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Tefnacht

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  1. Hello Namaskar. I would suggest to simply create a completely new NPC from scratch (not duplicating any existing one) and leaving everything at the default settings. He doesn't even need a name, just some ID. You got that exactly right about the cell. Just a new interior cell that is not connected to the game world in any way. Stick the dummy NPC in there and give it a reference name so you can access it from scripts. The cell can be completely empty with just the NPC "floating" in there, although I usually create at least a floor tile and a simple nav mesh when I create dummy cells for NPCs. I see no reason why you couldn't activate the work bench activator from a terminal button script if it is a persistent reference. It should look something like this, if I remember correctly: WorkBenchREF.Activate Player 1No, my player home is not publicly available. I shamelessly nicked quite a few resources from various other mods to make it. Good luck.
  2. Hello Namaskar. To do what you want to do (crafting with items from a container instead of items from the players inventory) you need a "dummy" NPC. Usually you open the crafting menu with the command: Player.ShowRecipeMenu WorkbenchRecipesThis will show the crafting menu. It will use source items from the players inventory, enable recipes according to the players skills and spawn the crafted item back into the players inventory. Everybody knows how this goes. A little know fact is that this same command can also be used on a NPC references instead of the player. In this case, everything that would normally be taken from the player is instead taken from that NPC. Both inventory and crafting skills (and possibly perks.) Imagine you have a "dummy" NPC reference called MyDummyREF and you use the following script command: MyDummyREF.ShowRecipeMenu WorkbenchRecipesThis will show the crafting menu like normal but now you are crafting as if MyDummyREF were the player. You use his inventory and his skills, rather than your own. The crafted item is put into the NPCs inventory, not yours. -- To "fake" crafting from a container, you need to do the following things: 1.) Adjust the crafting dummy NPCs skills to match the skills of the player. 2.) Move all items from the container into the crafting dummy NPCs inventory. 3.) Open the crafting menu, using the dummy NPC reference. 4.) Move all items from the crafting dummy back into the original container. -- This whole process can be a bit "finicky" because you need to give the game some time (at least one frame) to do its magic between steps. Moving items between containers and adjusting NPC skills doesn't actually work instantaneously, so you cannot do it in one single step. Here is the script I am using for the reloading bench in my own player home. I hope it isn't too confusing. If you activate the bench, a message box will open and ask you if you want to craft ammo from your own inventory (0) or the ammo storage box (1) or abort (2). The ammo storage box reference is called TMHAmmoStorageREF and my crafting dummy NPC is called TMHCraftingREF. The dummy NPC is stored in a dummy cell different than the player home cell, the NPC doesn't actually have to be loaded for this to work. Feel free to ask if you have any questions. I hope this helps you and good luck. ScriptName TMHAmmoPressScript Short active Short key Short stage Short skill Begin OnActivate If GetActionRef != Player Activate Else Set active To 1 ShowMessage TMHAmmoPressMenuMessage EndIf End Begin MenuMode 1001 ;Message box is open If active == 0 Return EndIf Set key To GetButtonPressed If key >= 0 If key == 0 Set stage To 10 ElseIf key == 1 Set stage To 20 ElseIf key == 2 Set active To 0 EndIf EndIf End Begin MenuMode 1077 ;Crafting menu is open If active == 0 Return EndIf Set stage To 50 End Begin GameMode If active == 0 Return EndIf If stage == 10 Player.ShowRecipeMenu ReloadingBenchRecipes Set active To 0 Return ElseIf stage == 20 Set skill To Player.GetActorValue Barter TMHCraftingREF.ForceActorValue Barter skill Set skill To Player.GetActorValue Guns TMHCraftingREF.ForceActorValue Guns skill Set skill To Player.GetActorValue EnergyWeapons TMHCraftingREF.ForceActorValue EnergyWeapons skill Set skill To Player.GetActorValue Explosives TMHCraftingREF.ForceActorValue Explosives skill Set skill To Player.GetActorValue Lockpick TMHCraftingREF.ForceActorValue Lockpick skill Set skill To Player.GetActorValue Medicine TMHCraftingREF.ForceActorValue Medicine skill Set skill To Player.GetActorValue MeleeWeapons TMHCraftingREF.ForceActorValue MeleeWeapons skill Set skill To Player.GetActorValue Repair TMHCraftingREF.ForceActorValue Repair skill Set skill To Player.GetActorValue Science TMHCraftingREF.ForceActorValue Science skill Set skill To Player.GetActorValue Sneak TMHCraftingREF.ForceActorValue Sneak skill Set skill To Player.GetActorValue Speech TMHCraftingREF.ForceActorValue Speech skill Set skill To Player.GetActorValue Survival TMHCraftingREF.ForceActorValue Survival skill Set skill To Player.GetActorValue Unarmed TMHCraftingREF.ForceActorValue Unarmed skill TMHAmmoStorageREF.RemoveAllItems TMHCraftingREF Set stage To 30 ElseIf stage == 30 Set stage To 40 TMHCraftingREF.ShowRecipeMenu ReloadingBenchRecipes ElseIf stage == 40 Return ElseIf stage == 50 TMHCraftingREF.RemoveAllItems TMHAmmoStorageREF Set active To 0 EndIf End
  3. Hi. I have no idea if this will be of any help to you but since no one else seems to have any advice on the subject ... let me tell you my little story of the game completely freezing up at random and how I solved it. First: I am using the ENB patch as well because without it most fire and magic effects, as well as spider webs, are invisible in my game. My graphics card is a rather outdated nVidia 7950 GT. Don't laugh :) It only has 512Mb of video memory and this was part of my problem. I had installed a nude male body mod that included ridiculously large textures without really noticing the size. A generic 80Mb body texture paired with 21Mb normal maps for each race. My game only froze up while I was traveling outdoors. At first it seemed to be random but then I noticed it happened at places where random encounters are triggered, close to bandit camps and sometimes close to cities. So I figured it had something to do with actors and started investigating. More or less by accident I noticed those super large body texture files. After I removed the mod the game stopped freezing up on me. Since then I have reinstalled the mod but downsized the textures and saved them in a “better” DDS format, to keep their file size in line with the vanilla sizes. 2,7Mb instead of 80Mb. Now it all works like a charm. This may or may not help you. If you are using mods including textures, check the file size of the replacement textures. From my experience I think the game might have trouble juggling textures in and out of video memory, sometimes running into an endless loop of loading/unloading if all the textures really needed at once to render a frame exceed the available VRAM. I might be a “special” case though, since my graphics board is so old and I am using the rather new 290.36 drivers. If you're not using mods like that ... I have no idea. Good luck. PS: To monitor your VRAM use in real time there is a nifty, slender little freeware tool called MemStatus. Its fun to watch the game chew up and release video memory as you walk through the world.
  4. Hi. I am a little confused by the question. The command is still exactly the same like in Fallout 3: ShowPlasticSurgeonMenu I just gave it a try and it works like I remember. ShowBarberMenu (to only change hairstyle) works too. Maybe you made a spelling mistake when you tried it? To make sure it exists, you can type “Help Surgeon” into the console. It will list all available console commands, script functions and game settings with that word in it. It should list ShowPlasticSurgeonMenu as a script function. I tested it on New Vegas 1.4.0.525 with NVSE 2b12 running. Maybe that makes a difference but I doubt it. Good luck.
  5. Hi. No. Creatures cannot jump. Even actors cannot really jump, even though they have the needed animations and can be forced into playing them with a well timed “PlayGroup” script command, like Quetzlsacatanango suggested. Both creatures and actors can “jump down” over a ledge under certain conditions (it depends on the NavMesh). Well, actually they can only walk over the edge like lemmings. A Brahmin doing this looks really odd, an actor doing it actually uses his “JumpLoop” and “JumpLand” animations. But neither creature nor actor will ever jump “over” a small obstacle in their way. The AI is not capable of doing that. That is one of the reasons why followers get lost so often. The player jumps over a small fence, the follower, unable to jump, calculates a new path to catch up with the player and runs off in a completely different direction to navigate all the way around this “trivial” obstacle. ... usually running right into the enemy camp or a pack of Cazadores, thus getting killed. Maybe someone else has more encouraging information. Good luck.
  6. Hi. The command to close a terminal is called “ForceTerminalBack”. It can only be used from a terminals item result script. If you are in a submenu you might have to use the command more than once to completely close the terminal, otherwise the terminal will only return to the previous menu (like choosing the Back option). As for the second question, I believe with terminals you have to specifically run the condition on the player reference for things like GetItemCount to work, since “subject” would be the terminal itself. In the condition editor, for “Run on” select “Reference”, then click “Select”. In the “Choose Reference” window, browse the lower dropdown menu and choose “PlayerRef ('Player')”. The cell does not matter in this case. Close the window with “Ok”. If you did it right, the “Run on” menu should now read “Reference 14 (Player in ...)”. Good luck.
  7. Hi. That really depends on the mod. All the vanilla companions are specifically scripted to be mortal in hardcore mode. Its not something the game automatically applies to companions. I dare say most companion mods don't differentiate between normal and hardcore mode and behave the same either way. If the mod companion is designed to be essential, s/he will still be essential in hardcore mode too. If a mod author went all the way to make their companion support hardcore mode like vanilla companions do ... they would mention it in their documentation. Its quite a bit of extra scripting work. Using a essential companion in hardcore mode has no negative repercussions as far as the game is concerned. For example: You can still unlock the “Hardcore mode” achievement while using 'em. Have fun.
  8. Hi. I do it like this: At the location in the game, use the console commands “Player.GetPos X” and “Player.GetPos Y”, write down both values and divide them by 4096. The rounded result is the X/Y cell location of the cell in the GECKs Cell View window location tab. Happy hunting.
  9. Hi. My guess is that the quest you have your script attached to is using the default “Script Processing Delay” of fife seconds, meaning the script is executed only once every fife seconds. This would explain why you don't see anything happening if you sleep only one or two hours, because in the short time the hours tick by, the script is usually not executed. Every once in a while, if you sleep for one hour, the script might actually run if the fife second delay is about to run out just as you click “Sleep”. But its not reliable. The easiest way is probably to just set the “Script Processing Delay” of the quest to some lower number, to force the script to run more often. 0.5 for example would make the script run twice a second and pretty much guarantee that it always catches the first hour of sleep. Usually I am not a big friend of quest scripts being executed that often because it can be a resource hog on slower systems. In this case however, I don't really see any other possibility short of scripting each and every bed base object in the game individually, which isn't really feasible :biggrin: I see another little problem with your script: You do the healing all at once, as soon as the player clicks “Sleep”. This could be exploited by choosing to sleep 24 hours and then clicking cancel after only one hour of actual sleep. The player would still get the healing benefit of 24 hours sleep. There is also the possibility of a quest event waking up the player prematurely. Therefore I suggest doing it like this (have the quest run the script twice a second or faster): ScriptName aaSleepHealCond Short lasthours ;to remember last GetPCSleepHours result Begin MenuMode 1012 ;sleep/wait menu is open If IsPCSleeping == 0 ;if the player is not yet sleeping (or he is only waiting) Set lasthours To 0 ;reset hour counter Return ;and exit EndIf If lasthours != GetPCSleepHours ;if hours left to sleep changed Set lasthours To GetPCSleepHours ;remember current hours left ;do healing here for one hour worth of sleep EndIf End Using “Begin MenuMode 1012” instead of just “Begin MenuMode” causes that part of the script to only run while the player actually has the “Wait/Sleep” menu open. It won't run during dialog, bartering, playing blackjack, picking locks, etc. This script would heal the player once for each hour of actual sleep. Since there is no GameMode block, running the quest script very often should have very little impact on performance during normal play. Have fun and good luck.
  10. Okay ... You need to add a space between the last quotation mark and the -editor option in the target field. "D:\Games\SteamApps\common\fallout new vegas\nvse_loader.exe" -editor should do the trick. If there is no space windows will confuse the -editor option as part of the filename and complain.
  11. Hi. Can you give us the error message you get when you try to save the script with the IsKeyPressed command in it? Because the snippet given by Skevitj in post #13 is exactly correct and should work just fine. That it doesn't work for you really only leaves the assumption that you did, in fact, not launch the GECK with NVSE running (or you are suffering from a Windows/UAC induced problem). Let me explain how to install NVSE and the GECK PowerUp and use it with the GECK. This might be redundant stuff you already know and is all explained in the various readme files, but I'll still write it down here as a step-by-step guide just in case :) - Make sure you are using version 1.4.0.518 of the GECK. Launch the GECK, click Help → About and check the version number at the top of the pop-up window. If your GECK is too old, download the recent version here (from this site) and install it. - If you have the right version of the GECK installed, download the latest version of NVSE (2b12) here (from this site). Unpack all the nvse_... files into the same directory as your FalloutNV.exe file, overwrite if necessary. The archive contains a directory called “src”, you can ignore that (it contains the source code for NVSE, you don't need that). - Download the Geck 1.4 PowerUp from the Nexus here. You want the file “geck-powerup-nv-0-1-6-20110707”. Now it gets a little tricky because we really only need one single file from that download. If you extract them all it doesn't matter ... but only one file is really important: nvse_plugin_geckpu-nv-14.dll. This file needs to go into the NVSE plugin directory, located in your games data folder: ...\data\nvse\plugins\ If you do not yet have a “nvse\plugins\” folder in your games “data” folder, simply create it. Extract nvse_plugin_geckpu-nv-14.dll to this location. All .dll files in this folder are treated as plugins by NVSE and get automagically loaded along with NVSE. (All the other files in the download are only needed if you want to run the GECK PowerUp without NVSE.) - To launch the GECK with NVSE enabled, locate the executable “nvse_loader.exe” in your “Fallout New Vegas” directory and create a new shortcut to it. Open the properties window for that shortcut and add the option: -editor to the very end of the Target field and click Ok. - Now if you double click this shortcut the GECK will be launched with NVSE running and NVSE will automatically load the GECK PowerUp as a plugin, enabling script error messages and some other useful stuff (like the option to disable the spell-checker). This should do the trick. If you do all this and the GECK still gives you trouble with the IsKeyPressed command, you most likely suffer some UAC (User Account Control) induced problem where your operating system denies the GECK write access. Is your Steam installed in the “Program Files” folder by any chance? That usually causes nothing but mischief for mod authors. Well ... sorry for the lengthy post. Good luck. :)
  12. Hi. Infos (lines) in a topic are evaluated top to bottom. The first info with matching conditions is chosen. Usually all infos in the idle-chatter topic have the “random” bitflag set. This means all those infos get collected into a list, the game engine rolls the dice and chooses one of them at random. They all have an equal chance to be picked. To stop the constant chattering, add a empty info at the top that does NOT have the random bitflag set and uses those two conditions: GetIsID <Your actor> == 1 AND GetRandomPercent < 75 Since infos are evaluated top to bottom, this info will always be evaluated first if your actor decides a random bark is due. GetRandomPercent returns a random integer number from 0 to 99. This means with conditions set up like this and the random flag NOT set, this info will be chosen 75% of the time ... and since it is empty the actor won't say anything. After this info you add all the “normal” comments you want the actor to say. Those should all have the “random” bitflag set and use only the GetIsID <Your actor> == 1 condition. 25% of the time the first info will not fire, because GetRandomPercent returned a number equal or greater than 75. In this case the other infos below it are evaluated and one is chosen at random. Remember to set the “random end” flag for the very last info in your list. I don't think it is absolutely needed but it is cleaner. IMO. RickerHK will probably have more information to add. :) Good luck.
  13. Hi. Another way that works too is to use the CloseAllMenus console command once you get stuck on the S.P.E.C.I.A.L. screen (or any other menu screen for that matter, like endless dialog loops). Not saying that Fongers method is wrong or doesn't work. It does and works well. But if you have a auto-save leaving the Lonesome Road area, running straight into the S.P.E.C.I.A.L. screen, you can use that save and just close the menu with the “CloseAllMenus” command. Then you don't have to “suffer” through the LR epilogue slides again. Now you run around with one unassigned special point but the game won't ever bother you with it again. The normal Level-Up screen is clever enough not to ask about it if all your special skills are at 10 points already. Have fun.
  14. Hi. All the dialog of all the Freeside characters is consolidated in the quest called VFreeformFreeside. The topics for the King are all called VFreeformFreesideVFSTheKingTopic with a number at the end. Happy hunting.
  15. Pretty much all your problems go away if you allow a small dose of suspension of disbelief here and simply accept that your character had absolutely no idea the button would launch a ICBM at a unknown target. I can give you a few approaches why this isn't even that far fetched. 1.) To get to the Ashton silo, you already used a identical looking console inside the Hopeville silo to open a door. In the exact same way. ED-E unlocked the console, a suspicious looking lever rose out of it, you pulled it, the door opened. Following the rule: “Don't touch any buttons in a missile silo”, and you knew you were inside a missile silo, you shouldn't even be at Ashton. How did you know the Hopeville silo was empty? That there would be no ICBM launch? Or that the whole thing wouldn't blow up in your face? Right. You didn't. You still pressed the button. Does that make you a psychopathic idiot? 2.) Ulysses never said anything about the Ashton silo being armed and “hot”. There are no notes. No hints. Only the quest is named: “The Launch” and there is a locked door with a pop-up message about “completing the launch sequence to open the door”. The button is labeled: “Open silo”, not “Launch nuke”. Assuming your characters pip-boy does not have a quest screen and assuming the pop-up message was just for the players sake while the character just sees a securely locked door ... he has absolutely no hint that Ashton is armed. 3.) ICB missiles are not usually launched by the press of a single “red” button. It takes two operators working together, following a very strict protocol and they are located in a bunker way below the ground, not in a building on the surface overlooking the launch tube hatch. Stuff like that only happens in video games. If you stop using hindsight and meta-gaming, allow for a little leeway, the unintended ICBM launch can be a very great character moment. You just wanted to unlock that door into the bunker and instead ... you have to watch in helpless horror as the carnage you unintentionally caused unfolds. You can feel guilty, reproach yourself for not thinking it through, cry, maybe arbitrary curse Ulysses for tricking you into doing it ... there are so many options. Being “the good guy” or being hyper intelligent does not prevent you from making mistakes. S**t happens. The way to hell is paved with good intentions.
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