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Posts posted by tomm434
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You need to unset her from being player teammate when you fire her.
AmataRef.SetPlayerteammate 0
Then everything should be fine. (event with special TTW scripts which hide her companion menu)
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I'm not back in the way you think.
YAY now you can mark NPC.
http://s6.postimg.org/ln51v7kml/Fallout_NV_2015_10_18_14_54_30_970.jpg
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Folks, I need a betatester - someone responsible who has monitor with aspect ratio of 16\9 (1600\900, 1920\1080) or at least NOT 16\10 (like I have.) to start the mod and capture video with a couple of screenshots. Then change some values in MCM menu and do the same again.
Please PM.
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It depends on how neat it would look. And where markers should be located? On the top of the head or at the body level? I don't know what would be better and I have doubts about that it will look nice. I'll make some tests.
I just made feature to set your own color for markers and text (all RGB range) and noticed fps drop from 75 to 66 when having all 10 markers on the screen (which is noticeable when you move and keep in mind that my game is almost mod-free) so now I'm trying to optimize scripts. which is a priority.
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Testudini, Yes this mod definitely is not about just quest objectives anymore.
You can specify how many markers you want for objectives and how many for custom ones.
http://s6.postimage.org/j8zoo46ct/Fallout_NV_2015_10_17_00_46_09_577.jpg
Next I'll see if I can make it work on people so you can mark anyone. (that can be tricky and I'll need custom icons for that)
Still if anyone wants to help with graphics (make custom icons for markers) or designing mod page (so it looks neat - I always have problems with that) I'll appreciate any help. Just PM me.
And another thing - I really thought this mod would slowdown the game but it doesn't! At least when I activate 10 markers at the same time I still don't experience lag (thought I play without ENB and my PC specs are too much for FalloutNV and I my game is not heavily modded)
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I would call it something like "Visual Quest Markers" or "Metal Gear Solid 5 Quest Markers". Maybe even "V.A.N.S for New Vegas".
Thanks.Visual Quest Markers is a cool name.
Right now I'm considering name "Screen markers". Because these markers are not necessary belong to the quest.
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Check pm!
Also does somebody know what name should I give to the mod? I'm out of ideas.
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It is possible, thanks for the suggestion I'll do it.
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Try: http://geck.bethsoft.com/index.php?title=Con_SetINISetting
When I was scripting my own mods for Oblivion, changing INI on the fly needed the Con_SetINISetting.
I don't need to change it - I need to return a value for the mod.
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And also you can set your own markers and switch off objective markers in case you don't want some of them displaying.
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Hello everyone!
I need to know screen resolution on every game load
I tried:
GetNumericIniSetting "iSize W:Display"
But it didn't work.
I also tried extracting it from XML menu,
I created menu object (in HUDMainMenu) in which I story screen width and height
<text name="MGSMScreenRes"> <visible> &false; </visible> <x><copy src="screen()" trait="width"/></x> <y><copy src="screen()" trait="height"/></y> </text>
let MGSMain.fResolutionXOriginal := GetUIFloat "HudMainMenu/MGSM_HUD/MGSM_Sheesh/MGSMScreenRes/x" let MGSMain.fResolutionYOriginal := GetUIFloat "HudMainMenu/MGSM_HUD/MGSM_Sheesh/MGSMScreenRes/y"
But on game load I receive different values - My resolution * 1.06 ==(1526x954) (mine is 1440x900). I have no idea how this is going to work in different monitors..
Please help?
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Here are objective markers just like in MGS5.
Video
http://www.dailymotion.com/video/x39jl1a_falloutnv-2015-10-13-23-02-42-367_videogames
http://s6.postimage.org/j4due1bn5/Fallout_NV_2015_10_13_23_08_10_972.jpg
http://s6.postimage.org/q9090t8a9/Fallout_NV_2015_10_13_23_08_21_498.jpgComing soon (as soon as NVSE 3e beta comes out I think they'll be ready for release)
Meanwhile I would welcome some help (if one thinks they can do better shape of markers and is willing to make icon 64x64) I will be able to add them (user will be able to switch between them in MCM menu).
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Hello everyone!
ENBs prevent image modifiers from playing (effects like Fade-To-black occuring) so I decided to make black screen using menus. I have black .dds texture.
Now I want this effect to work for all resolutions which means I'll have to assume user plays at 4k HD resolution which is 4096 × 3112
I resized my .dds texture to match that but now it's weight is 8 mb.
1) Can I leave it like that? (8 mb is a lot for a texture in my opinion and if it will be loaded on every game load I would feel uncomfortable)
2) If not, what tag to I use to stretch the image?
I found this page but I didn't find appropriate tag.
http://cs.elderscrolls.com/index.php?title=Property_Element
Here is the code for the pic. <Width> and <Height> don't work as intended. FileWidth, FileHeight don't work too,
</image> <image name="ScrollFrame"> <visible> <copy src="io()" trait="_aFPSDescrVis" /> </visible> <filename> blacktexture.dds </filename> <depth> 21 </depth> <x> <copy src="screen()" trait="width"/> <sub src="me()" trait="width"/> </x> <y> 525 </y> <height> 30000 </height> <width> 30000 </width> <FileWidth> 30000 </FileWidth> <FileHeight> 30000 </FileHeight> </image>
In-game this looks like this (thought size of texture is 300x300)
http://s6.postimg.org/v1ic0zju5/Fallout_NV_2015_10_12_03_12_06_501.jpg
Also is there a FULL list o XML tags which will work in FalloutNV?
Nevermind figured it out somehow
Final code:
</image> <image name="Lunette_BlackScreen"> <visible> <copy src="io()" trait="_Lunette_BlackISFX" /> </visible> <filename> blacktexture.dds </filename> <depth> 21 </depth> <x> <copy src="screen()" trait="width"/> <sub src="me()" trait="width"/> </x> <y> <copy src="screen()" trait="height"/> <sub src="me()" trait="height"/> </y> <height> <copy src="screen()" trait="height"/> </height> <width> <copy src="screen()" trait="width"/> </width> <Depth>0</Depth> </image>
And yet another question - Can I make image or text dissapear (not just vanish instantly) without using Alpha tag?
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So it seems like 0.2 sec delay is not good enough which means that's probably be noticeable too(.
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Just FYI - mod "Near Death" uses these variables (last time I checked) and it's gone viral (last time I checked =) ) so be cautious using these vars - it might create conflicts for many users.
To avoid using vanilla vars you can
1) Create multidimensional array
Dimension0 is actor
Dimension1 is your value
There is no tutorial for this and you must know how to work with array.
2) Use NX vars from NXExtender plugin
3) Use JiP's plugin to create new vars but they're temporary so they'll be lost on next game load.(should be lost)
I prefer first method since it doesn't require additional plugins.
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Thanks for responding guys!
rickerhk, first method will be noticeable I suppose. Second method doesn't work for me - I tried both variants (Not with CowerIdles - but with another loop idle). Am I doing something wrong?
LunetteRef.SetAlert 1 LunetteRef.SetAlert 0
and
if DoOnce == 0 let DoOnce :=1 LunetteRef.SetAlert 1 elseif DoOnce == 1 let DoOnce :=2 Lunetteref.setAlert 0 endif ; quest delay is 0.2
Belthan,
I downloaded Ergo sum and extracted those files - it works allright (with a very small delay) but it interrupts what NPC says at the moment . For me empthy topic is not universal solution =(.
Also I tried changing anim and it works, thanks a lot!
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Hi!
My goal is to make the idle named "CowerIdles" play a little bit shorter. (to emulate NPC putting on the helmet). Stopping animation in-game via script is not reliable at all.
Can I do it without using Blender? (I can work in nifskope for instance).
If so, can anyone please tell me how I do it? I remember wotking with with GetUP animation and if I just set another longevity - NPC stops doing animation but freezes in place for the original duration of anim.
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That's what happens when you leave a cliffhanger without knowing whether you'll be able to create a sequel. I feel pity for all of the fanboys here for his ego grows with every post in this thread .. Also he deserves all the hate which is coming to his direction. :laugh:
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GenericAddForm 0 Race Hair -2
Race is a race (let Race := GetRace NPC)
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Also
PlayerRef.dispel PipBoyLight
might work.
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If you go Gameplay-Radiation you will see the list of radiation spells which are cast on player when rads reach a certain amount. So in script you can check for these and dispel them at any time you want.
if PlayerRef.IsSpellTarget Radiation400
playerRef.dispel Radiation400
endif
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This is the script of spell inside the perk. It's present in NV by the way.
ScriptName DLC03RadAbsorbScript Float MicroRegen Begin ScriptEffectUpdate Set MicroRegen to ScriptEffectElapsedSeconds / 20 RestoreAv RadiationRads MicroRegen End
You're welcome)
Metal Gear Solid 5 style objective markers (Did them!)
in Discussion
Posted
Released --- http://www.nexusmods.com/newvegas/mods/60775/?