-
Posts
50 -
Joined
-
Last visited
Everything posted by GeneralGred
-
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
So I've been hard at work all morning using the information you guys gave me and I have made some headway with it. So to clarify my mod has two separate systems of Auto-Sorting items. 1) The master system takes all items from the player and sorts them into their respective containers around the house. 2) The specific system only takes items from the player the pertain to that specific container (eg: Pistols, Rifles, Faction Armor, etc.) Now thanks to Mktavish I've made good progress on the master system using GetAllItemRefs to create an array variable of non-equipped gear, however I cannot find a proper function to use the array. RemoveItemTarget cannot use array variables and RemoveAllTypedItems only uses the array as an exemption list. So i need a function that can treat an array like an item to move from one container to another. Unfortunately this doesn't do much for my specific system. Array variables only encompass entire types of items when I need only specific items of that type. So far I have this going and like I said earlier I believe the issue here is the script isn't storing the equipped item into the reference variable. scn GMArmoryArmorContFactionsScript short EquipDetection ref ItemBody Begin onActivate if (player.IsSneaking == 0) activate elseif (player.IsSneaking == 1) set ItemBody to player. GetEquippedItemRef 2 set EquipDetection to 1 endif End Begin Gamemode if (EquipDetection == 1) player.removeItemTarget ArmorBoomerWeldingHelmet GMArmoryArmorContFactionsRef player.removeItemTarget OutfitBoomer1 GMArmoryArmorContFactionsRef player.removeItemTarget OutfitBoomer2 GMArmoryArmorContFactionsRef .........more specific item removal scripting etc. set EquipDetection to 2 endif if (EquipDetection == 2) if (GetItemCount ItemBody >= 1) RemoveItemTarget ItemBody player 1 set EquipDetection to 3 elseif (GetItemCount ItemBody == 0) set EquipDetection to 0 endif endif if (EquipDetection == 3) if (player.GetItemCount ItemBody >= 1) player.EquipItem ItemBody 0 1 set EquipDetection to 0 endif endif if (GMArmoryArmorDisplayFactionRefNCR.GetDisabled == 0) if (GetItemCount ArmorNVNCRTrooper >= 1) GMArmoryArmorDisplayRefNCRTrooperArmor.enable 0 elseif (GetItemCount ArmorNVNCRTrooper <= 0) GMArmoryArmorDisplayRefNCRTrooperArmor.disable endif ....... more display scripting etc. End -
I'm making a large personal home mod and of course this comes complete with auto-sorting containers. I have no issue making the scripts to sort items into their respective containers, but I'm currently having trouble finding a way to leave equipped gear alone. ATM I'm trying to have the script identify the currently equipped items in each slot, remove all the specific items into the container, and then taking the identified gear back out of the container and reequipping them. My main problem with this is I cannot seem to find a proper function to identify and store a equipped item into a variable. If anyone can help me with this or even better know a way to have the auto-sorting script ignore the equipped items entirely I would be very grateful. I am using both NVSE and JIP LN NVSE in the mod and have tried to no avail: - GetEquippedObject - GetEquippedItemRef I am currently using these to try and store the gear as reference variables
-
NV G.E.C.K. falling apart
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
I would say you have no idea the weight you lifted from my mind on this, but I just realized who you were so you probably know the exact feeling, love your mods, I couldn't live without your FNV 4GB mod. It worked, so far all the issues have been resolved I can't thank you enough! -
NV G.E.C.K. falling apart
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
I got a patch to make New Vegas 4gb but I don't think I got the mod, where can you find it? -
I've been making a mod now for about a month and the GECK just doesn't seem to be able to handle it anymore. All sorts of problems have appeared, things like the render window going blank if the GECK is minimized, unable to edit object models or even apply a model to a new object, Object Edit window blanking out, and now the most frustrating issue I'm having lately is a lot of objects, but not everyone by any means, will freeze and crash the GECK when I attempt to place them in the cell, it will just load infinity until I click causing it to crash. The mod I am making is a player home mod and is made up of only one cell, so I know this cell is definitely overloading at about 3000 references, but I've made bigger cells before without issue. I fear this maybe cause by when I used another esp of mine as a master (unintentionally) to transfer some things I made in it over to this mod. I have gotten rid of its dependency with FNVEdit long ago and any attempt at cleaning with it now never shows errors with conflicts as well as nothing found to clean. Any suggestions? Edit: I forgot to mention, I am using the latest stable version of NVSE and JIP Plugin as well as the GECK PowerUp
-
Advanced Scripting Help
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's Discussion
So with some modifications and some luck I have successfully turned your script into a script for dynamic fuel consumption! I can't thank both of you enough, I never thought this script could work without some fault but at last it works! In case your curious here is the refined script for my generator: float LastTick float FuelLevel float StoredFuelLevel ;Power Systems if (FuelLevel < 0) set FuelLevel to 0 endif if (GMGeneratorPanelTier1Ref.GetDisabled == 0) if (GMGeneratorPanelTier1Ref.Running == 1) set PowerTier to 1 if (FuelLevel >= 1) && (FuelConsumption != 1) set LastTick to GameDaysPassed Set FuelConsumption to 1 elseif (FuelLevel <= 0) set GMGeneratorPanelTier1Ref.Running to 0 endif elseif (GMGeneratorPanelTier1Ref.Running == 0) set PowerTier to 0 set FuelConsumption to 0 endif endif if (GMGeneratorPanelTier2Ref.GetDisabled == 0) if (GMGeneratorPanelTier2Ref.Running == 1) set PowerTier to 2 if (FuelLevel >= 1) && (FuelConsumption != 1) set LastTick to GameDaysPassed Set FuelConsumption to 1 elseif (FuelLevel <= 0) set GMGeneratorPanelTier1Ref.Running to 0 endif elseif (GMGeneratorPanelTier1Ref.Running == 0) set PowerTier to 0 set FuelConsumption to 0 endif endif if (FuelConsumption == 1) set StoredFuelLevel to FuelLevel set GeneratorRuntime to GameDaysPassed - LastTick set FuelLevel to FuelLevel - GeneratorRuntime * 1440 set LastTick to GameDaysPassed endif -
Advanced Scripting Help
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's Discussion
@uhmattbravo Ya I figured a Global would be redundant, and yes it is upgradable. There are 3 tiers of generators, the last one isn't in the script yet, and they do use the same fuellevel variable. During the upgrade process the "fuel tank" is emptied and to simulate more efficient fuel the adding of each fuel canister simply adds more to the fuellevel variable. @Ladez I will definitely give this a shot tomorrow as for now I have to go to work, I think I can safely assume which variable types each of your variables are, but if you get a chance maybe add in which ones are which (short/int/float/etc). -
Advanced Scripting Help
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's Discussion
Thanks for your efforts, if you need anything to help just ask, I've taken a small break from the script to work on other systems and parts of the mod while I try to figure it out as well. It would be nice to reverse engineer the hunger/thirst system but it seems hard coded into the engine. I thought about maybe using Global variable but haven't got around to it. -
Advanced Scripting Help
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's Discussion
Ya definitely need the per minute basis, but as far as I can tell the script simply doesn't acknowledge the passage of time during Wait/Sleep/ETC. Whats frustrating is that its nearly perfect as any tampering I do usually breaks it outright. This is I believe the 3rd or 4th version of this script and by far works the best. I don't think it will be much help but as you might have guessed the FuelLevel variable is set externally from another script. -
Advanced Scripting Help
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's Discussion
Thank you for your input, sorry I forgot but yes it is a Gamemode block running out of a quest script. I made the modifications you recommended to the script while assuming your new vars are Short, but unfortunately to no success. The replacements to my script for handling the hours still broke if waiting for more then a couple hours, this happens with my script too, it works fine if only waiting 1, 2, sometimes 3 hours at a time, but will brake if I wait more then that. Also your script suggestions doubled the amount of fuel consumption. I would like to clarify as well that the reason I have a separate piece script for handling fuel on a in-game minute basis is to prevent the player from turning off the generator and restarting the script to prevent the fuel consumption. So no matter what I do I must maintain a script that handles the consumption on a in-game minute basis. Also I'd like to know more about your use of the * in your function, I haven't encountered that before. -
I'm currently making a player home mod with a emphases on survival and one of these aspects is the use of a generator to power the home. I do not consider myself a master in the scripting department but I am quite adept at it, I have used my knowledge to make a script that allows the generator to have dynamic real-time fuel and it works fundamentally. I am however unable to keep it working through any form of time transition (ex: Sleep/Wait/Fast Travel). I made a separate system in the script to handle these transitions but it works rarely and usually only once in a single play session, it usually simply ignores the transition as if it never happened and so fuel is not consumed properly. Despite my best efforts I cannot seem to work this out, I'm using both NVSE and JIP Plugin and would appreciate it if anyone knows a way to solve this issue. Current version of my script below: short FuelConsumption int FuelLevel short PowerTier float Timer float GeneratorRuntime if (GMGeneratorPanelTier1Ref.GetDisabled == 0) if (GMGeneratorPanelTier1Ref.Running == 1) set PowerTier to 1 if (FuelLevel >= 1) && (FuelConsumption != 1) Set GeneratorRuntime to GameHour Set FuelConsumption to 1 elseif (FuelLevel <= 0) set GMGeneratorPanelTier1Ref.Running to 0 endif elseif (GMGeneratorPanelTier1Ref.Running == 0) set PowerTier to 0 set FuelConsumption to 0 endif endif if (GMGeneratorPanelTier2Ref.GetDisabled == 0) if (GMGeneratorPanelTier2Ref.Running == 1) set PowerTier to 2 if (FuelLevel >= 1) && (FuelConsumption != 1) Set GeneratorRuntime to GameHour Set FuelConsumption to 1 elseif (FuelLevel <= 0) set GMGeneratorPanelTier1Ref.Running to 0 endif elseif (GMGeneratorPanelTier1Ref.Running == 0) set PowerTier to 0 set FuelConsumption to 0 endif endif if (FuelConsumption == 1) if (GameHour - GeneratorRuntime >= 0.01666667) set FuelLevel to (FuelLevel - 1) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 1) && (GameHour - GeneratorRuntime < 2) set FuelLevel to (FuelLevel - 60) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 2) && (GameHour - GeneratorRuntime < 3) set FuelLevel to (FuelLevel - 120) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 3) && (GameHour - GeneratorRuntime < 4) set FuelLevel to (FuelLevel - 180) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 4) && (GameHour - GeneratorRuntime < 5) set FuelLevel to (FuelLevel - 240) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 5) && (GameHour - GeneratorRuntime < 6) set FuelLevel to (FuelLevel - 300) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 6) && (GameHour - GeneratorRuntime < 7) set FuelLevel to (FuelLevel - 360) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 7) && (GameHour - GeneratorRuntime < :cool: set FuelLevel to (FuelLevel - 420) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= :cool: && (GameHour - GeneratorRuntime < 9) set FuelLevel to (FuelLevel - 480) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 9) && (GameHour - GeneratorRuntime < 10) set FuelLevel to (FuelLevel - 540) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 10) && (GameHour - GeneratorRuntime < 11) set FuelLevel to (FuelLevel - 600) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 11) && (GameHour - GeneratorRuntime < 12) set FuelLevel to (FuelLevel - 660) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 12) && (GameHour - GeneratorRuntime < 13) set FuelLevel to (FuelLevel - 720) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 13) && (GameHour - GeneratorRuntime < 14) set FuelLevel to (FuelLevel - 780) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 14) && (GameHour - GeneratorRuntime < 15) set FuelLevel to (FuelLevel - 840) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 15) && (GameHour - GeneratorRuntime < 16) set FuelLevel to (FuelLevel - 900) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 16) && (GameHour - GeneratorRuntime < 17) set FuelLevel to (FuelLevel - 960) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 17) && (GameHour - GeneratorRuntime < 18) set FuelLevel to (FuelLevel - 1020) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 18) && (GameHour - GeneratorRuntime < 19) set FuelLevel to (FuelLevel - 1080) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 19) && (GameHour - GeneratorRuntime < 20) set FuelLevel to (FuelLevel - 1140) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 20) && (GameHour - GeneratorRuntime < 21) set FuelLevel to (FuelLevel - 1200) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 21) && (GameHour - GeneratorRuntime < 22) set FuelLevel to (FuelLevel - 1260) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 22) && (GameHour - GeneratorRuntime < 23) set FuelLevel to (FuelLevel - 1320) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 23) && (GameHour - GeneratorRuntime < 24) set FuelLevel to (FuelLevel - 1380) set FuelConsumption to 0 endif if (GameHour - GeneratorRuntime >= 24) set FuelLevel to (FuelLevel - 1440) set FuelConsumption to 0 endif endif
-
G.E.C.K. and Archives
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's Mod Troubleshooting
Yes I am talking about BSA Archives and I know how to extract them and everything, but what I am asking is if there is a way to have the GECK access the files in them without extraction. -
I am designing a mod for Fallout NV and I was wondering if there is any way to get the GECK to reconize achives for adding models. My exact situation is that I am trying to use meshes from the game like a clipboard as an activator, I find the object in the "Static" catagory and copy its model path, but I can't paste it in the new template because the actual file doesn't exsit because it is in the archive. Now I know I can just extract from the archive but that is a pain in the ***, so I am hoping there is a way to get the GECK to be able to find files from within the meshes archive.
-
There are alot of dragonborn homes and castles out there, but I have never seen what would be the crown jewel of these mods, a throne made of dragon bones. A throne that would truly be worth of the Dragonborn and one that can be called his/her own. My idea is a throne that looks as if it were handcrafted from the bones and perhaps scales of the dragons that have fallen to the Dragonborn over the course of his/her adventures.
-
- dragonborn
- throne
-
(and 1 more)
Tagged with:
-
I use Realistic Needs and Diseases mod and one of its features many know is that when you drink you actually get drunk. Now I was thinking, there should be a Drinking Game, games like the first to pass out drunk loses. Now honestly I don't know why something like this hasn't happened already, I mean in a place like Skyrim you would think Bethsda would have made it, thats what nords do, drink and fight. So anyway I was thinking there should be multiple games that you can play at Inns with patrons or even followers. Things I thought of include: -Muliple Drinking Games(I feel these games are kinda crappy but I was thinking of things the game can perform) -First to pass out loses -Footrace until someone falls down and loses -Archery Challenge while drunk -Place Waggers, maybe even be able to bet items -Waking up in jail or random places after passing out (maybe keep it within or around current city or inn)
-
Ok I screwed up, I forgot to mark my NPC "Unique". Thanks anyway.
-
I hope this is the right forum, I found other CK topics here. I am trying to make a follower in this mod of mine, now I have gone step by step, however, when I got to set up a relationship the tab pops up and the "Parent" field is on "None" and my NPC's ID is nowhere to be found, suggestions?
-
Sounds great!
-
For a while now I have been looking for a good player home to act as a Bandit Lair. Problem is that I can't find one, they are always either too flashy or have bad locations. I want a mod that has a cool Bandit Lair that makes you feel like your the King of Bandits or something of that caliber. What I'm looking for is: Basic: -Player home that is either a cave or an abandoned fort suited to a bandit gang, basically a lair that wasn't built for the player but rather just found and taken over -Location must be rather remote, but not in a snowy region, bandit won't camp in a town and most homes are already in the snow -Contains basic facilities in a simple manner (i.e. an alchemic lab without a bunch of crap on or around it) -Furniture is basic in the main parts of the home, but the player area has nicer furniture that would seem stolen -A vault to keep loot in a secure fashion -A barracks for companions -Torture area with shackles containing respawning people with hidden loot (i.e. Dark Brotherhood Sanctuary) -Bandits that are allied with player to guard and patrol the lair -A bandit camp on the exterior (i.e. Halted Steam Camp or any Bandit occupied fort) Advanced: (Optional) -Ability to launch raids on settlements -Player Bandits are potential followers -Cages and other forms of torture to be able to accommodate Slaves -Periodic raids on the lair by lawmen or rival bandit gangs
-
I have been waiting for a mod like this for quite some time, a mod that gives you something to do inside a city, something that allows you to live a average life. In Oblivion Pats Business Mod was one of the best for this type of mod, if someone remade something like this for Skyrim, but expanded and improved it (specially by including MCM), it will be amazing!
-
Whenever I try to make a script or modify a script's properties the CK crashes. It worked fine before I updated it and I had this problem a long time ago too but forgot how I fixed it. I cannot find the answer to this question so please if anyone knows how to fix this please help!
-
I'm making a mod and I need to have a crown that looks like the image provided EXCEPT, the circular ruby on the top needs to be diamond shaped, the emerald below it is expendable if the diamond shape wont fit with the emerald on. The crown must look as close as possible to the one in the image. Also make it so it doesn't make you bald, but don't use the ring or amulet slot. I know this might be a tall request but I'm hoping someone can pull it off. Red Dragon Crown