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Gribbleshnibit8

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Everything posted by Gribbleshnibit8

  1. Pretty sure you can't. The animation is used for several things, including swapping out the actual type of ammo in the gun. I tried forcing ammo swap without an animation and it didn't work :(
  2. Method one is the way I would do it, and I wouldn't (don't) worry about Lutana, and now JIP, plugin usage. I'll use the plugin I want to use, and if people don't want to use them they can not use the mod. I've worked with Luthien helping to figure out some of the functions to add to Lutana, and I know JIP's work well. The source for both plugins is available, so people can't complain about not knowing what they're installing. My general modding practice is to do what is easiest and best for me and let everyone else worry about themselves. Quick little tidbit about scripts, they run all the way through whether or not the code actually executes. To quickly end a script, and relieve whatever performance impact you're worried about, make your GetGameLoaded call work like this if GetGameLoaded == 0 Return endif That'll throw it back out as soon as it hits that condition, preventing the rest of the script from running. This is negligible for a single quest script, but does cut down on nesting, which is a good thing. Also, you don't need to use GetGameRestarted. That checks every time the game reloads a save, which would make your script run every time the player dies, etc, adding lots of copies to the Leveled Lists.
  3. The weapons use ammo from a form list. Each type of ammo has a specific form list it uses for that caliber ammo (they have names like AmmoList10mm, etc). The weapons use this list as their ammo form, and the engine gets the ammo type from there. In order for your new ammo to work with these lists you must add them. However there's a catch. If you edit those lists for your mod, they will override any other changes. GRA makes changes to shotgun and a few other lists, so if you make changes to those lists you either break GRA, or have to make a patch. The solution is to use NVSE to script add your ammo to the lists using ListAddForm SomeFormList YourAmmo This has its own issues however, in that the change made only lasts for a play session, it's not saved in the game save, so you need to make the script run once (and only once) when the game is loaded.
  4. GetRefs is totally the way to go about doing it. Map markers are part of the Static group of objects, so you can look for type 32 GetRefs 32 3 would get all statics within a 3 cell range, which will encompass all loaded cells. The best part about this function is that you don't have to do a gamemode loop. Once the array is created you can then use the, imo, way better foreach loop to process the array, which among other things avoids the infinite loop issue as well as the logical issues of having to create your own exit conditions. This code uses the Lutana version of the function, but you can place the NVSE version in there and it works the same.
  5. What Dangman4ever described will essentially make a shotgun rifle that fires 3 shots all at once, and consumes 3 bullets. If you want a true burst style firing, I'd say just look at JIP Selective Fire or Selective Fire. Both systems do essentially the same thing, and have instructions for how to configure other weapons to work with them. Obviously it requires those mods, but really, why reinvent the wheel when another mod does it and offers other features as well.
  6. Any item in the game can be made 'static' by adding it to the static section in GECK. It will however still respond to the havok sim in GECK, so you have to be a bit careful with that. The process goes like this: Using FOMM BSA browser, open the meshes BSA and look for the mesh you want. You can find the name on the existing object in GECK, and use the search to filter it out. Extract that mesh, making sure to note its path so you can put it exactly where it is in the BSA. Place it in that exact path in your Data folder. In GECK, expand the World Objects -> Static section and then pull up the Explorer window of the folder where you placed the mesh. Drag the mesh from Explorer into the right pane list of all the static objects. Wait a moment for GECK to process. Using filter you can go to that object, which will default name be the same as the mesh. Enjoy.
  7. Probably should be polite, especially since they told you the actual way to do it. uHUD is outdated, hasn't been updated in a long time. UIO replaces it, does the same thing without actually any modification of installed files. Easy to install and use, you never have to reinstall it or worry about order. Install whatever mods you want in the order of: DarnUI PN MCM Everything ElseInstall UIO (order doesn't matter). When you get overwrite warnings from all the other mods, ignore them. UIO takes care of it.
  8. When reading function descriptions on GECK wiki, NVSE docs or whatever, when a parameter is in italics then it means it's optional. For NVSE there are a LOT of functions that can be called two ways: reference.FunctionName param1 param2 reference and param2 are in this case probably interchangeable. if you call it in the form: reference.FunctionName param1then you're calling it on a reference in the manner of say: refVar.SetWeaponAmmo Ammo10mmIf you say: FunctionName param1 param2then you're calling it in the way of: SetWeaponAmmo Ammo10mm WeapNV9mmThe first way is called "Calling by reference" and has a few extra rules. The second is "Calling by base" and applies to all forms of that type, the base form. When calling by reference, you have a few methods to work with. You can call by ref variable from a quest script or some other object script, or you can call from a script that runs on the object. http://www.gribbleshnibit.com/projects/NVSEDocs/#Function_Calling_Convention
  9. You might be able to change it, there are a few places in the xml where .nif files are pointed to. You would need to set up an IO variable and some other stuff in order to make it actually work though, plus modifying the appropriate menu file to support that new var. It is also possible to change the info shown in the terminal, to show different header info. http://geck.bethsoft.com/index.php?title=Useful_Scripts#Terminals
  10. And it could just be that a shot every mouse click isn't possible. Crank the anim mult up to 50 or so, so that it's done in a millisecond and then you might, but you can click a mouse pretty fast, and the game aims to look good too, so animations need time to finish. Remember, this is not a super modern game engine, it does have limitations.
  11. You really don't want to do it. If you want fixes that cover those things, get a mod like YUP to fix issues, but modifying the base game core files is not a good idea.
  12. Those values do not do what you think they do. You really want to modify the animation rate on the Art tab. I forget the value but there's a set of several Anim rates that you can modify. As devin said, changing those will really make the animations look bad fast. The perk is the best option, but will again make animations look kinda of gross pretty quickly.
  13. They made an edit to the VCG00 Quest and associated script, which are triggered when you click "New Game" from the main menu. The edits add in a set of commands that moves the player first to an empty cell and presents an options menu, then after the selection either moves them to the PB start, or the vanilla start.
  14. If you have to ask, you're probably not ready for it. If you think you are ready, try looking for a guide. http://lmgtfy.com/?q=how+to+merge+fallout+mods
  15. Making it separate from PN would be very difficult, as the Core module actually supplies most of the features into Cyberware. ljenk is correct, just install core and Cyberware and then you can disable whatever you don't like from Core. The cyberware things aren't just magically added, you have to find them in the world. One implant should be added to Doc's house on the shelves in the room you wake up in. However, in order to be able to install them you must first get an object that will 'teach' him how to perform the surgery. It can be found in the schoolhouse. Cyberware and Project Nevada will never be able to work without NVSE though.
  16. You can use FNVEdit to remove that 'dirty' edit from you plugin. Just make sure you remove the incorrectly edited one.
  17. Well weapon forms support the weapon mods through the game engine. Adding it to armors would be a lot more work. If you just want mods for power armor take a look at the Powered Power Armor mod.
  18. If the edit to a form list is made with ListAddForm, which is an NVSE function, then nothing bad will happen if a mod is removed. ListAddItem works ONLY on the in-memory list, and does not save with the save game data. AddFormToFormList however, which is a vanilla function, DOES save to the save game, and will cause issues upon removing a mod. You should ALWAYS use NVSE for editing form lists. Keep in mind that doing so will require you to make the edit every time the game is restarted, which is easily done by having a quest script running with the GetGameLoaded function checking first. Check the link in my signature for more information about NVSE.
  19. Well, there's a form list called "Everything" that holds over 1500 forms, so it's at least that high.
  20. I don't know of any limit, though obviously there is one. It's probably the value of a signed integer, so over 2 million forms. 2000 should be fine.
  21. I had actually attempted it, had no luck getting it to work and did not (and still don't) have the time to work on it. However, someone else WAS working on it, and got as far as making a working demo I was in discussion with them, and the project is on hold, I believe for school or something, but he does plan on finishing it.
  22. The game disables keyboard input when a controller is plugged in. It's... pretty pointless and annoying, yes. In Skyrim they left the keyboard enabled (learned from Fallout maybe). In any event, if you want to use features of Project Nevada or other mods that add 'hotkeys' you'll need to use some program to map keyboard keys onto a controller. One problem with this is that you usually lose the analog input of the controller joysticks since you have to map the sticks to keys to get input working. On a side note, MCM works with controllers, so you can still configure all your mods using controller.
  23. That's getting to the point of going super hacky, if that even works. At that point I would say rethink what you're trying to do and if you really even need the UDF in the first place. Unless you're reusing the same menu in many places, you probably don't need it, and if you do need menu code often, if it's all pretty much the same, consider something like this solution instead.
  24. Check out Lutana Renamer Rifle for how to make use of the player name menu. To answer you question, which Fallout2AM sort of answered, No. You cannot call a gamemode block from a function. If you really wanted to have most of the menu in a function, you could do what they said and put the logic in a function, call the message and wait for input from the GameMode script, then pass the button value into the function to do work. The Sleep/Wait slider menu has a lot of backend game code that manages it, and I've looked at how MCM implements its slider because I was interested in using something like that in a mod I've been working on, and it turns out it was easier to build a calculator type interface than replicate sliders (MCM has over 1000 lines of xml just for the slider, which is more than any other single menu in that mod). The solution I have used in the past, when wanting the player to input a value different than fixed amounts is to show the menu multiple times, with options for +/-1,5,10,25. The other two buttons on the menu are a Cancel and Accept button, and you just reshow the menu until Cancel or Accept are pressed. I used this in my Vending Machines of the Wastes mod for the ammo machine, if you wanna go give that a look.
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