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Everything posted by thomasd1979
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Thank you for once again reminding me why I thought it was worth it to support the site by buying a lifetime premium membership. You guys rock.
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I'm just saying that is probably one of the reasons behind the order of events. It certainly won't stop piracy. The most developers and publisher can hope to do is delay the pirating or cause them as much headache as possible. The problem is that everything they try to do to hamper the pirate through DRM actually causes more headache for legit customers. I never said it would stop piracy. I would only hope that the turds that pirated Skyrim would not be able to use the CK with the version they initially acquired...that they would be forced to wait for a new cracked version and thus have to download the entire game over again...and be exposed to another potentially nasty virus that such medium is prone to produce. LHammonds This may sound odd, but I pre-ordered the game, bought it, and have now been forced to crack it with a pirated executable just to play it without crashes. The 2GB memory limit was killing me on my 16GB system and the constant crashes caused by having nice pretty textures was infuriating. I saw the nice Large Address Aware mod and suddenly remembered I knew how to fix my issues. So I opened my exe with CFF edit and checked the "greater than 2GB" box. Thinking that I had fixed it, I launched the game only to get "Error 51". Turns out Steam locked out exe alterations with a DRM patch. Now nothing ticks me off quite as much as someone telling me that I can't do what I want with something that I paid for. Especially since this is a single player game and there is no real way to unfairly advantage myself. So I actually had to pirate a game I paid for just to be able to modify it to work on my computer. Go figure. This also spells potential badness for the script extender when it comes out as it modifies the code as an injector if my memory serves. If this Steam lock down is still in effect, then it will also cause the error and be unusable with legal copies. IMHO this is just a method of rewarding pirates and punishing the paying consumer.
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The only problem is that needs to be aimed at a ref, and if I knew the ref of the problem target, I wouldn't need it. I'm trying a few ways to cycle targets to find it, but I'm not sure how far away it is, it could be half the wasteland away from it and i cant easily scan through that many refs with any method I know of. It looks like he uses the same style IFF code that I used in my FO3 vison mode mod. Not helpful unfortunately since I'm not trying to find out if a nearby target is hostile, but where the target that is currently alerted to me is, or at least its ref so I can delete the bastard. Actually, you can see where the npc is that is on alert as it's blip flashes red in the radar HUD, within its max range. I use it all the time to find NPCs that just keep going on alert constantly. See that would be nice if the npc in question was anywhere near me. This problem occurs in EVERY cell, even interior cells with no npcs at all in them. The target doesn't show up on the radar if they are out of range.
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It looks like he uses the same style IFF code that I used in my FO3 vison mode mod. Not helpful unfortunately since I'm not trying to find out if a nearby target is hostile, but where the target that is currently alerted to me is, or at least its ref so I can delete the bastard. I use WMX, but its an updated copy and I don't use AWOP or BOE at all. Still, none of this should be relevant as I've tried loading the game with no addons, not even DLC and have the same results. I know its not game wide, as I load a different character or a much earlier save game from the same character and the problem is gone. My best guess is I have one mob that is out there somewhere glitched and permanently aggroed on me.
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So I'm trying to whip up a script that will find all actors that are currently on alert (Causing the [Caution] message) at the present time and then take an action on them or output them in a message box. The purpose of the mod is to solve the game bug where a save becomes almost unplayable due to some glitched mob trying to attack you from god knows where and causing you to constantly be set to [Caution] no matter where you are. This causes the wait command to be canceled after a few hours almost every time as well as putting your companions into aggressive mode thus turning a sneaking situation practically impossible. It's particularly annoying in my own current game as its set to hardcore and I can't sleep for more than an hour or two at a time due to this bug. I've tried SWDP, but that seems to no longer function. I can make the message and the general layout of the script myself, but so far, every method I've tried to find all alerted actors has been unsuccessful or just outright crashed the game upon use. Any help would be appreciated. Quick reference to the glitch from another user can be found here . I think he describes it pretty well in the 4th post.
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Ok so after some more tweaks and after I found and removed a mistake I had made, It now works perfectly. I'm still directly applying and removing effects, but its instant now and you were right about the cell depth. now that I've tweaked that to 3, it now grabs everything in range of sight(including with a good scope). I don't see any slowdown on my machine, but not 100% sure how a slower machine would handle the scripts. The night vision, enhanced night vision, and thermal vision are all done now. Now I'm starting to tackle the predator vision. This one is gonna be rough. If anyone knows anything about how to convert the heat vision mod from oblivion that has been posted on the forums here, please let me know. I'm gonna need all the help I can get.
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I'll try this when I get home tonight. Hopefully with some more tweaking I can get it out to about 200 yards which I would think is a good range for something like this to work at. Once I get the system up to a "Working reasonably with bugs" status, I'll try this to see if it can help the slight delay on removing the effect. The count code is purely to ensure that the script runs through 49 times and no more per game cycle. I actually borrowed the concept and terms from your explanation and example on your scripting tutorial :) BTW, Thank you very much for all your help thus far. When this eventually becomes a public mod, your getting a big thank you blurb right up front. Without your help I doubt this ever would have gotten off the ground.
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So..... It works. Now my only real problem is extending the range. It seems to not pick up an actor until they are about 50 feet away. Any way to extend that? The only other thing is far more minor a tweak. It seems to sometimes take about 3-5 seconds to remove the effect from a few models. I can live with that, but if theres a reasonable fix, that would be great. scn TomVisionThermalScript int iCount int iCountLimit ref rCurrentRef Begin OnEquip Player set iCountLimit to 50; did this to stop some inconsistencies with how fast things would get effected. set TomVisionStatus to 1 imod TomVisionThermalSFX End Begin GameMode set rCurrentRef to GetFirstRef 200 0 0; Actors set iCount to 1 Label 1 if TomVisionStatus == 1 if (iCount) < (iCountLimit) if rCurrentRef if rCurrentRef.GetDead; If they are dead, remove the visual if rCurrentRef.GetIsCreature if rCurrentRef.GetIsCreatureType 6 rCurrentRef.StopMagicShaderVisuals TomTargetThermRob else rCurrentRef.StopMagicShaderVisuals TomTargetTherm endif elseif rCurrentRef.GetIsRace Ghoul rCurrentRef.StopMagicShaderVisuals TomTargetThermGho else rCurrentRef.StopMagicShaderVisuals TomTargetThermHum endif else if rCurrentRef.GetIsCreature if rCurrentRef.GetIsCreatureType 6 rCurrentRef.PlayMagicShaderVisuals TomTargetThermRob else rCurrentRef.PlayMagicShaderVisuals TomTargetTherm endif elseif rCurrentRef.GetIsRace Ghoul rCurrentRef.PlayMagicShaderVisuals TomTargetThermGho else rCurrentRef.PlayMagicShaderVisuals TomTargetThermHum endif endif set rCurrentRef to GetNextRef endif set iCount to (iCount + 1) Goto 1 endif else if (iCount) < (iCountLimit) if rCurrentRef if rCurrentRef.GetIsCreature if rCurrentRef.GetIsCreatureType 6 rCurrentRef.StopMagicShaderVisuals TomTargetThermRob else rCurrentRef.StopMagicShaderVisuals TomTargetTherm endif elseif rCurrentRef.GetIsRace Ghoul rCurrentRef.StopMagicShaderVisuals TomTargetThermGho else rCurrentRef.StopMagicShaderVisuals TomTargetThermHum endif set rCurrentRef to GetNextRef endif set iCount to (iCount + 1) Goto 1 endif endif End Begin OnUnequip Player set TomVisionStatus to 0 rimod TomVisionThermalSFX End
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Ok, here is where I'm at right now. Ive been unable to make this work the direct way I've wanted to, and am now about to try via a "enchantment" which is to say a effect that gets applied to them and later dispelled when no longer needed. Here is the not-so-working script I've been trying. If anyone knows how to make it work without having to add tokens or effects I'd REALLY prefer that, since the less involved the better and the less that can go wrong. scn TomVisionScript ref rCurrentRef begin GameMode set rCurrentRef to GetFirstRef 200 0 0; Actors Label 1 if rCurrentRef if (GetDead != 1) ;If they are dead, do nothing. If (TomVisionStatus == 1) if (getiscreature == 1) if (GetIsCreatureType 6 == 1) PMS TomTargetThermRob else PMS TomTargetTherm endif else if (getisrace ghoul == 1) PMS TomTargetThermGho else PMS TomTargetThermHum endif endif Else if (getiscreature == 1) if (GetIsCreatureType 6 == 1) SMS TomTargetThermRob else SMS TomTargetTherm endif else if (getisrace ghoul == 1) SMS TomTargetThermGho else SMS TomTargetThermHum endif endif Endif;End "If TomVisionStatus=1" endif;End "If not dead" set rCurrentRef to GetNextRef Goto 1 endif;End "If rCurrentRef" end
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Something very similar to that is how I turn on the actual night-vision :) What's bothering me is how to add this effect shader that gets that nice glow on a potential target to appear. I'm not looking for anything really fancy like IFF or anything. just a simple living or dead distinction. But right now i cant even get it to work period. This all sprang out of a desire to make a night-vision rifle scope. I haven't so much given up on that as I've set it aside until I can at least do this. Baby steps :) Maybe if I can get this working, I'll start on the Thermal vision, predator style.
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Let me start off with an apology if this has been asked elsewhere. I've had no luck with the forum search engine, but that may just be me. I'm trying to create a enhanced night vision mod that not only increases the ambient light, but also highlights anything moving (Though to start with, I'll settle for anything not flagged as dead). I've created a test item with the effect applied and the light amplification works as intended. The problem I'm having is applying the effect shader to everything. I have the shader made, and it looks great when I manually apply it via the console. The issue is, I've been unable in the last 12 or so hours of trying to actually apply it to every living thing via a script. I've even gone to the extent of downloading similar mods to see how they did it, but of the 2 I've found, one is extremely unstable and the other is extremely involved and the visual modes are a very small part of it. Both have handled the problem differently. I tried to emulate how the stable but huge one did the job, but it was written in Italian and that makes it a bit hard to follow for this dumb American. Also since it was a small part of a very large mod, it was written to do a lot more than I'm going for. My most recent (failed) attempt is below. I tried to create an effect and apply it to everyone. Unfortunately while I created the effect just fine, I had no idea how to apply it to everything in sight based on a script. Below that is a before and after screenshot of the effect when it is manually applied. scn TomVisionThermalScript ref callingActor begin GameMode set callingActor to GetSelf if ( callingActor != player ) if ( TomVisionStatus ) == 1 if ( IsActor ) if ( GetDead ) PMS TomTargetDead 120 else PMS TomTargetTherm endif endif endif endif end http://i163.photobucket.com/albums/t304/dariusdarksaber/ScreenShot37.jpg http://i163.photobucket.com/albums/t304/dariusdarksaber/ScreenShot40.jpg