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Doronir

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Posts posted by Doronir

  1. If you're trying to force the player to use an ingestible, use player.cios NameOfIngestible instead of EquipItem. Note that this will not change the player's inventory, so you must handle the removal of items separately or not add them to the inventory in the first place.

     

    More on CIOS can be found here.

     

    Awesome!! Thanks, really. I wasted a half day failing hard to get this to work.. there just had to be something simple like that .. thank you.

  2. Do you 'equip' food to use it? I kinda assumed it would be activate.

    Failing that, consider just using removeitem somefood 1 1 and cios somefoodsmagicspell to 'fake' eating the item.

     

    Hey, thank you for your answer..

     

    I get your idea, but still.. what would the somefoodsmagicspell do.. it would have to remove a certain hunger level appropriate to the food that have been given.. I will post the code in the spoiler below so you can get a better picture what I mean with 'given'..

     

     

     

    ScriptName HPTCarterGivesFoodScript
    
    short sProbabilityValue
    ref refFood
    
    begin ScriptEffectStart
    
       ; Add one piece meat
    
       set sProbabilityValue to GetRandomPercent
    
       PrintC "Probability: %.0f " sProbabilityValue
    
       if sProbabilityValue < 8
           set refFood to AntMeat
       elseif sProbabilityValue < 16
           set refFood to BloatflyMeat
       elseif sProbabilityValue < 24
           set refFood to CoyoteMeat
       elseif sProbabilityValue < 32
           set refFood to DogMeat
       elseif sProbabilityValue < 40
           set refFood to IguanaBits
       elseif sProbabilityValue < 48
           set refFood to MoleRatMeat
       elseif sProbabilityValue < 56
           set refFood to RadroachMeat
       elseif sProbabilityValue < 64
           set refFood to SquirrelBits
       elseif sProbabilityValue < 73
           set refFood to RatMeat
       elseif sProbabilityValue < 82
           set refFood to NVGeckoMeat
       elseif sProbabilityValue < 91
           set refFood to BigHornerMeat
       else
           set refFood to BrahminMeat
       endif
    
       Player.AddItem refFood 1 1
       ;Player.EquipItem refFood
    
       ; Add two pieces of main dish
    
       set sProbabilityValue to GetRandomPercent
       
       PrintC "Probability: %.0f " sProbabilityValue
    
       if sProbabilityValue < 50
           set refFood to Potato
       else
           set refFood to Noodles
       endif
    
       Player.AddItem refFood 2 1
       ;Player.EquipItem refFood 0 1
       ;Player.EquipItem refFood
    
       ; Add one piece of dessert
    
       set sProbabilityValue to GetRandomPercent
    
       PrintC "Probability: %.0f " sProbabilityValue
    
       if sProbabilityValue < 16
           set refFood to JalapenoPepper
       elseif sProbabilityValue < 32
           set refFood to Carrot
       elseif sProbabilityValue < 49
           set refFood to NVFreshHoneyMesquiteFruit
       elseif sProbabilityValue < 66
           set refFood to NVFreshMaize
       elseif sProbabilityValue < 83
           set refFood to Mutfruit1
       else
           set refFood to Mutfruit2
       endif
    
       Player.AddItem refFood 2 1
       ;Player.EquipItem refFood
    end
    

     

     

     

    You still would have to know the amount of food points that get removed depending on the food that has been given.. seems a bit tedious to hard code all the effects into the code for every item.. is there really a reason why I can just have my player ref eat something within a spell.. I mean it works when I do it without the actor effect, but I have to do it in quite a few different places and do not want to edit all of them for just a little change.. I just want to do it in one place and call the 'global function'/spell from all these places =(

     

    Anyway, thank you very much for your replay.

  3. Hi,

     

    I made an actor effect with a scripted base effect.. the moment my script calls Player.EquipItem in the ScriptEffectStart block FNV does a CTD.. :pinch:

     

    I am trying to 'equip' food that I am adding in a previous instruction.

     

    Is there anything I am missing? Is EquipItem not possible inside that specific block or something?

     

    Kind regards,

    Doronir

  4. My first shot would have been to take a look into the trace log.. (Documents\NMM..)

     

    Another possibility would have been to revert to another configuration file .. (sry, can't tell you which folder that is) .. and even another thing would have been to reinstall NMM

     

    When you say you deleted all your Reg entries.. what do you mean?

     

    Kind regards,

    Do

  5. Hi,

     

    first of all .. thank you for this great MM!!!

     

    What I would really like to see in NMM is the option to save a specific load configuration.

     

    When I am working on mods I usually have to click away many of the mods I usually use when I'm playing the game and vice versa.. a convenient click on .. say 'Profile 1' to activate all the ESPs one uses when playing and the same for a 'Profile 2' to activate a different set of ESPs for another scenario.. that would be really great.

     

    Best regards,

    Doronir

  6. Hi guys,

     

    when I am opening an interior cell some of the walls and doors don't show up.. some do, but not all.. this makes it hardly possible to edit any indoor cell. Outside locations in the wasteland are shown correctly as far as I can see..

     

    Did anyone experience this problem, too .. and even better .. can someone please give me a hint how I fix fix this?

     

    Thanks!

  7. Make the original esp a master via fnvedit or whatever tool you prefer

    Make the plugin you want to make, when you save it, enter your new file name. Thereafter, make this file the active plugin when you wish to edit.

    Your plugin will only have the changes you made to the original.

    Remember that if you you ever 'de-masterize' the original, and then go to edit your plugin, it will make everything into new records, instead of override records for the original plugin.

     

    Thank you sooooooo much.. I tried it and it works like a charm .. this was exactly the information I have been lacking .. GECK always created duplicate records and gave me such a headache, now I finally can have it the way I wanted it and don't have to make a copy of the complete plug-in anymore in order to change just a few things.. thank you very very much Quetz :D

     

    :dance: :dance: :dance:

  8. Hello guys,

     

    Is it possible to use FNVEdit or any other tool that I don't know of to inject the changes you made for another mod into the plug-in file you made the changes for?

     

    Basically I want to save my changes into a separate .esp file so that I can see what I have done with it and then merge/inject the changed sections into the original mod file.

     

    Can I use FNVEdit for that? By the way, does FNVEdit have a documentation or something?

     

    Best Regards,

    Doronir

  9. You are asking about using 4GB Fallout New Vegas by MonochromeWench, yes? It is possible to download, install, and run FNV4GB using NMM. FNV4GB does not care where it is installed as long as both files are together. But, if you use NVSE and FNV4GB is installed and run from anywhere other than ".\steam\steamapps\common\fallout new vegas\" it will not load NVSE. That said it is best to install FNV4GB manually in your ".\steam\steamapps\common\fallout new vegas\" folder and run it from a shortcut rather than through NMM. If you still want to use a Custom Launch Command through NMM:

     

    1. Install FNV4GB (manually is best to retain NVSE support)

    2. In NMM open Settings (looks like a pair of gears)

    3. Open the Fallout: New Vegas tab

    4. Locate Custom Launch Command

    5. Input the explicit path to your FNV4GB.exe in the Command: field

    (example: "d:\program files (x86)\steam\steamapps\common\fallout new vegas\fnv4gb.exe" without the quotes)

    6. Choose OK

    7. Open the drop window for the Launch button in NMM

    8. Choose Launch Custom Fallout: New Vegas

     

    Thanks for these super useful instructions :thumbsup:

  10. You can't use one .esp as a master to another .esp. You'll need to ether simply make your edit in the original .esp or, convert it to an esm with FNVedit.

     

    Oh.. I see, I thought the mod manager would just stack changes and the game would use the most recently loaded.. :wallbash:

     

    Thank you very much for your replay, I will save the changes inside the original plug-in file then :happy:

  11. Hello guys,

     

    here is what I wanted to do in short..

     

    • loaded an existing plug-in with G.E.C.K.
    • changed the Result Script (End) for a topic a bit
    • saved as new plug-in and setup NMM to have my plug-in load after the one I changed
    • triggered the topic in-game and..

     

    ..it just started the script action from the plug-in I tried to change, not mine :dry:

     

    So, I went back to G.E.C.K. and loaded the old plug-in and mine and examined the topics.. it says <topic name>DUPLICATE000 .. where <topic name> is the name of the old plug-in's topic name..

     

    I swear I searched through Google and the Fallout 3 and NV forums here to find an answer to this..

     

    Why is my plug-ni ignorred :mad:

     

    Please help me..

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