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DuskWulf

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Everything posted by DuskWulf

  1. So, here's an xEdit script that works in New Vegas that does that: unit userscript; const newZvalue = -30000; function Process(e: IInterface): integer; var vertices: IInterface; i: integer; begin if Signature(e) <> 'NAVM' then Exit; SetIsDeleted(e, True); SetIsDeleted(e, False); vertices := ElementByPath(e, 'NVVX - Vertices\'); SetElementNativeValues(e, 'NVGD - NavMesh Grid\Min Z', newZvalue); SetElementNativeValues(e, 'NVGD - NavMesh Grid\Max Z', newZvalue); for i: = 0 to Pred(ElementCount(vertices)) do begin SetElementNativeValues(ElementByIndex(vertices, i), 'Z', newZvalue); end; end; end.It's a tweaked version of the one in Rob's Bug Fixes. I'm not at all familiar with NavMeshes, so I was playing around with the concept. What I'm asking is that if one has done due diligence, one knows which NavMesh they wish to use for a given cell or worldspace, how should one deal with deleted NavMeshes in such a case? Is it applicable to move a NavMesh to the Z-Floor in New Vegas as it is in Skyrim? Does that make it effectively disabled without deleting it? I did do a rudimentary test with this. I have no idea if the NavMesh is properly disabled, but the change didn't crash the game (whereas the deleted NavMesh I tested did, even without anything overriding it).
  2. Larian, for whatever reason, took the controller UI only option out of Patch #2. I've tried with no mods/game folder files and a fresh install on both my and my partner's systems and we can only conclude they just took it out. I have extremely poor sight. The controller UI was a blessing for me, as I was able to use Windows magnifier to have agency, to do things such as reading tooltips—it allowed me to move the magnifier without the tooltip disappearing. I really enjoyed this. I don't know why Larian took it away. I know the option wasn't saving, I had to set it every time I launched the game... But I'd think that's a reason to fix it, not to completely remove an accessibility feature. I mean, they had it in the accessibility menu, they knew what it was. I'm a little bit stunned by this as they just took my ability to play the game away, and I was enjoying it. I doubt Larian will fix this with any expedience, accessibility usually isn't a large enough company's first concern. So I'm putting this out there to the mod community... Is there anything in the game files that would allow the controller UI to be forced, or is it just gone entirely? I know that some clever clogs have even been up to things with hooks, so I have this hopeful little wonder that maybe there's a call the game runs when it takes KB/M input that triggers the switching over, perhaps that call could be stopped in memory. If I were really clever, perhaps I might be able to figure something out with decompilation/analysis or CheatEngine, but that isn't in my wheelhouse. So, right now... I just can't play the game. It's funny, I paid for the deluxe editions for my partner and I because I knew the game had this option, so to see it removed is quite the kick in the teeth. If you can help? I'd really appreciate it. Thanks. Being disabled isn't a fun time as-is, and things like this are deeply dehumanising experiences.
  3. I had actually been thinking of that, too! I've been mulling this over. It's just... It will be a lot of work. If it's the way I have to go, though? So be it. There are actually a few death items, especially for unmarked quests, that will need to be covered. The biggest bother is keys, so many keys. I was just wondering if there was an easier way to do it. Thanks for the feedback, I appreciate it. Knowing that another person came to the conclusion that I did does help me feel like I'm on the right track. I am not the most confident modder.
  4. Well, the idea is that this should work for everything. You should be able to order them to give you quest items that you loot from their dead body. That's the point of the mod, so you don't have to kill them. So either my option is to do something via script, hence this thread, or to touch every single record like that in the game to ensure that it turns up in inventories other than only the death inventory, which I'm leery of doing.
  5. This may require the touch of a DLL Wizard, I'm not certain. So, I'm making this crazy thing (what am I doing with my life?) and it's come up that it sure would work much better if items that appeared on death, such as keys, would show up without the actor having to die. Is it possible? Could it be possible? Would you make it possible by being absolutely amazing and help me realise this crazy, morbid dream of pacifying the wasteland with nanomachines? I think I'm a good way there. I don't think anyone has done this before! Certainly not this way, I haven't seen such or I wouldn't have almost lost my mind making it. It might also be awful and I might end up with every coder hating my guts for making this thing. I don't know. I tried to make it clean, optimised, keep it all nice and tidy. I did my best. Still, some things elude me. Like this one. This one eludes me. Of course, it might not be possible right now buuuut there are some truly incredible DLL Wizards out there who could actually help make this a reality. Yes. That could be a thing. Um, that's that, then. I wish I knew how to do this myself but I have no idea. That's above my life grade.
  6. I have some experience with the GECK as you can see if you check out my mods, but this... Oh, this is one that I'm not sure I could figure out. I like mods like Loot All Cars. They're nifty. The problem is is that I have to fire up FNVEdit and run a batch script to change all the vehicles in every mod I have. That's a lot of fun. What I was wondering is if there was a way to say, when the player steps into a new cell, build an array of all statics, parse each one against a form list, record that static's X/Y/Z position, disable it and mark it for delete, then spawn in the appropriate container at that location in the appropriate X/Y/Z position. And once all that's done perhaps mark that cell in a form list so that the code won't run there again. Is there a resource efficient way of doing that? I know how to spawn things at X/Y/Z positions as I use that technique in a bunch of my mods to avoid the dreaded, bedeviled form edit. What I don't know is if there's a resource efficient way to do what I described. I think I can manage most of that myself, but I'm a little fuzzy on the scanning for statics. Another thing that occurs to me is that if this is achievable, it could also be used to replace mods like Root 'n Loot. I don't know how viable this is, but it occurs to me that it could solve a lot of headaches for mod users. So, this is as much of a mod request as it is a request for help, I don't mind if someone tells me how to do it or does it themself. I'm not at all invested in credit here, it's just something I'd want to see exist. If it can't be done in a resource friendly way, or can't be done at all, of course? Eh. That's just the way it is. I'm asking now as there's a spat of new xNVSE plugins with loads of new functions. So perhaps... ? Edit: Or, wait... Could a script be attached to the static to delete itself and replace itself with the container? I hadn't thought of that. Basically, attaching scripts via script like I do with Brahmin in FAE? Or is that not something you can do with statics?
  7. The birthsigns menu is a real problem for UI scaling. In game, it's the only element I have that goes offscreen, and since the bttons are anchored to the bottom that makes it unusuable if the UI is scaled just enough for that to happen. It's a bit of a rigmarole to have to go into MGE-XE, scale the UI, do the character creation, go into MGE-XE, and scale the UI again. I'm used to lua-modding, so I tried to have a crack at it myself. I can't figure it out for the life of me, though. None of my attempted changes have any effect. It could be that the size is hard-wired though, in which case I'm stuck with my lot. But if anyone can help? I'd appreciate it.
  8. @dubiousintent Thanks, I created an issue there and I'll see what happens. I appreciate the advice. I admit, this is kind of devastating as the big project I'm working on is important to me and without this functionality I don't think I can make it work.
  9. I prefer to be self-sufficient so I don't have to be a bother but I'm hitting a brick wall here and it's upsetting. So I have to be a bother, sorry about that. I want to use SetScript on a few NPCs to add to what their scripts do. I've replicated the functionality and there's no problem there at all. I've made a few projects as a sort of a... test run for a bigger project I have in the wings. Currently, one of the test projects I'm working on for the bigger project is a mod to restore Primm's reputation but scripted, I don't like editing forms unless it's absolutely necessary (every mod that does that means more work for their users). So here's what I'm doing... If GetGameRestarted SetScript INHIBPrimmPowderGangerOverrideSCRIPT, PrimmPowderGangerOutside SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerGunNVBisonSteve01 SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerNVBisonSteve01Sleeping SetScript INHIBPrimmPowderGangerOverrideSCRIPT, LvlPowderGangerNVBisonSteve01Flamer SetScript INHIBPrimmPowderGangerOverrideSCRIPT, PrimmPowderGangerRifle EndIf ...and... scn INHIBPrimmPowderGangerOverrideSCRIPT short noCount short maxDone BEGIN OnLoad Print "Testing OnLoad." If GetDead == 1 Disable ElseIf nvPrimmDeputyConv.iTownState == 1 Let noCount := 1 Kill EndIf If maxDone == 0 Print "maxDone 0" If IsInInterior == 1 Print "Interior +1" Let INHIBOnUpdateQUEST.primmCleanupInsideMax += 1 Let maxDone := 1 Else Print "Exterior +1" Let INHIBOnUpdateQUEST.primmCleanupOutsideMax += 1 Let maxDone := 1 EndIf EndIf END BEGIN OnDeath Print "Testing OnDeath." If noCount == 0 If IsInInterior == 1 Let INHIBOnUpdateQUEST.primmCleanupInsideCount += 1 Else Let INHIBOnUpdateQUEST.primmCleanupOutsideCount += 1 EndIf EndIf END BEGIN GameMode Print "Testing GameMode." END ...it has interesting results. If I load a save that mod hasn't run on prior, it works perfectly. It does everything it needs to. If, however, I do a quicksave, close the game, then reopen the game it stops working. Not even the testing prints work. I've read the NVSE was broken a bit back in regards to SetScript and that after a reload it strips scripts from actors and they no longer work. Is this still true? Any help would be appreciated. Thank you.
  10. The old site layout is gone and now... now I can see myself using Steam Workshop instead. Am I just grousing? Nah, I have a good reason. A c c e s s i b i l i t y. The old site had it in spades, the new site is hatefully lacking. Anything done with a few mouse movements/clicks on the old site take many more on the new, the menus feel janky and unresponsive (especially if you have the shakes, which just makes the new site feel cranky, cruel, and impatient by comparison), the mouse needs further movement to achieve the same tasks, and here's the big one... Zoomed in, the site COMPLETELY breaks! Pick a mod page, zoom in about ten times. For those admins with access to both sites, compare the results. You've just lost every paid/paying disabled user with this. Steam Workshop actually has better accessibility now. And that's so ridiculous it makes me sad. So... Can we mod the Nexus to make it accessible again? Seriously, the old Nexus site was a bastion of accessibility, something to be proud of, showing the rest of the Internet how it's done! It was a joy to use for people with poor sight and motor control problems. The new site makes me feel hated. I doubt my concerns will matter though as the zeitgeist of Internet design these days seems to be 'sod these disabled troglodytes.' Sad. Will miss the Nexus.
  11. I've been banging my head against a wall with this and I'm desperate for help. I'm puttering away at a non-lethal mod but part of it is that I need to clean up 'pacified' NPCs so that they don't behave strangely if the player goes too far from the cell and returns. I want to do Disable and MarkForDelete on the aforementioned pacified NPCs when the player is either away (or has entered a cell and isn't directly looking at them), but I have no way of really tracking them to do so. I tried adding a reference (via GetSelf and GetCrosshairRef) to a form list via AddFormToFormList, but an immediate check afterwards in the script says that the reference wasn't added. Does AddFormToFormList not handle in-game NPC references? I could use ListAddReference, but that won't persist between saves. I could use a faction, that'd be permanent, but I don't know of any way to iterate over every NPC in a faction. Every idea I have seems to come to a dead end. Any help would be vastly appreciated. TL;DR: Essentially, what I need is a permanent way to add a ref to a form list (like ListAddReference does, but permanent, as AddFormToFormList doesn't seem to add the refs), or a way to iterate over every NPC in a given faction. ---Edited Thinking I might have to do something like... Let avActorRefs := GetRefs 200, -1 ForEach Elem <- avActorRefs Let rActorRef := elem["value"] If rActorRef.GetItemCount wulfPacCleanMeUpTok >= 1 rActorRef.Disable rActorRef.MarkForDelete EndIf LoopI dunno, though... Is there a better way?
  12. Thanks! Hopefully there are some with a good memory of the game who can help out. It's nefariously tricky information to come by! Made even more daunting by a lack of uniformity within the handling of quests. I'm hoping to eventually deal with every quest that tries to force the player to kill in some way, though. When I'm done, hopefully I'll have a New Vegas that can be played without a single death having occurred. That'll be something! And going by some of the pacifist stuff I've seen around, possibly something others might want, too. I mean, largely I'm just working on it for myself and my partner, but I'll plop it up on the Nexus when I'm done for those who're interested. With so few quests actually requiring killing in the first place, it's silly that they're even there to begin with. It's hardly Fallout 4 after all, which seems to require the player to kill everyone, their familial connections, and their favourite night time plush toy. New Vegas is quite the opposite, it'd be nice to realise that potential fully.
  13. I initially posted this here, but it was suggested that it would be better suited to this forum. --- H'lo! I'm working on a mod at the moment that allows for a completely pacifistic run through of New Vegas, it's going fairly well so far but I'm on the look out for a list of quests which absolutely require the player to kill as an objective. So this is quests like Back in the Saddle, where the player is required to kill geckos. My mod accounts for this quest, and I've played it through without killing a single gecko (pacifying them instead). This isn't like quests such as Back in Your Own Backyard, though, which on the surface appear to require the player to kill but actually just need the player to knockout the Legion soldiers, keep Milo alive, and free the hostages. (At least, as far as I can see from the scripts as I haven't gotten that far in my own playthrough just yet.) If I recall, there are also other quests which require an item a person has, rather than any actual killing. So being able to loot an unconscious body would likely take care of that. Basically, I'm looking very specifically for quests where the objective is "Kill [X]" in the PipBoy quest log. I know New Vegas doesn't have too many of those, but I'd love to be able to allow for a 100 per cent pacifist playthrough. In vanilla first, at least, to get a basic version out. Then later in the DLCs and perhaps even mods???
  14. H'lo! I'm working on a mod at the moment that allows for a completely pacifistic run through of New Vegas, it's going fairly well so far but I'm on the look out for a list of quests which absolutely require the player to kill as an objective. So this is quests like Back in the Saddle, where the player is required to kill geckos. My mod accounts for this quest, and I've played it through without killing a single gecko (pacifying them instead). This isn't like quests such as Back in Your Own Backyard, though, which on the surface appear to require the player to kill but actually just need the player to knockout the Legion soldiers, keep Milo alive, and free the hostages. (At least, as far as I can see from the scripts as I haven't gotten that far in my own playthrough just yet.) If I recall, there are also other quests which require an item a person has, rather than any actual killing. So being able to loot an unconscious body would likely take care of that. Basically, I'm looking very specifically for quests where the objective is "Kill [X]" in the PipBoy quest log. I know New Vegas doesn't have too many of those, but I'd love to be able to allow for a 100 per cent pacifist playthrough. In vanilla first, at least, to get a basic version out. Then later in the DLCs and perhaps even mods???
  15. âI've been toying with this idea for a little while, now. I even considered having a go at it myself, I looked into the JIP LN functions to see just how doable this would be but it's all above my head and beyond my knowledge right now. So I figured I'd throw this idea out there. With the PipBoy replaced by the Familiar Friend (or Readius, even), the eventual PimpBoy quest becomes quite the disappointing prospect. Especially for someone whom one might be painstakingly putitng together a mod pack for. Which is my case, lots of hand-editing and merging to create the best New Vegas experience for my partner's first run. But I digress. What if it were possible to swap out the texture, though? For something like the casing of the Nuka PipBoy. So the unmarked quest/dialogue doesn't physically change the PipBoy, but rather just calls some functions to change over the textures. Or perhaps it's necessary to swtich meshes, but I don't know how much of a nightmare that would be even... Anyway, just a thought. A crazy little idea, to have some kind of reward for that quest for those who aren't using a default PipBoy. Going by how many mentions for the PimpBoy there are under hte comments section of the PipBoy 2500 mod, I gather something like this would probably be quite popular?
  16. I've been slowly chipping away at a non-lethal mod that has a bunch of non-lethal ammo types and melee weapons. The problem is the issues caused by unconscious NPCs waking up. If I set the time too long, it can cause issues with the game (and the player being potentially knocked out forever), but if it I set it too short... well, they're just a threat again. So I was thinking of doing some kind of activation menu, similar to loot the unconscious. My first thought would be to have them use some AI package that would assign them as prisoners. But apparently they have to go to a marker for that, using a find package. That'd be all kinds of messy to handle dynamically, and way above my head, in truth. I mean, you'd have to create the marker through script, drop it at their feet, then tell them to find it. Can you even do all that? So, moving on. I considered doing a deletion or kill upon them, but that seems kind of cheap. And slave collars have plenty of problems of their own (potential bad karma, NPCs following you around). End result: I'm not actually sure whether I can do this, which means that it may just be a lost cause. I'm just a bit irritated at myself for having come all this way and then being defeated. I've got the ammo in loot lists, and it's craftable too, along with conversions in place for melee weapons. And some nifty formulas for rolling the player's skills into the equation of how much fatigue damage is done. But where I go from here... I have no idea. Like I said, I'm just not sure whether New Vegas is actually designed to cater to this. But if it were? Well, it would allow one to do a non-lethal playthrough. I'd seen others asking for that, I wanted it myself, so... Well, that's that. I'd appreciate any ideas, but I understand if this simply isn't feasible.
  17. I had to respond to this due to greenknightfury's addition, it saddens me when so few people actually understand the meaningfulness of freedom, and freedom represented within a game. With true freedom comes responsibility and consequence, for without those, it's meaningless. And you're just a mindless killing machine, devoid of any actually higher-functioning intellect or self-awareness. My responses are in bold: And there you have it. Anyone who believes there's any freedom in Fallout 3 is a person who doesn't possess a mature mind and thus has no grasp of the complexities, nuances, and intricacies of the reality surrounding them. For true freedom to exist, there must also always be repercussions, consequences, and impacts. If there aren't, then any action you take has a net worth of zero. Why? Because you didn't change anything. Change is the most important aspect of freedom, and unless you can actually bring about change, you're not actually free.
  18. I'll preface this by saying that I'm not a fan of the escape sequence because I'm disabled and suffer with anxiety issues, which lead me to want to change it. I was going to share it with a friend, too, who suffers from similar problems. The issue, however, stems from the fact that the bomb collar script/quest doesn't seem to be the source of the escape sequence. I've actually tried stopping the quest (NVDLC01BombCollarQuest), I've tried emptying out the script (NVDLC01BombCollarQuestScript), I've tried setting NVDLC01Collars to 0, I've tried playing with the NVDLC01DeathTimer and NVDLC01DeathInterval globals, I've tried physically removing Elijah's collar... Nothing works. The escape sequence is always the same. I have a save before talking with Elijah in the vault that I'm using to test this. I skip through the conversation with him, take him down, and test the results of my editing. Every time, the same thing. The problem is is that I feel stuck in place. I can't complete Dead Money and I know a friend of mine certainly won't be able to. So... I'm trying to figure this out. What handles the collar beeping for the escape sequence? I was planning on doing something like this, once I figure out what the source of it is: Perhaps, after about three beeps, a clicking sound is heard and you get a popup message about how Christine has managed to figure out the correct frequency to disable your collar. This unequips your collar but leaves it in your inventory, this in turn leads to a smoother explanation of why your collar suddenly disappears once you've escaped. It keeps some of the tension, but gets rid of the endless dying. Any thoughts on what's actually controlling the escape collar would be very much appreciated. Edit: Oh, also, I've tried keeping my mod at the bottom of my load order to see if that helps, but... no such luck.
  19. It's okay, it happens to us all! I don't even know if this is possible, anyway. It's just an idea I had that I was throwing out there.
  20. I've been thinking about this a lot and how useful it would be to people who use inventory sorters. The idea is this: Perhaps using a quest and script, as the game launches the script would scan through all the recipes loaded (can we do this?), and index all the ingredients used. It would build a table of those ingredients, and check each item name for a colon. If a particular item doesn't have a colon, then it would do something like refName.SetName to "PART: " + refName on it. This would add the prefix PART: to each item that actually is part of a recipe. This would lead to the disjointed nature of sorting if mods are loaded which the sorter isn't aware of. As a bonus, would it be possible to do things like looking at all items and seeing which part of the inventory they fit into, and what type of item they are? For example, if something goes into the Aid section and it has -food and/or +health, it could be named FOOD:, or if it has -drink, it could be named DRNK:. Those scans could perhaps be run at picking up items, but I dunno. Any thoughts on this? I'm not really familiar enough with the scripting engine to know whether this is even remotely possible.
  21. I did merge some of it, thank you! I also got rid of two plugins that were redundant (I didn't realise they were in NVEC), and I managed to get it down to 139! I really appreciate the help. I didn't realise that New Vegas had such a but, but reading up on it, yeah... wow. That might be something that the lovely Nexus chaps might want to put as a warning in NMM, essentially stopping the player from enabling more than 139 esp and esm files, and telling them that there's a bug that will cause some really horrible things to happen if they try to do that. Wow. If I hadn't known about this... I would have trimmed down to about 160, probably, and stopped there. And then had lots of problems later. So... thank you so much. Really.
  22. So noted, I apologise for misunderstanding. I thought the concern was that the game would start crashing a lot at that point. I'm used to unstable games, so that doesn't bother me as much as it might others. I didn't realise that there were such problems with NV, I was completely unaware of that. I can't and won't make excuses for my ignorance, but I can thank you for filling me in. Time to start trimming the mod list. Again, apologies bjournl for the misunderstanding.
  23. Oh, I'm not concerned with safety, don't worry. I don't mind an unstable game. I'm just trying to figure out this perplexing conundrum and whether 160 files is the actual roof or not. Everything I've read claims that it can go up to 255 (FF) with no title screen crashes at least, but I can't activate anything past 160 (9F).
  24. I'm having a bit of a weird issue with New Vegas. I say weird because it's acting like the lack of a master in other games I've played (and New Vegas when I played it prior), but that's not the case. So here's the problem: I can enable 160 esm/esp files. If I enable one more, the game will crash somewhere between the 'please wait' screen and the title screen. Usually at the title screen. I've checked all of my mods in both Wrye Flash and FNVEdit to see if I'm missing masters. I don't appear to be, since I have no red check boxes in Wrye Flash, and I can load all of my mods into FNVEdit without any errors. I'm worried that this is some kind of unwritten rule, and that I can't actually load more mods than that. Considering I wasn't able to find anything with the site's search or on Google though, I have my doubts... so I'm asking. Does anyone know what could cause this, or how to fix it? I will admit, I'm a bit green to Vegas as I haven't played it in a long, long while. But I felt like coming back to it recently. I put in a lot of effort to get my mod selection right, including all compatibility patches and everything. If there's anything I need to add here, let me know. Thank you for any help in advance.
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