Jump to content

ashtonlp101

Premium Member
  • Posts

    249
  • Joined

  • Last visited

Everything posted by ashtonlp101

  1. Hello, I've had this issue with one specific vendor ever since I started this mod and I cannot for the life of me figure it out. So the vendor is supposed to be very well stocked because he works with tons of caravans and arms merchants, so his vendor chest has a lot of stuff. But the issue I'm having is that the armor and misc tab don't appear in his vendor menu. He has all the boxes checked in his AI window that allow him to sell armor and misc. He also doesn't sell all the weapons in there either. I'm wondering if his vendor chest is too bloated to where perhaps the game prevents him from selling everything he has? I thought I'd ask on here to see if anyone had a solution to this or whether my suspicion has been confirmed elsewhere. I should also mention that I am using the latest version of GECK Extender. Thank you. EDIT: Also to note, the encumbrance on the vendor box is in the negatives. May have something to do with it?
  2. Did you mark your script under the âeffectsâ tab on the top of the script editor? EDIT: Sorry, misread it and thought you said the script won't compile.
  3. Your "IsActionRef" isn't phrased correctly, it needs a number in order to run the check. IE: Begin OnActivate If IsActionRef Player== 1 Showmessage FreeTentAutoDocMessage Endif END You don't actually need to run the IsActionRef Player== 1 if you simply write: Begin OnActivate Player; This only runs when the player activates it.
  4. Good to hear I'm not the only one working on a long-winded, overly ambitious project haha! I also like the concepts in this project pitch. Was working on a project I'd lost in a hard drive crash taking place in a Legion dominated region. At the time I was reading a translation of the Gallic wars by Julius Caesar himself and I think I got a little too Roman, but I think that can be a good thing? I feel like the Fort found in NV is a nod to Romans being notoriously good at building forts within mere days, so it'd be cool to see huge Legion forts in the area, watch towers and all. Also thought it was interesting that current and former Legion characters like Ulysses and Vulpes are actually capable scouts, unlike the classic Romans who were notoriously bad at scouting - almost to the point of being a meme of sorts in ancient times. It would also be interesting to see some sort of poltiical upheaval back in Flagstaff, maybe some people are sick of the dicatorship and see Caesar for who he is and would rather start a Republic instead. So seeing more aspects of ancient Rome would be awesome to see in Legion territory. I wish you both luck on your projects!
  5. You could set the "Location" in the sandbox package to one NPC then as that one NPC moves around the room the others will sandbox within a range of that specified NPC. But if you are simply wanting them to sandbox in the same area just set the location to "Near Editor Location" and they'll stay within the relative area you put them in the GECK anyways.
  6. Update: Thanks to ElPascal who'd also found a workaround, here is what he informed me: "You'll want to open your GECKCustom.ini and look for: [Localization]iExtendedResponseLength=xiExtendedTopicLength=xbAllowExtendedText=0 Just set bAllowExtendedText to 1 and set reponse and topic length to something of your liking. (Personally I'm going with 255 and 150 respectively rn, not sure where the hard limit is)." So it appears as though this limit is soft coded, at least to an extent. I'm guessing you can modify the limits up until your dialogue UI breaks. Might test it out and see.
  7. As Callbeck mentioned which is also a good point, Zu had a lot of mods on the Nexus previously that were perfectly clean mods that contained no pornographic content whatsoever. If any background check were to be done, it would've been the author's modding history within the Nexus since that is the most easily accessible information to get ahold of.
  8. Mysterious stranger and Miss Fortune are hard-coded into the game. The GECK is only capable of soft coding. So youâre going to have to get creative to make a work around.
  9. The only issue I really have with the base dialogue system is when it gets time to VA you mod. Then the dialogue in longer sections can start to become fragmented and have awkward pauses in the middle of stories. I'd also like to do Singer NPCs properly with lip sync instead of the awkward way Obsidian did it in the tops. I also hate when you're trying to make good player responses and you're limited to Clint Eastwood level one liners. Makes me miss that classic FO1-2 wall of text. If Yossarian responds I'll be sure to make a separate post detailing what he says, because I'm sure I'm not the only one who likes lots of dialogue.
  10. Perhaps this is it. Maybe I'll message Yossarian to find out. Thank you.
  11. Yes, I know you can do multiple responds boxes. It's more for the player responses. I've noticed even Obsidian has surpassed 100/149 character per box in the vanilla game/DLCs. Someone had mentioned XEdit? But I don't think they're referring to FNVEdit.
  12. Hello all, I have noticed some mods like Salt Lake stories are somehow able to surpass the character limit in NV. Is there some kind of NVSE plug-in/GECK edit that has to be made in order to do this? That would save me so much time instead of editing my dialogue down to 100 characters for player and 149 per response box.
  13. You could likely find a game save on the Nexus. I don't like to use Console commands to get to certain points since there's so many things Obsidian does regarding variables. So chance are it won't work using one or two commands.
  14. The ending slides are controlled by dialogue. So you'd find the dialogue that narrates Elijah's ending and follow where the scripting kills the player. Delete the command that kills the player and use the moveto command to move the player to your desired location. Then create your quest with the changes you want to make within a stage of that quest and use the setstage command within the narrators dialogue to set the stage to wherever those changes are made. You kind of picked a hard project to work on for being new to modding because this requires a moderate level of knowledge for scripting in the GECK. Also, it looks like the mod you're referencing has granted permission for anyone to take over working on it. Would save you a lot of the heavy lifting if you just built off of that mod.
  15. Did you set up the audio log correctly using Dialogue? If so, then there is a little box in the bottom right corner of the dialogue interface where you can write your script to change the quest stage.
  16. This isn't a professional studio. They don't have the resources to do background checks. As Jimbo said, it's very easy to sit in hindsight saying "oh they should've done that." That's not helpful in any way, shape or form. I'm sure TGspy is thinking he should've as well. This is an unprecedented thing to happen on a mod team.
  17. I believe this is an intended feature. It registers people smaller than a 1.0 scale as being children due to the fact your size will break certain furnitures. That's why children can't use a lot of furniture in the same, because their skeleton is scaled down compared to the adult NPC's skeleton.
  18. From what TGspy said, most of the NCR questline is attributed to one guy - Devilswish.
  19. From my understanding, Zu was supposed to just be doing Pipboy related things. TGspy likely had no idea he did any of that.
  20. I will chime in here and say that apparently this became a serious issue regarding the well being of other devs in the Frontier. In TKMantis' Discord server, people were saying that one of the Dev's jobs was being called and were telling his boss that he was a pedophile. This wasn't the actual offender who posted the pedophilic content, it was someone entirely different. So I'm unsure whether the mod will even be re-released because of the authors being harassed. Obviously, this behavior is deplorable especially if the person who is being harassed has nothing to do with it. It's just sad that nobody in the Dev team saw any of this to begin with before release because it might've just ruined someone's life.
  21. Sorry, I'm a little unclear on what you're asking. Do you want the projectile type to return in the script, or do you want something to happen when a specific projectile hits something? If the later, then you can simply type: Begin OnHitWith *ProjectileID*
  22. Hello all, I've run into yet another bug that is in the GECK. This is an oddly specific bug, so when you're writing a message and you want a variable to appear within the message you type "%.0f" This of course works perfectly fine. But I realized when writing a perk message where I was informing the player that they'll receive a + 25% damage increase against insects, the fricken script wouldn't compile when I typed "Showmessage Messagename." It took me a solid five minutes to realize it was looking for a quest and variable for me to define. So it turns out whenever you write a % symbol within the message box, the GECK automatically thinks you're trying to display a variable, even if you didn't specifically type "%.0f"
  23. Hello all, I'm trying to get an idea on how I'd implement rewards for completing optional tasks for my mod. One of the ideas is that upon completing an optional objective, the factions health will increase 50 points. The issue I'm having is that SetAV/ModAV doesn't allow you to call on an editor ID. It only lets you call on Reference IDs and I want it to work on every NPC that spawns in in the future. Any ideas?
  24. I would just run a check to see if the list has each item inside the form before removing it from the list, using the IsInList function. It could potentially crash the game? Forms lists are already kind of wonky as is, so I'd run a check just to be safe.
×
×
  • Create New...