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EPDGaffney

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Everything posted by EPDGaffney

  1. Actually there is and I misspoke. You should have seen it when you were making the race. It's in that form.
  2. It's crashing? Making it an ESM probably won't fix that. Does the game crash without your ESP on? Does the game crash if you load a different save? Does Continue load a save that has the custom-race NPC on-screen immediately? Is your player character using that race? My guess is if it is in fact to do with your mod, you didn't make the race correctly, although it should be as simple as duplicating a vanilla race and some of its textures and meshes, then pointing your new race to the new meshes (which will be made to have the new textures). After that it should just be texture work, which is done outside the GECK. The meshes should be set to use the new textures by opening them in NifSkope and changing it there, and the textures should be modified in any image editor. Note that you would need to have access to the meshes and textures to duplicate them, and that they are by default located in BSA archives which require extraction via third-party software. Changing from ESP to ESM is done in FNVEdit but should probably be the last thing you do. ESMs can't be edited in the GECK and there are other problems with them that I always forget. ESMs are necessary for new characters, though, as the bodies and heads will not match their colours correctly otherwise. Unrelated, ESMs are generally required for navmeshes to behave correctly as well. Look on this page for information on how to do some of that if you don't know how: http://wiki.tesnexus.com/index.php/Getting_started_creating_mods_using_GECK Edit: And make sure you didn't accidentally modify any other races. I suppose that could cause a crash in the right situation. FNVEdit will show you all modifications made by your file.
  3. Are you saying you altered the colours on her face to the point where you're satisfied but they don't turn up in-game? Not familiar with that one. But if you're asking how to get these textures onto a character in general, I would agree with the previous comment. Just look up tutorials on custom races. You basically want a duplicate of whatever vanilla race, and then you want to edit the textures in PhotoShop or Paint.NET or GIMP (or whatever else you like). This is if you can't get to your desired goal within the GECK already. If this is about your character looking different in the GECK to how they look in the game, the two things that come to mind are a mod conflict and maybe trying your mod as an ESM rather than an ESP.
  4. Oh, I see what's happening here. OP and I were talking about damaging the item's health, in this case bringing it down to 0 any time someone wearing it is hit, but I think you're talking about visual damage to armour. Both are possible, but obviously, simply altering the HP of the armour is much easier than making things take damage visually. If you wanted to do that, we'd need to see how the engine would respond to a few things, and it would probably be a very involved thing. Definitely possible, though. In fact, whilst I don't really care for the execution of the concept (doesn't use vanilla bodies or female bodies and focusses on a more sexualised approach), WearOut does something like this, if you want to look into how that was done. The scripting I'd arrive at would probably not be too dissimilar, but you may or may not prefer to do your models differently.
  5. I didn't think this mattered but if you can't get the armour to take damage unless it's in the Upper Body or one of the headgear slots, then you can script it to break any time someone wearing it gets hit. Let me know if you need help with that.
  6. That was a wonderful rant. I was going to place an image of a 'chef kiss' but then I found out by looking for one that everyone already does it, so I didn't. I've read a lot of this before, and it has thoroughly scared me away from bothering. I do have worldspaces, but never anything with the terrain editor; it's all fake exteriors. You can't always get by with those, but I made sure never to bother with anything like that, because I do not want to deal with anything you have delineäted in your post. I will go so far as to model my own terrain pieces and drop them in the dirt or rocks. I can't imagine that's anywhere near the turmoil of using the GECK's standard method. 'Get Jean' was new to me. That may be my favourite bad thing in the entire editor. That is so lovely, I do not know how to cope.
  7. That's true, it may actually restock for you. I think that cell-respawning is mainly just for containers and for cleaning up bodies, but I could be wrong, and it could potentially be different if the cell is a merchant's editor cell.
  8. I...didn't know this, haha. Glad I never intended to make actual worldspaces. That terrain stuff looks like the biggest headache the GECk has to offer.
  9. That's a really great idea for a shop but unfortunately you'd need to script it yourself. You could do an OnActivate block on the door to the shop, and then have it count the days since the player was last there (GetGameDaysPassed), and restock the shelves if over a certain number of days. Then you'd have to have the exact location you want for each item. If it's a huge amount, I can try to think of a way to do it using arrays. Then I suppose the easiest way to check whether or not the stuff is there would be to count the number of references to each item you want to restock and check how many are owned by the merchant. The easiest way to implement this is to make sure only one of each saleable item is on display at any given time (or only restock them when there's none left). There are other ways to do this that I can think of as well, but I don't even know if you need help or want to do that much work.
  10. The NPC can be in a different cell if using a TA, or at least I thought so. If not, try SetGhost and SetinteractionDisabled. I can't remember do they hide the compass tick marks. If none of that works, you can definitely make the NPC a Creature Form and tick the Is Ghost flag on that form, which will hide it from the player's compass. That flag does other things, like disabling VATS targetabillity for the actor, so if you do need to use that flag, you may want to consider making another version of the character for normal interaction after the intercom bit (or changing it back and forth via script if you prefer).
  11. Indeed, the combination of loads of PlaceAtMe X markers seems to be a problem for the engine. The rest of what I was saying was more speculation on what could be the reason behind it, but it seems clear to me that the 'pet' X marker idea would be a good thing to try. I have many sections in my quest mod that use this technique and have had no problems. I made AI for corpses based on pet X markers and MoveToNode, and it runs almost every frame, on maybe twenty corpses, with one X marker moving all over the room to each one to emulate deranged crawling and the occasional attempt at standing or lunging towards the player. There is no performance impact and it has never crashed in countless hours of testing over several months with several load orders and several saves. I forget the peculiarities of 3D and forms with marker data for the editor (including things like triggers and collision boxes as well). I'm pretty sure it always considers this type of thing to have its 3D loaded. Still, PlaceAtMe definitely takes more than a frame to finish. It's just that some aspects get done before others. So, you can play a sound from the location where the marker will be because its 3D location is the first thing that the game engine processes (assuming I remember this right), but you can't move the marker until the PlaceAtMe function has finished, which takes more than a frame. That was the obstacle in Momentum. Well, that and tracking down that it even was something that was happening. I meant mod-added references are not truly deleted, yeah, but you're right about PlaceAtMe, which I forgot about. Sorry for that. I played this game pre-patch on the 360, so if this sound bug was there, it was probably the least of my worries, is my guess. I did play with the radio on pretty much all the time. Regarding the PC version, I don't know, I've played for about 2,000 hours and have never noticed this. I've definitely opened a reference for each of the container forms more than once in that time. But knowing it's only a couple of them does make it seem more like something I may have missed or forgotten about. I'd say the vast majority of my logged time is testing mods, though, and I tend to have the volume quiet for that. I'll certainly check the next time I turn it on, after I rework a few scripts to test.
  12. I'm going to need to test out that function a bit to make sure I have it all perfectly accurate and then add it to the wiki. My joke golf club mod used a lot of PlaceAtMe with markers and it causes CTDs as well, so that has to be it. My mod would require several X markers to do what it does, so I may rework it to be an effect if I ever return to it. For you however, would a MoveTo with a single X marker work? I don't know the exact function of that script segment you posted, but knowing what your mod does, I'm assuming it would suffice to use just one that gets moved a lot. Also, if you're using events, PlaceAtMe takes more than a frame to process and has caused several of us problems in the past. It was a big hurdle for MadAce's Momentum a while back, for example. I have my doubts that that's the problem here, though. Another possibility is that because MarkForDelete doesn't actually work on mod-added forms, it's confusing the engine to do it so many times. If I recall right, MarkForDelete does clean up something, and is the normal practise, so I doubt removing that would be a good solution, but it could enlighten us as a test. And most interesting, I was taking your word for it that this sound-doubling stuff is in the game, assuming it was really subtle and I just hadn't played with the volume up in so long I'd forgotten what exactly it sounds like. Well...I watched your video and there is absolutely no way that's a standard occurrence in my game. That would have driven me insane. Unless it's somehow heightened by that sound mod you mentioned earlier. I wanted to install that but a lot of people report a heavy toll on the engine, so I'm holding out hope someone can fix it eventually, and I'll install it then.
  13. I honestly would expect all the startup changes to be persistent only through the session and need to be redone every launch or load. I think Jazz has fixed the sound trait stuff. Let me know what you find, so I know if I should edit the wiki. I'll test myself at some point as well, but I'm busy of late.
  14. I'm not sure where you are now but it seems further than you were before, so that's good. Yes, there's a limit on script size, as well as script line length. I don't think arrays have a limit, but you may have hit on a practical limit, or did you get round that? How did you simplify things? I'll test the Get/SetSoundTraitNumeric stuff later. Sounds really odd. I wasn't referring to a record conflict but a code conflict. No matter how clean you think your mod is, there's almost always a chance that it conflicts with something else, though this chance can obviously be reduced based on how clean your mod is and how small its scope. But in your case, because the scope is so huge, someone somewhere will probably have another mod that somehow conflicts with it, especially if the mod is ambitious but not very professionally made. For example, you probably didn't think Empty or Not Empty conflicted with anything, but assuming it works perfectly on its own, it was conflicting with another mod in that user's load order and making guns float in the air or whatever they said. Apparently, uninstalling your mod fixed that problem, though I have no idea why a mod like EoNE would do anything that could be in that type of conflict. I couldn't reproduce the bug whatsoever, so I'm assuming it was a conflict. In my experience, Let is never wrong. I doubt you've found a bug, even if the error is so minor as to be inconsequential and render the debug print more a nuisance than a help. I remember someone much more experienced than myself, miguick I think, having a Let problem and eventually realising the error was completely accurate but just didn't really matter.
  15. I don't think I ever completely understood what method you were attempting to use to do it, so I don't know why the form list thing becomes a problem for you. The method I was suggesting would work fine with that limitation, but the truth is whatever you do would be inherently messy, a huge amount of work to fine-tune, and almost certainly run into problems with certain load orders that you'd need to fix. I just don't really think it's worth the trouble, though it is (probably) doable. What was the thing you found out about the Static Attenuation with SetSoundTraitNumeric? I'll add it to the wiki, unless you want to. I'm preparing a mod for release, so I haven't tested sUActn for registering controller input, but you're welcome to try that avenue instead of a fast quest script. I can explain what I'm thinking if it's not immediately obvious.
  16. You'd just need to set the event handler in a pre-load script, and then in the UDF for the handler, have something like If player.IsSneaking player.PlaySound3d <Sound> Else player.PlaySound3d <Other Sound> EndIf With OnControlDown/Up, it seems to account for menu mode as well, but you should test that to make sure. Of course, if you want to support controllers, this ruins everything. OnControlDown/Up don't detect controllers. Download my Aim View Switcher mod and look at the code that accounts for that disastrous void. It's disgusting. I may have thought of a workaround using SUActn however. I recall SUActn returning gamepad buttons, and if it does, I'm going to test with that. But it still won't automate accounting for several things OnControlDown does, even if I don't need to make players synchronise my mod with their game settings manually (which is extremely annoying for me to code and probably not too thrilling for them to be subjected to, either). There are animation event handlers as well, but I didn't have great luck when I tested them briefly. They probably work fine if you know what checks to use, but i opted for something else at the time and had no need to test further. The advantage would be, obviously, that controllers and keyboards could all use the same scripts and it would work for everything without much extra work on your part.
  17. I don't think I played Fallout 4 long enough to realise most of that, but I'm not surprised. And I never use power armour anyway. I want to do it in NV at some point, but I've never done a playthrough with it in any Fallout game. I think the Game Setting variable fVATSMaxEngageDistance is what governs how far away VATS works. You can alter that via script based on Perception (or whatever else you want). Just remember that those don't save with the save data and will need to be reconfirmed every time a game is loaded. Sounds like a mod I would like. I mostly use VATS as I do now because I'm testing my work, but I'm making an anti-HUD mod right now, which ideally will make things like binoculars more important. Also, the compass is going to be an AP-draining item that you turn on and off. Most of the mod will be modular and optional in case you don't like that concept, but so far I've really enjoyed the tension of having no compass. Another idea I've had is to make simply going into VATS drain AP. Coupled with a mod that increases AP drain per use, that could make things much more interesting. Another one was to make AP function like HP, and not refill unless you take something like Jet, which would in this circumstance restore your AP by 15 or 30 and never take it away unless you use your AP for something. Ah, see, my girlfriend and I usually play New Vegas together on a big television, or I'm mod-testing with barely any volume, so these things don't actually bother me much. I kind of gave up on New Vegas years ago regarding sound. I just chalk it up to the game having a gigantic number of quirks that I ignore if i don't want to go mad. The game's good points are worth that for me. If you fix it, though, I'm sure I'd be glad to use said fix. Could you not just use SetOnControlDownEventHandler with crouching and an IsSneaking check to confirm the player is actually crouched?
  18. So it doesn't accept negative numbers. Well, that really needs to be mentioned. I found Fallout 4's third-person mode much more natural. It was absolutely the only thing I liked about the game. And it still wasn't up to the standard of other games with a third-person camera. Third-person OTS aiming has been functional in games for ages now, and it's probably my biggest problem with this game. Games like Resident Evil 4 and Mass Effect and gears of War managed it with no problem. But you're right, there is a mod that goes into first-person when you aim. And I made it. Still, I'd prefer a mod that could make it so that aiming in third-person were possible. I may try my hand at that one day. I know I could make a RE4-style laser mod if I really wanted to. I just kind of don't think it fits with the game lore- and æsthetic-wise. The other approach would be to adjust the camera for aiming based on a lot of factors. It's certainly possible, and I may do it one day, but it would just be an absolutely immense amount of work. Games that use root motion look better and most of them feel better. Even the '90s-era Resident Evil and Metal Gear Solid games have better-looking foot placement. Ah. I thought you were saying this sound thing was the last thing that really bothered you, whilst to me all these things are much bigger problems, not to mention the design choices I didn't go into. Fortunately, Unofficial Patch Plus does include a VATS cancel button. I forgot about that actually, where you can just waste all your AP on an invisible wall despite having a 95% hit chance. I mod more than I play now, and I barely use VATS at this point, but when I do, I keep that cancel key handy. I use VATS to have the game draw enemies in the distance so that I don't walk into a raider swarm during mod testing. So it would be nice if it didn't take 8 seconds to load a body part. If it wasn't like that in Fallout 3, I hope someone can eventually take care of it in New Vegas. I think I seen Axonis theorising about how to do it. The 2D sounds you mentioned are just one more way this game was not intended for third-person, and that's a huge over-arching problem I have with it. Fortunately, I play with the camera zoomed in really close, so I get the same illusion they intended for first-person. But it would be a nice thing to fix.
  19. It only returns an integer? That's really weird. Is it possible that the list is wrong and parameter 3 is the frequency one and perhaps static attenuation is 2? Everything in the sound form looks like an integer except static attenuation, and the documentation does say it returns a float. That's a shame if it returns an integer there. That would definitely be something to mention on the JIP page. Do you play this game in third-person? If you do, there's a world of problems. Aiming is somewhat impossible. Your character's feet move independently of their position on the ground, as if everything were a conveyor belt or ice or something. 'Grabbing' something means it hangs near you from a magic spirit thread until you press the button again. Your cursor is always a little off and you kind of need to use first-person to pick up items when there's a lot of them in the area (especially if you don't want them all). Besides that, in general, VATS can sometimes glitch horribly and get you killed for no reason, or just take ages between when you press the button and when it loads the shaders and information. Then there's among the worst optimisation in the history of games, the fact that it's not 64-bit, the issues with LOD, the pretty much broken lighting (much improved in several mods, but never to the standards that games had by that time), the rare bug I have where post-mortem dismemberment clones dismembered limbs each time the actor is loaded, and I could probably go on but I'm realising this is already really long. Apart from 'errors' like the above, there are many questionable design choices, whether a result of the rushed development or just questionable, but I don't think there's much reason to go into those. Does GetOpenState not check what you need with the animation?
  20. Mostly DPS. If their skill level is low with energy weapons but the energy weapon they have still has a higher DPS than one of their speciality that they have as well, they'll choose the energy weapon. The only other factors are combat styles and sometimes how out of reach the target may be (a melee weapons raider may shoot you if you're across a canyon such that they have no path to get to you). But DPS is the major thing, so look into how that gets calculated, and make sure they have ammo.
  21. I think you had one approach in mind and I had a different one, which is why the things I mentioned don't make sense in the context of the method you were considering. The method I suggested off the top of my head posed potential problems with mod compatibility. GetActivatorSoundActivate and similar functions would have been run on everything mod-added that could have used the sounds you were muting, not just doors or containers, in order to eliminate that problem. But again, it's a completely different method to the one you were considering. I have a feeling the function (SetSoundTraitNumeric?) works but isn't working here because it potentially fires too late or is possibly being intercepted by changing between game mode and menu mode. I've had this problem in the past where you expect your event handler to work right before the event but it doesn't work in time. Which should never happen, was my understanding, but apparently some of them work that way (sometimes it's that the function called by the handler is too slow to work before the event, even if it gets called when it should). I'm almost certain one of my scripts in my quest mod uses it to mute sounds temporarily. I had no idea the GECK's use info could be off like that. Kind of scary if you rely on it a lot, which I do. The method I suggested would still work regardless of that, though. At least, if I understand what you want to do, which maybe I don't. To me personally, this bug is so minor compared to some of the fundamental problems with this game that I don't really think it's worth your time unless you really want to fix it. The JIP LN page would be a good place to try as well. Maybe Jazz can take care of it.
  22. Well, you can see what's referenced by GECK with Use Info, and you can use the Find Text feature from the Edit button menu on the top toolbar, so I don't think that should be a problem. I wouldn't really expect any mishaps there, save for mod-added items, which is why I mentioned looping through those. I suggested multiple lists organised by model because you want each model to have a different sound and the GECK can't see which mesh uses which sound but it can see which form uses which model. But I suppose you can just do a bit of If and ElseIf and work it out in the script instead of the form lists. Shouldn't be much worse for performance. The functions I was talking about for looping through mod-added items are things like GetActivatorSoundActivate, which checks whether that sound is one of the ones you've muted, and then you point it to a new copy if it is, using the Set counterpart. This is done at the game level rather than the mesh level, so it wouldn't pick up anything used only by a mesh. If you know how to use string variables and arrays, this doesn't have to be a gigantic performance issue, though it would still only be for a moment at game launch, not during actual gameplay. I do actually use sounds like these in my mods, as I initially had assumed nothing was using them, so my quest mod has a lot of instances where sounds like these were selected for certain events. Maybe that was a mistake, but if I were going to make a mod like this, I'd try to account for it.
  23. There probably aren't that many opening and closing sounds, so if you really wanted to do this, you could move them all to a different folder so that the models can't access them, replace them with mute files, then at game launch script all affected containers (I believe it's anything with an open/close animation?) to become part of a form list (or several form lists broken down by model) and then set an OnActivate event handler for that form list. Your OnActivate event can use a new sound form that points to the new location of the sound files. Any mod-added forms that use the sounds (which all have 0 uses in the vanilla game according to the GECK) can be accounted for using the relevant JIP functions, added to an array, and then looped through to point them to your new sound form. There could be a cleaner way if you refine what I said there, but the general concept would work and would not involve changing everything by hand. JIP LN added RunBatchScript, but it doesn't look like what I would expect. If it did, I'd suggest asking for some NIF scripting help that you could use to do a batch script for New Vegas to run at launch. Other ideas could include turning NIFs into text files and grabbing strings from them, but whilst it sounds plausible, I don't know how to do it. Someone at the forums or Discord may, though. Oh, you're the Empty or Not Empty author! I actually did some work on that mod for someone. Quite honestly, I believe it was something with their load order, as opposed to anything your mod should have affected (I couldn't reproduce the problem myself). But I'm not sure what part of it caused you to have to do anything by hand. To fix his problem, I just remade the mod from scratch. I added an item to every actor and container base form at game launch, then took it away with an OnActivate event handler using the player as a filter. The complication there was the item was appearing in barter menus, which I solved by turning it unplayable in that situation. None of it really took much time to do (well, besides the bit where I had no idea that a merchant's owned items will always appear in their inventory if the references are in the loaded cell).
  24. I take it deleting the sound entirely yields complete silence? indicating it is indeed doubling that sound entry, and that the sound is not selected in two places. It could be in the NIF flags, or it could have something to do with the fact that the engine is entering menu mode for the opening sound, whilst for the closing sound, it's going into game mode. You can test this by making a door form using that model, rather than a container form. PixelHate is to my knowledge the most likely source of further information on this forum. However, there are a lot of people that may be able to help if you asked on the NifSkope forum or Discord. Forgot about that. The developers of the software may even drop by to answer your question. Obviously, if it's more to do with the engine than the NIF, then someone like Roy Batterian is more likely to know what's going on than a NIF expert. You could try posting in the YUP comments as those are frequented by Roy, Sandbox, and a few other people that may know what to do about this if it's an engine peculiarity.
  25. That's the most current list of functions, whilst most other lists are unfortunately outdated or otherwise incomplete. I know this because that's my page and I have JIP LN tracked in order to add the new functions as Jazz releases them. On the NIF level, if you knew what to do, it's possible you'd be editing the sound files for the footsteps or scripting an automated process via the NIF functions added by JIP, or that the sounds are attached to the animations and not the skeleton, or if they are attached to the skeleton, that they're attached to the main skeleton file and not the individual armours. I've made armours and have never touched anything like this or seen it suggested, so I have a feeling that's not where any audio information is located. I think it's in the animation files. I think that if the player can be a radio, that's your best choice. I know it sounds weird, but I can see that going extremely well. An IsSoundPlaying script could work, but may be more performance-intensive than a radio station. Though it shouldn't be that bad if it's just checking for a sound every .2 seconds or whatever it would be. I see a ToolCabinetMetal base form with an ID of 35EA, not 35AE. But it has no sound attached to it, so I'm not sure how you found the one that it plays. However, I looked at the NIF and there is indeed a sound there: https://prnt.sc/kk4vx5 I need to head out now, but maybe that can help you to find something. If not, PixelHate probably knows more.
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