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tomm434

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Posts posted by tomm434

  1. 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.

  2. 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)

  3. 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?

     

  4. 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.jpg

     

    Coming 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).

  5.  

     

    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?

  6. 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.

  7. 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!

  8. 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.

  9. 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:

  10. 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

  11. 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)

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