-
Posts
109 -
Joined
-
Last visited
Nexus Mods Profile
About Shadyfan4500

Profile Fields
-
Country
United States
Recent Profile Visitors
4618 profile views
Shadyfan4500's Achievements
-
I was talking about when you start up a new game, take the vigor tester test, then go sit down on Doc's couch. The questions he asks you, the results that you see immediately after he's done. I can edit them directly from that screen but I'd rather it just be correct the first time. At least I understand why. Maybe I could add my findings to the wiki
-
I learned why: In the VCG01Test quest, the in-game code related to the psych eval, is the script that controls what happens as a result of the dialogue. They have three skill pools, and guarantee a player gets at least 1 tagged combat skill and 1 tagged "gate-opener" skill. Among the gate-opener skills are Science, Lockpicking, Speech, and Barter. Regardless of the options I chose, I will get one of these tagged, unless I manually edit it at the end. Since I don't feel like making a mod to modify this, I'll just do what I should've done in the first place and suck it up. But mystery solved I suppose
-
I wanted to create a new character for a sniper merc playthrough, and I looked up the psych eval answers on the wiki so I could figure out what to select to get the tags I want without modifying them at the end (a little unnecessary, but oh well, that's me), and I noticed something weird. There are only three options that will give you lockpicking as a tag skill, all of which are during the word association, and despite the fact that I'm not choosing either of those options, I'm still getting lockpicking tagged at the end of the eval. I double checked the Wiki by going over the quest's dialogue topics in the GECK, and the Wiki is 100% accurate, none of the options I'm selecting should be giving me lockpicking. My game is modded too, so I decided to open up xEdit and checked the quest's dialogue topics in it and came up with the same thing. Only one mod effects this psych eval dialogue, Two Bears High-Fiving, but it only changes the topic, not the scripted result. Selecting Two Bears High-Fiving tags sneak, not lockpicking. So I'm at a loss. Why is it doing that? Despite what the GECK or xEdit say, I'm getting a different, unexpected result. Here are the dialogue choices btw: Cat Shelter Campfire Swiss Cheese Dark Caretaker (or Human shield) No opinion Strongly Agree Strongly Disagree Agree Strongly Disagree An angry two-headed ant A ship at see A head on a pillow/Two bears high-fiving (or A bearded man) This should result in Guns, Sneak, and Survival being tagged
-
I'm attempting to add a message box that pops up at the start and asks the player a yes or no question, and getting their response from that. The message pops up fine, but the vanilla function I'm using is always returning -1 int showOnce = 0 ;Used to show message only once int playerIsSniper ;1 = yes (Sniper spawns in Chet's vendor inventory) Begin GameMode if showOnce == 0 showmessage MSGSilentSniper set playerIsSniper to GetButtonPressed ;Sniper is initially disabled, this turns it on if playerIsSniper == -1 SilentSniperRef.enable SilentSniperModRef.enable SilentSniperMod2Ref.enable SilentSniperNoteRef.enable showmessage BigSalDead ;debugging line endif set showOnce to 1 endif End It's supposed to check if playerIsSniper == 1, but GetButtonPressed only returns -1, which according to the wiki means that something's going wrong with the indices of the Message I guess.. No is index 0, and yes is index 1, and there are no conditions preventing them from showing up. I also tried JIP NVSE's MessageBoxExAlt function, but I can't get the GECK Compiler to Compile the example script's block "Begin Function { iButton }". That's not the way I want to go if I don't have to anyways. Any help would be appreciated
-
I'm trying to make a simple mod that reuses some of Mr. House's dialogue in new prompts, to add some new barter skill checks to the The House Always Wins questline. I followed whatever online guides I could find for using the GECK to achieve this, and fooled around with xEdit to no avail. I created a topic from scratch, and created two responses from scratch, one for a success state and one for a fail state, both of which have the same Choices topics. For each response, I dug around the game's files for House's existing lines that would fit the flow of dialogue, and ripped them. I have a .wav and .ogg for each, both set to Mono. In addition to this, I also reused the .lip files, since the original lines actually aren't changed. The files have all appropriately been placed in the folder the GECK expects them to be in, and have been named appropriately with what the GECK wants them to be named. In the GECK, in the Edit Response window, I can demo the audio at the bottom by double clicking the path, and the audio plays perfectly fine (in the GECK), however, when I play the same dialogue in the game, I get no audio. I'm either doing something wrong, or overlooked something small. Any help would be appreciated. I also have scripting issues regarding the barter checks, but one problem at a time :laugh:
-
A thought occurred to me as I, in a moment of little patience, broke an Average lock in Lonesome Road.. I thought, wouldn't it be cool to break bobby pins instead of the lock? Thinking about it from a logical standpoint, the bobby pin is infinitely weaker than the lock itself--even the tumblers. If it's possible to create this mod, I think it'd be really cool for people who just don't wanna pick that lock, but still want the loot and don't want to cheat it, per se. To counter-balance the speed, for fairness, it would make sense to make the rate of pick breaking much higher.. Perhaps, if your skill is less than 50, you have a 90% chance of breaking the pick (making it possible, but really rare), and then a formula takes over after that to ensure that the 90% rate is decreased, but the picks still break more often than not. I once wanted to bring the Lockpicking minigame from Oblivion to Skyrim, and very quickly discovered that the minigames in Bethesda games are actually coded in Flash, and are also hard to edit (not to mention, you need to know Flash to be able to do something with your de-obfuscated code). If New Vegas is anything like that (which it likely is considering it's exactly the same as Fallout 3's minigame and the broken lock feature seems to be hard coded into the minigame or the game itself) then this type of mod would be very difficult, respectively, to create, and downright impossible for someone like me with -10 interest in Flash.
-
Fallout 3 Achievement Playthrough
Shadyfan4500 replied to Shadyfan4500's topic in Fallout 3's Spoilers
Thank you for your response, I really appreciate it. That sounds like good advice, and personally I've never really done the whole quest mod thing (I don't really like the quality most of them have, despite being a ton of effort to produce. The one exception might be stuff from Someguy2000, because I've seen it first hand and the writing has impressed me on several occasions. Unfortunately, I also know plenty of spoilers, so...), but you seem to have overlooked a detail in my post. This is on the Xbox.. Modding it isn't possible, in the Nexus sense of the word. Regardless, I already got the 6 achievements I needed. Turns out I was already stuck on Mothership Zeta, so making the "Wasteland more fun and challenging" was completely irrelevant, since I got all 6 up there. -
What would you all recommend when it comes to Password Managers? I want something on the Desktop, secure (and publicly trusted, something popular probably), and imports into log in pages like Chrome Smart Lock, if possible (otherwise, convenient).
-
- secure
- convenient
-
(and 3 more)
Tagged with:
-
That's great! I guess I could've taken the if logic further by putting it in the unequip event, but I am new to Fallout 4 scripting and did not anticipate needing that. Scripting can be a challenging, but very rewarding process. I would've stuck with modding and Papyrus if I wasn't trying to learn C++ for, eventually, Unreal 4. And when I say that, I do mean I got lazy and haven't been learning either, but I mean to do both. lmao
-
oh, so that's the current script, but it got that error? Okay.. Wait, okay, I think it could be one or two things. First, try placing "DoOnce = 0" in parentheses. (The line that causes the error, line 9, after "if"). If that doesn't work, try putting another equal sign after the first one: "if (DoOnce == 0)" Some languages want parentheses around the If statement's condition, and some want (or also want) double equal signs in the If statement's condition, because one equal sign means that you're assigning that value to that variable, which we aren't doing here.
-
More like.. Scriptname noweightweapons extends ObjectReference ObjectMod Property NoWeightMod Auto Int Property DoOnce Auto Event OnEquipped(Actor akOwner) if DoOnce = 0 AttachMod(NoWeightMod) DoOnce = 1 endif EndEvent Event OnUnequipped(Actor akOwner) RemoveMod(NoWeightMod) EndEvent You want to surround the code that loops with the if statement and nothing more. Maybe you can surround Events, but I don't remember. You also never ended the if statement. Personally, I wouldn't use a Property for that, I would use a variable since it's a local thing.. You could declare one by typing "int DoOnce = 0", which also sets it to 0 like it should be
-
If the script is looping unnecessarily, then there's a small trick you could do besides addressing the actual cause. You could introduce a variable, which I always name as "DoOnce" or "RunOnce," and set it to 0 (Type is Integer). Then put the looping code in an If statement (If DoOnce = 0). Right before the If statement ends, set DoOnce to 1 so the If statement doesn't get executed again. This worked in Fallout: New Vegas, but scripting in New Vegas is much different from scripting in Fallout 4 Papyrus. This Creation Kit Wiki page may help you in doing this.
-
Fallout 3 Achievement Playthrough
Shadyfan4500 replied to Shadyfan4500's topic in Fallout 3's Spoilers
oh, and some helpful information regarding my character. Almost all of my characters in these games, before I ever really role-played, had the same SPECIAL Attributes, and in Fallout 3, the first location was always the same. I would always raise Intelligence to 9, 1 point somewhere else (most likely Strength), and then go and grab the Intelligence bobblehead from Rivet City. It's extremely likely that I did that with this character, so I'm probably not able to do any low-intelligence challenges or anything like that.