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About alphaniner
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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?
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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.
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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.
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Whar happend to oblivion prelude kvatch?
alphaniner replied to olha2's topic in Oblivion's Discussion
The author's user page doesn't look promising: last active January '13, last status update "is sick of dungeon crawling =/". :( -
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.
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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 :) ).
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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!
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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...
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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.
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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.
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@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?
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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.
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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