quest with a quest script to add your weapon to the lists. The quest can just be a placeholder quest. It doesn't need to have anything in it other than the quest script. Make sure to check the box so that the quest starts the game enabled. This is the quest script from a mod I made for my own use. It adds several weapons to the form lists. scn zzMongoWeaponsModQuestScript int MongoWeapModStartupDone begin GameMode if MongoWeapModStartupDone != 1 AddFormToFormList NVHoldoutWeapons zzCompact9mmPistol AddFormToFormList NVImprovedHoldoutWeapons zzCompact9mmPistol AddFormToFormList NVHoldoutWeapons zzWeap22Revolver AddFormToFormList NVImprovedHoldoutWeapons zzWeap22Revolver AddFormToFormList NVHoldoutWeapons zz38Revolver AddFormToFormList NVImprovedHoldoutWeapons zz38Revolver AddFormToFormList NVHoldoutWeapons zzWeapFN1905 AddFormToFormList NVImprovedHoldoutWeapons zzWeapFN1905 set MongoWeapModStartupDone to 1 StopQuest zzMongoWeaponsModQuest endif end -
Custom creature dialogue bleeding onto other followers
madmongo replied to Ishbacko's topic in Fallout New Vegas's Discussion
Are there any OR conditions along with your GetIsID conditions? Does the creature have a custom voice type or does it use an existing voice type? -
I don't remember why I did it that way. It was years ago. They wanted the script and I already had one that I knew worked, so I just copied and pasted the script here. Maybe I was worried about getting extra notifications or something? I don't remember now. It probably wouldn't hurt anything to just do a ShowMap for each marker.
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This is the terminal script for a mod that I made for my own use. I don't remember if I had to add the ref ID for the map markers themselves or not. if Vault3MapMarkerREF.GetMapMarkerVisible == 0 ShowMap Vault3MapMarkerREF endif if Vault11MapMarker.GetMapMarkerVisible == 0 ShowMap Vault11MapMarker endif if Vault19MapMarker.GetMapMarkerVisible == 0 ShowMap Vault19MapMarker endif if Vault22MapMarker.GetMapMarkerVisible == 0 ShowMap Vault22MapMarker endif if Vault34MapMarker.GetMapMarkerVisible == 0 ShowMap Vault34MapMarker endif
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I have no idea if they are compatible. I started using top level cass a while ago just in case I ever wanted to mod cass (which I haven't yet) but I have never used the hookup mod.
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As Jimbo said, it wasn't cut content, it was an idea that was never implemented. Here is what Josh Sawyer had to say about it: "We actually had some ideas for characters that would... like in one story draft we had, Cass would get drunk with the protagonist and then would wake up with The King having married them at The King's School of Impersonation. That seemed very Vegas, but we were also like, that's kind of a complicated series of events, so we decided not to do it." Since they never implemented it, you would have to create the entire quest from scratch. Cass is actually a difficult NPC to mod because her dialog is a horrible disorganized mess. She rarely speaks from the top level, so any dialog that you add to her often doesn't even show up. A long time ago I thought about restructuring her dialog so that she would be easier to mod, but then I realized that Cass really didn't interest me all that much so I never bothered. But more recently, someone else did exactly that. So if you want to make your own romance mods or whatever other mods you want with Cass, that mod is a good place to start. Top Level Cass Dialog Overhaul: https://www.nexusmods.com/newvegas/mods/83767 There are a lot of Cass mods. Like I said, she never really interested me all that much, so I'm not familiar with most of her mods. I did do a quick search on Cass mods though. Most of them seem to be appearance mods. There are these, which you may find useful: Hire Cass early: https://www.nexusmods.com/newvegas/mods/85984 Save Cass: https://www.nexusmods.com/newvegas/mods/36023 This is a "romance" mod, of sorts (more like a quick boinking mod than an actual romance, but you get the idea): Cass Hookup Mod: https://www.nexusmods.com/newvegas/mods/87180
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fallout tw mod question
madmongo replied to jason95821's topic in Fallout New Vegas's Mod Troubleshooting
If you want Fallout TTW, you need both Fallout New Vegas and Fallout 3. Both games are available from Steam, Epic, and other places. Prices vary. The games do tend to go on sale periodically.