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alphaniner

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  1. Holy schnikes, yes it certainly looks like you're right! Thank you! I remember looking at GetActiveMenuSelection and thinking it was poorly named, so I guess at that point I just 'wrote off' the rest of the GetActiveMenu functions. Feeling a bit foolish now, but I had fun hacking together the detection portion of the script so I guess it wasn't a total waste. Thanks again! I'll do it right in the next version and I'll be sure to sing your praises in the credits! Edit: I don't see why it's necessary to use "Let actor :=" though. Shouldn't "Set actor to" suffice?
  2. I haven't had any bug reports, and I know at least one person has been running it for a while now. All things considered the script is pretty straightforward though, so there's very little opportunity for surprises. Thanks again for your suggestion. Even though I went a different route, knowing there was something better than an 'always on' GameMode solution kept me motivated.
  3. I've got a working and [seemingly] reliable solution, though I had to add GetHeadingAngle to the mix. I've uploaded the mod - Small Talk - for testing.
  4. The author's user page doesn't look promising: last active January '13, last status update "is sick of dungeon crawling =/". :(
  5. No worries about the mistake. If I understand your idea correctly, the disposition change would occur after exiting dialogue. That's not how I 'envisioned' it, but it's a clever solution and a reasonable compromise. Thanks! Edit: I may have come up with a decent way to do it in MenuMode. Using GetNextRef, GetDistance, and GetCurrentAIPackage I think it will be possible to determine the nearest NPC to the player who is using a 'Dialogue' AI package. Need to do some testing though.
  6. It looks like TapKey stimulates a keypress. I think I'd need GetKeyPress to do what you're suggesting. But in any case, I'm really hoping there's a way to get the 'target' after dialogue has commenced. That way I could nix the GameMode block altogether, and instead of running ~100% of the time the script would only run in menumode 1009 (approximately 0% of the time :) ).
  7. I'm trying to create a 'passive' speechcraft mod that conditionally modifies an NPC's disposition to the player when the player talks to the NPC. But the only way I've found for a global script to get the player's dialogue 'target' is to use GetCrossHairRef in Gamemode, and that's a nasty kludge. Someone please tell me there's a better way!
  8. I finally managed to dredge up a partial list of the record types the automatic merge handles (CREA, NPC_, LVLC, LVLI, FACT, FLST, RACE) and I didn't have any conflicting records of those types. So I made one, and voila, the patch now contains one record rather than zero. I also discovered that the function is considered unsupported at this point (probably explains why it was moved to the 'Other' sub-menu), so I guess there's no point in bringing the issue up with the maintainer of TES5Edit. Thanks for your continued input, M48A5. Edit: One of these days I'm going to make a post that doesn't need to be edited for eaten line breaks...
  9. The problem I'm having is with the automatic method: 'Create Merged Patch' in the context menu. Since the automatic method failed though, I've been making a merged patch manually. Note that my manual merged patch is not loaded when I try the auto method. With the mods I currently have loaded, my manual merged patch contains Ingestible, Armor, Cell, Script, and Worldspace records. For all I know the automatic method doesn't handle these, but that doesn't seem to explain why the masters aren't getting added as indicated in the Messages tab.
  10. I hadn't considered that. Definitely a good suggestion, thanks. Edit: Same results with 3.0.15. Also FYI it seems there were some serious improvements to the conflict detection algorithm since then because 3.0.32 filters in about 1/3 the time.
  11. @M48A5: Yes, both critical and non-critical. @Osuirof: I'll try BASH if I can't get FO3Edit to work. Edit: Why does this bloody forum eat line breaks?
  12. If you mean filtering, I applied a filter for conflicts and critical conflicts as per the Tome before running 'Make Merged Patch'. I also tried with the 'Filter for Cleaning' and even without a filter, even though the latter made no sense to me.
  13. I've been using FO3Edit to manually merge mods for ages and only just tried the 'Create Merged Patch' function. It reliably creates a completely empty esp. The messages indicate masters are added to it: [Merged Patch.esp] Adding master "Fallout3.esm" [Merged Patch.esp] Adding master "Anchorage.esm" [Merged Patch.esp] Adding master "ThePitt.esm" [Merged Patch.esp] Adding master "BrokenSteel.esm" [Merged Patch.esp] Adding master "PointLookout.esm" [Merged Patch.esp] Adding master "Zeta.esm" [Merged Patch.esp] Adding master "Unofficial Fallout 3 Patch.esm" [Merged Patch.esp] Adding master "DCInteriors_ComboEdition.esm" [Merged Patch.esp] Adding master "Realistic Interior Lighting - OA.esp" [Merged Patch.esp] Adding master "Fellout-BrokenSteel.esp" [Merged Patch.esp] Adding master "Fellout-Anchorage.esp" [Merged Patch.esp] Adding master "Fellout-Zeta.esp" [Merged Patch.esp] Adding master "Fellout-Full.esp" [Merged Patch.esp] Adding master "Realistic Interior Lighting.esp" [Merged Patch.esp] Adding master "Realistic Interior Lighting - PL.esp" [Merged Patch.esp] Adding master "Fellout-pipboylight.esp" [Merged Patch.esp] Adding master "Fellout-PointLookout.esp" [Merged Patch.esp] Adding master "Realistic Interior Lighting - BS.esp" (and that's it) but the 'Master Files' record remains empty. I can copy existing records to it from other mods (at which point the relevant masters actually get added) so it's not a permissions issue or such. I've read the section on creating a merged patch in the FO3Edit Tome and several other tutorials, so I'm pretty sure I'm doing it right. Any suggestions? Thanks. Edit: Windows 7 Professional 64 SP1 up to date (some optional updates ignored) Fallout GOTY (Non-Steam) 1.7.0.3 installed to secondary drive FO3Edit 3.0.32
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