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Posts posted by rickerhk
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I think that happens to some hi-rez textures when the user has their texture setting turned down in the game options.
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Ok guys, thanks for your help. I got the book to add the perk on the list when I read it.
BUT
Just a few things :
I got your advices. It works again (message+book removed+perk added)! But when loading (via F9 or menu) before reading, doesn't work.
I guess it must be the issues with F9/loading menu you all talking about. If there's no way to fix this... I guess it's done.
EDIT: Waw, I haven't touched anything and now using the manual doesn't work anymore... The game just make the script works whenever he wants.
Do you think Geck power up would help me?
Could be a dirty save. Especially after using F9. Do your testing from a save that doesn't have your modded book in it yet.
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player.Equipitem EnglishBook01 ;redundant/problematic? ; Ya that should be "If GetEquipped ==1" player.addperk EnglishBookPERK setobjectivecompleted MamboQuest01 75 1 showmessage EnglishBookMESSAGE 0 ; Are you sure he needs this flag set ? endif endif end begin menumode if (bDoOnce == 1) set bDoOnce to 2;skip a frame elseif (bDoOnce == 2) set bDoOnce to 3 removeme endif end
player.Equipitem EnglishBook01 ;redundant/problematic? ; Ya that should be "If GetEquipped ==1"
But specifically "If Player.GetEquipped EnglishBook == 1" ; he needs the condition question
showmessage EnglishBookMESSAGE 0 ; Are you sure he needs this flag set ?
Sorry had to add edit to make sure you saw my additions/question within the script.
No, the line should be gone all-together. Since the 'On Equip' block means it is indeed equipped. The OP script is excursively equipping the book. That's why I asked if it was the same book or a different object for that equipitem function
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Is EnglishBook01 yet another book? If not, then I would leave the equipitem function out, since you are already equipping the book.Also not sure why you have the '1' after the perk. If there are problems, I would be more specific on functions like addperk and equipitem and specify the actorREF it's being applied to (player).I also don't like to remove objects that are running the script, in the same frame as its important functions. I always wait a frame or two after everything is done before a function like 'removeme' and guard it so there is no possibility of it repeating.
scn EnglishBookSCRIPT int bDoOnce begin OnAdd player setobjectivecompleted MamboQuest01 70 1 setobjectivedisplayed MamboQuest01 75 1 end begin OnEquip player If GetStage MamboQuest01 > 0 if bDoOnce else;if bDoOnce == 0 set bDoOnce to 1 player.Equipitem EnglishBook01 ;redundant/problematic? player.addperk EnglishBookPERK setobjectivecompleted MamboQuest01 75 1 showmessage EnglishBookMESSAGE 0 endif endif end begin menumode if (bDoOnce == 1) set bDoOnce to 2;skip a frame elseif (bDoOnce == 2) set bDoOnce to 3 removeme endif end
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F9 has always been buggy in these games. Don't use it.
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If you go to the 'Art and Sound' tab of WeapBrassKnuckles, you see that instead of a model, there is a form list in the 'armor list' drop-down. Take a look at that formlist. It has an 'Armor Addon' object in it - ARMABrassKnuckles. Try unticking the biped object 'right hand'. If that doesn't work, you'll probably have to fill in the model info on the weapon and remove the 'Armor List' entry.
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Some mod has edited a vanilla AI package that has a marker in/around the saloon as a target. Actors from all over, that use the package, will show up there.
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Load up the GECK, double-click on FalloutNV.esm and all the DLC esms. Then go to Edit->find text, and put IncrementScriptedChallenge in the search field. Browse and learn the ways it's used in scripts and dialog. Definitely not an NVSE function.
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Hey all,
I've run into a small issue, and whilst it isn't essential that I find a fix, I would prefer it. I'm currently making a mod, and every NPC that I assign a sleep package too will not wake up on their own. They successfully find and sleep in their bed when the package starts, but at the time when they are supposed to wake up they remain asleep until they are spoken to by the player.
I thought it might be an .esp bug, so I switched the mod to an .esm to check, but the problem persisted. Does anyone know anything about or has experienced this bug before?
You can find some screenshots of the AI packages an NPC is using here and a video showing the problem here.
Thanks for your time,
BayK.
I've had problems getting an NPC to stop a package involving furniture before. That time, I went to the Begin/End/Change tab, in the 'End' script box, put the script function:ResetAI
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You have to use a microphone that actually shows up when you go to your Windows control panel->sound->Recording.
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There's no idle animations in any of the esps, so the mod isn't messing with the idle tree. All those mannequins are player teammates, so probably some other mod that makes companions do random idles or something.
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I had a heck of a time getting Invalidation to work with MO and FNV. Finally found some post on TTW forums plus other stuff I did and now it works.
1. In MO Settings, 'Workarounds' uncheck 'Force-enable game files'
2. Turn Auto invalidation in the profile OFF
3. Get a copy of Fallout - AI!.bsa (From FOMM or NMM) and copy it to your data directory
4. Go to the 'Archives' tab in the right MO window. Make sure MO is managing BSA files. Move the AI!.bas to the top.
Other things I did-probably redundant:
Change the fallout ini and pref files load archive line:
SArchiveList=Fallout - AI!.bsa, Fallout - Misc.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa
Something I never tried before but looks like it works also:
1. In MO Settings, 'Workarounds' uncheck 'Force-enable game files'
2. Turn Auto invalidation in the profile ON
3. Go to the 'Archives' tab in the right MO window. Make sure MO is managing BSA files. Move the Fallout - Invalidation.bsa to the top of the archive list. -
Also check the sr_New_Vegas_Stutter_Remover.ini if it's locked to 30FPS:
If in the 'Master section', bManageFPS = 1, then FPS management is ON.
So then in the 'FPS_Management' section, fMaximumFPS might be set to 30. You can set it to zero.
If you turn bManageFPS OFF, then just be aware the game was designed to run at no more than 60fps.
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The OP already indicates awareness of the filenames to be replaced. It Does work (as long as ArchiveInvalidation is working). We do it in Project Brazil. I belive the OP is asking if the screens before the main one can be suppressed so there isn't a 'slide show' of different screens before the main menu?
These screens show up before the main menu:
loading_screen_bethsoft.dds
loading_screen_bgs.dds
loading_screen_legal.dds
loading_screen01.dds
In Project Brazil, we've changed all of these (Our new version, not released yet).
These screens don't show up in the Geck under the loading screen group so I assume they are hard coded in the exe. You could try just copying the main dds to all of them to get the static effect but otherwise you probably need an NVSE plugin to accomplish it.
As far as the load screens in the Geck, I don't see a global or a gamesetting to disable these either. -
I'm not too familiar with the Reputation functions, but your structure of the 'if' statements look problematic.
For example, I think you mean to check for a range of reputation 5-14:
If GetReputation RepNVPrimm 1 > 4 && GetReputation RepNVPrimm 1 < 15
Not sure what you have: 4 && < 15, will resolve to, but it's not checking a range on the function.
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That's odd.Try prefixing your variables - like 'i' for int/short, 'f' for float, and 'r' for REF.
scn PrivatePincerCompanionScript short iStatus ;1 = following, 2 = waiting, 3 = sandboxing short iDoOnce BEGIN GameMode if ( iDoOnce != 1 ) set iStatus to 3 set iDoOnce to 1 endif END
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You mentioned dialog result script problems. Make sure that variables are not declared in those dialog result scripts - it will conflict with actor's object script variables.
You may also be having a dirty save problem. Try testing from a new game. I've had issues in the past after heavy script modification where quest variables just wouldn't work right. especially if you change/rearrange the variable declaration section.
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If the 'Activate' function doesn't make the lever move, then try
SetOpenState 1
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If the contents of the container depend on actions taken before it is activated, then just add a game mode block to the container script. The activate block of the script enables a section in the gamemode block. The gamemode block adds the items dependent on the conditions, then skips a few frames before activating the container.
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I thought the rule was to not go beyond 32,000 from the origin (In any direction, so -32k to +32k)
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If you used ForceAV in your testing, you need to reload a previous save because using forceAV on the player wrecks that stat for the rest of the game.
You want to use SetAV or ModAV for changes.
You can see the effects of SetAV and ModAV with this console command:
Player.GetActorValueInfo Statname
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Outfit Studio works with FO3/FNV armors as well as Skyrim. Make conversions, mashups and adjust meshes, etc without the learning curve of a full blown modeling program.
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I make the plugin an esm. I would not expect that to make a difference for this issue.
I'm not sure of your square brackets in your "if [Player" line - I've never used them and no script in the Geck is using them that I can see (except in a comment)
I'm doing the NPC script a bit differently, though.
In the gamemode block I detect the critical stage:
BEGIN GAMEMODE
<snip other stuff>
if (gethealthpercentage < .01)
if ((IsInCriticalStage GooStart) || (IsInCriticalStage GooEnd))
set RHKBrisaMN.iGooFlag to 1
endif
if ((IsInCriticalStage DisintegrateStart) || (IsInCriticalStage DisintegrateEnd))
set RHKBrisaMN.iGooFlag to 1
endif
endif
<snip other stuff>
END
BEGIN ONDEATH
<snip>
if ((IsLimbGone 0) || (IsLimbGone 1) || (IsLimbGone 2) || (IsLimbGone 3) || (IsLimbGone 4) || (IsLimbGone 5) || (IsLimbGone 6).. etc)
set iDismembered to 1
endif
<snip>
if ((RHKBrisaMN.iGooFlag) || (iDismembered))
;do something
endif
END
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For the first script, I do something similar in my Brisa/Wendy mods, so it looks like it should work. Though In the last section I would put the "ShowMessage ArcherModuleMessage2" function after the other two functions in case the transition to menumode is causing them to be skipped.
In the second script, the 'On trigger player' section is going to run every frame. You probably don't want that. I would assume you want it to run once when the player enters the trigger. TimerA is being set to 1 and then to .2 every frame so the rest of the script is going nowhere.
Use "On triggerEnter Player" for that section.
BEGIN ONTriggerEnter Player
if (StartUp == 0)
if player.GetItemCount ArcherDataModule == 1
DisablePlayerControls 1 1 1 1 1 1 1
Set TimerA to 1
Set TimerA to .2 <--- pick one of these
Set StartUp to 1
endif
endif
END
What is this weird texture glitch
in Mod Troubleshooting
Posted