Jump to content

rickerhk

Premium Member
  • Posts

    1814
  • Joined

  • Last visited

Everything posted by rickerhk

  1. Getstage returns the highest stage number that has been set for the quest. To see if a specific stage has been set, use GetStageDone. When you're looking at the final stage of your quest, make sure the box 'complete quest' is checked. That marks the quest completed. There's many ways to do this, but for your dialog conditions, you can use these two together: Getstagedone <myquest> 30 == 1 AND GetQuestCompleted <myquest> == 0
  2. remove the space from the variable name short HasBeen Hired
  3. Yes, it's important to give the game world a chance to catch up and not try to do everything in one frame. I think Getself returns zero on placeAtMe actors, so Getcontainer is what to use. I have always had to skip a frame before doing any equipment stuff to the actor. The removeMe in the same frame as adding the misc item is also a CTD magnet :smile:I don't know if it still applies, but at one time there was a game bug where the script could loop again after removeMe, and therefore run the command again, causing a CTD. So I always guard that function so there's no way it could run again. scn CYCWCChineseAssaultRifleWasterSCRIPT ref rHolder short iStage begin GameMode if (rHolder) ; Set the reference so we can add the item. (skip if already set) else set rHolder to GetContainer set iStage to 1 endif if (rHolder) ; Ensure the item is in a container before proceeding. if (iStage == 1) set iStage to 2 ;Do nothing. Just skip a frame elseif (iStage == 2) if (bInDCWasteland == 1) || (GetRandomPercent == 1) rHolder.AddItem WithAmmoChineseAssaultRifleNPC 1 1 else rHolder.AddItem WithAmmoAssaultRifleNPC 1 1 endif set iStage to 3 ;skip another frame elseif (iStage == 3) set iStage to 4 ;make sure there's no chance removeme will run twice RemoveMe ; Remove the misc item as it's done its job. endif endif End
  4. In the AI package flags Tab - for the spectators, uncheck the box "Enable Fallout Behavior", then uncheck the box "Observe combat behavior". This is the flag that causes actors to say things like "its a fight", etc and makes them try to move away from the fight. Uncheck 'Aggro radius behavior" too, though I don't think this does anything in your case. I'm assuming you already have the faction settings of the spectators so they are either neutral to the robot, or they are 'friends' but their AI is set to 'help nobody'.
  5. NVSE up to date? Older versions didn't have 'let'. I think $TheRobot would make a string of hex values of the Robot's formID, not the name of the robot. How about let TheRobotName := TheRobot.GetName
  6. Quite a bit of it is here, too: http://www.gribbleshnibit.com/projects/NVSEDocs/
  7. The functions are listed on the description page: http://www.nexusmods.com/newvegas/mods/55399/? (void) LeveledListAddForm (LListAddForm) list:ref form:ref level:int count:int health:float Creates a new entry in a leveled list with the given parameters. (Use decimal values between 0.0 and 1.0 for health percentage.)I don't know about save persistence, though.
  8. If you go through a portal or teleport, the last music keeps playing till you hit another audio marker that changes it.
  9. I merge 'up' manually, using FNVEdit. Then if there are navmesh merges to be made, FNVPlugin works great. It will add/update/delete NAVM records and update the NAVI record accordingly (make sure all navmeshes are finalized before merge).
  10. This makes much more sense to me than the idea that time is a 'dimension' or 4th 'direction' in so-called 'space-time' that is 'traveled'. My interpretation of this is that time is an emergent phenomena of an eternal, evolving, 'now'.
  11. Concur there is no limit. And the location of the parent doesn't matter as long is it is persistent. One thing that bit me once was running 'markfordelete' script functions on parented objects (NPC, triggers). Don't do that.
  12. Looks like it should work unless the player.moveto is to another (internal) cell, or far away to another external cell. If that were the case, the last section would not run since the object is no longer loaded. Object scripts don't run unless the player is in the loaded cell with it. A quest script would work for that case.
  13. Will this avoid the intermittent looping-at-random-interval issue? We went through this, but never got the music to successfully loop. I read a post once that said removing metadata from the MP3 fixed looping problems. In our own project, I haven't noticed any looping issues with ambient music. If you look at the vanilla music in audacity, the files are stereo, at 48000 sample rate. Ours are stereo, 44100 hz. I think you have to download a plugin for Audacity to work with MP3s. If a file is giving issues, try re-exporting it from Audacity after removing the metadata tags.
  14. In the Geck, under the Audio section 'music type' - IGNORE THIS SECTION - doesn't do anything in FNV. If you make a cell, make sure it's set to 1NoMusic Here's the wiki but all the screen shots are missing: http://wiki.tesnexus.com/index.php/Fallout_New_Vegas_Music There's a few pieces to this: 1. Put your MP3 file under Data\Music\yourmusicfolder (can't be in a BSA. Needs to be loose). Remove all the metadata from the MP3 In the Geck, under the 'Audio' section: 2. Create or copy a Media Set and add your MP3 to it. It's better to copy one that's similar to what you want. 3. Create or copy a Media Location Controller and add Media Set(s) to it. 4. Place an Audio Marker in your cell 5. Add the Media Location Controller to your audio marker in the editor: Double-click on the marker, then click on the 'audio Marker' tab. Then click on the big 'AudioMarker Dialog' button. Then use the drop down to pick the Media location controller you just made. Change the radius to cover the area you desire. Just leave the rest default.
  15. If you run into a problem with the actor being up in the air after the player goes back and forth through a portal to where the NPC is located, then a simple work-around - instead of the on-load block, use a script on the door to the portal, to turn on the actor AI and set a flag that we are loading, then a script on the NPC that checks the loading flag and setsActor AI off once HasLoaded3D returns true.
  16. I don't think that IsAnimPlaying works on actors. If you preview an object in the Geck, the left window will list the anim groups that apply to that object. Try IsIdlePlaying for actors. http://geck.bethsoft.com/index.php?title=IsIdlePlaying. If you play a special idle on an actor, this is supposed to detect if a special idle is still playing on that actor.Well, thanks for explaining why that happens. Don't suppose that you happen to know of any way to check if an actor is currently in a jumping state (flying through the air)? The only thing I've seen is this: http://geck.bethsoft.com/index.php?title=GetFallTimeRemaining Though I haven't tried any of the JIP functions yet.
  17. I don't think that IsAnimPlaying works on actors. If you preview an object in the Geck, the left window will list the anim groups that apply to that object. Try IsIdlePlaying for actors. http://geck.bethsoft.com/index.php?title=IsIdlePlaying. If you play a special idle on an actor, this is supposed to detect if a special idle is still playing on that actor.
  18. You can pack LOD meshes and textures with BSAOpt. But you have to leave the .DLODSettings file loose. For example with Project Brazil, Data\LODSettings\00BlackBearCanyon01.DLODSettings needs to be loose. Another program - BSASharp, handles the .DLODSettings file just fine, but I had problems with that and sound files:/
  19. There's a drop-down menu for compression level, but the vanilla game itself doesn't pack the mp3s in Data\Music and Data\Sound\songs\radionv in a BSA. Reason unknown but when in doubt, I always look to see what the game maker did.
  20. That's odd. What's the creature's percecption? Have you tried other cells? Maybe something to do with the lighting. Also if you have a combat style set in the follow package, or use the combat style script command, make sure it it consistent with the CombatStyleRanged and CombatStyleMelee wheel variables on the NPC/creature's script. I had an issue once where they were not, and the NPC wouldn't use their weapon. It seems those variables affect the AI as well as being wheel button flags.
  21. I fixed a couple of them but there's a lot. I think it happened during a TES site re-do. Edit - anyone can make an account over there to edit/add/fix stuff. I fixed the links to the three ScriptEffect block commands.
×
×
  • Create New...