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drakeelvin

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Posts posted by drakeelvin

  1. The white on orange is hell on the eyes. It hurts even more than in the demo. After 9 hours looking at a computer at work I don't even want to look at new mods right now but usually its the first thing I do when I get home.

     

    Bling and their awful white on orange logo is a fad that should just go away and die like disco music did.

  2. Yeah its definitely not that mod. I took a look, very simple doesn't conflict with anything and the variables he changes don't impact gun/ammo restoration. I also gave it a shakedown it works totally fine, Cass never ran out of ammo I had a bunch of fights she was aok. It must be something else. I ran it on NV 1.4 as well, with just that mod and two other of my test mods its AOK.

     

    The one problem I did have running this type of mod was entering and leaving restricted areas like the Lucky 38 Penthouse, Caesar's tent, etc. Because some of the game scripts assume one and only one companion so once they match one follower they ignore the rest. Even so, the scripts appear to restore items correctly.

     

    Are you running any other mods? Someone might have some insight if you post your load order.

     

    EDIT: p.s. If you are running an old save with the previous version of his mod, that might be the problem. Sometimes old scripts and variables "stick around" when you upgrade plugins but have an old save where you used the older plugin. One thing that will often work to fix this is to uncheck the plugin, load your game, ignore warnings, do a full save without the plugin, then exit, check the plugin and reload your game. That has fixed upgrade issues for me in the past.

  3. One round of magical companion ammo should be sufficient. In New Vegas the companion script checks all the standard companions and gives them another weapon or ammo if the game glitches and they run out. What version of NV are you running?

     

    Also, there are a number of unlimited companion mods floating around: what unlimited companion mod are you running? How old is the mod? If it has made any changes to the VNPCFollowers quest or script that might be the source of the problem. Or it might just be the mod is no longer compatible with a newer version of NV.

     

    Do you have a link to the mod?

     

    If the mod author is still active that would also be a good place to ask.

  4. Hi, I have a piece of ED-E dialogue that I want to make conditions for.

     

    If I were writing it in a script, it would look like this (well not really because some are dialogue-only conditions like getquestvariable but I hope you'll get the point)

     

    -----

     

    If (GetQuestVariable VNPCFollowers EDEHired == 1 && GetisVoiceType RobotEDE == 1 && ((EDE1REF.IsWaiting == 0 & EDE1REF.GetDisabled == 0) || (EDE2REF.IsWaiting == 0 && EDE2REF.GetDisabled == 0) || (EDE3REF.IsWaiting == 0 && EDE3REF.GetDisabled == 0)))

     

    -----

     

    Or just in general, does anyone know how complex conditions work in dialogue with using multiple AND / OR?

     

    From the Official GECK Page:

     

     

    AND/OR Precedence

     

    The OR checkbox is used to determine how a Condition Item is evaluated with the ones that follow it. Consecutive ORs are treated like a single block when evaluating and have order precedence over AND. For example, the Condition Items (A AND B OR C AND D) are evaluated as (A AND (B OR C) AND D) and not ((A AND B) OR (C AND D)).

     

    By applying the distributive and other properties complex expressions can be converted into a list of Condition Items that will evaluate as intended. For example, the expression ((A AND B) OR (C AND D)) can be represented as the list of Condition Items (A OR B AND B OR C AND A OR D AND B OR D). As described above, this evaluates as ((A OR B) AND (B OR C) AND (A OR D) AND (B OR D)) which is equivalent to the initial expression.

     

    Reference Link

  5. Yes in GECK its controlled by the global, "FollowerWaitTime" which is 7 days by default -- this is used by all the standard companions. Custom companions may or may not use it, and some mods could change it.

     

    Companion idles should not affect the timer at all. All the vanilla companions are controlled by one script. Again, for custom companions, it depends on what the modder did.

  6. Vault 34 is in the mountains due East of the NCR Sharecropper farms, cross the highway and go up into the mountains, the entrance is on the eastern side of the mountain up near the top. There are a handful of golden geckos near the entrance, and an old army truck and a bunch of repconn barrels.

     

    Vault 34 is the hardest interior dungeon in New Vegas and to get to the Armory where that armor is located you will probably need a walkthrough.

     

    "The Tuninator" on Youtube has the best video walkthrough of Vault 34 that I've seen, at around 15 minutes I consider it a short video because Vault 34 is really hard :/

     

    There was a discussion about how to get the codes on another thread, they change according to load order but I can't recall the other thread it was a couple of weeks or more back. IIRC you could use FNVEdit and as long as you load all the mods in your load order exactly the same in FNVEdit then the codes should be the same, but I'm not sure if it was FNVEdit or another program they were talking about.

  7. Hi everybody,

     

    I'm just new on this forum :) I'm modding for a few weeks now, but mostly for myself.

    I'll try to explain my issue as clear as possible but as you'll notice (or not...), english is not my mother language. So please, be gentle :)

     

     

    Here is my issue with the GECK:

     

    When I start the program, erverything seems to be fine.

    However, when I try to open the FalloutNV.esm, the GECK start to load it but crash at 2% (not always on the same object, container, etc.. who's loading, but always at 2%).

     

    I'm looking for days now to fix it but I didn't find anything on the web.

    I tried to re-install Fallout NV, the GECK, drivers and other stuff, but still not working....

     

     

    I'm running the NV GECK v.1.4 on Windows 7 (64bits) Integral N.

     

     

    Does anyone have an idea how to fix it please ?

     

    Thank you in advance for your support :)

     

    The previous post is correct: GECK can take a long time to load, several minutes or even more, its system dependant ...

     

    However, if you are actually waiting and it CTDs on its own (Crash to Desktop) then you might try this fix:

     

    CFF Explorer

     

    Read carefully the instructions by ccmechanic.

     

    This solved a big headache for me when GECK was crashing trying to load dialogues, but the real issue is memory management, not necessarily dialogues in particular -- it's just they are large and so the crash happened on them. So you might give that a try if you are really getting CTD.

  8. What annoyed me was that the game made no attempt to explain what kind of government New Vegas will have once it gains independence. One of the reason why I decided to side with Yes Man is because I felt that none of the other factions had New Vegas's interests at heart: NCR only cares about gaining control of the Dam, Caesar just wants to gain more land and prevent the NCR from using the Dam and House just want to wallow in his own power and interests and not a damn thing for the common people. But even after siding with Yes Man I felt as if I just created a police city state rather than an independent nation.

     

    You nailed it on both counts.

     

    When I first did The House Always Wins I was disappointed there was no fullfillment of House's grand dreams in the ending dialogue.

     

    And with Yes Man, exactly: a police state of robots run by an artificial intelligence, whos ultimate purpose is unknown. Yes Man appeared at the end of the game to be a fledgeling AI in the process of coming to grasp with his new identity, and learning. Who knows what that might lead to ultimately, maybe the rise of the machines. One thing is for sure, House was an autocrat and had no interest in democracy so his failsafe "AI" package he left on the network would no doubt reflect that attitude :D

  9. My recommendation would be to buy them out or talk them into leaving peacefully, Clintster74 and I are releasing a companion and dwelling mod based on the leader of the deserters that continues the story of this ... if you resolved it peacefully ... we are hoping it will be released within a week ... hoping ... :wink:
  10. Doesnt Graham comment on the dangers of the road that delayed reinforcements for the NCR at the battle of hoover?

     

    I never played any expansions yet but a number of vanilla NPCs comment on this. Cass in particular believes its Legion trying to cut NCR's supply lines and, "Mojave Outpost is proof," etc. Cass also comments on the road west/south of Mojave Outpost describing how 'The Divide' (west of the outpost) is really dangerous because of tornados. No doubt a cult reference to the book 'Damnation Alley' by Zelazney IIRC.

     

    The gate does make a nice entry point to any mod though. If you were doing a mod with a new worldspace say in California, you could add an NCR soldier as a gate sentry / talk-to person, and that would allow you fast travel "past the gate" to get to the new worldspace, just as an example. Or your mod could just put a westbound caravan with driver and such and you could talk to the driver to travel west, etc., etc. Lots of possibilities.

     

    At one time I was following a thread about a mod for Return to Shady Sands IIRC. IDK if it ever got finished though, might be worth searching for. It sounded really cool and ambitious.

  11. If it is an ESP be sure you are setting it as the Active File when opening it in GECK, its not enough just to put a checkbox beside it. It really sounds like this is the issue.

     

     

    If the mod is an ESM you can't open it as Active so you need to save your plugin with a new name, as a dependancy with the ESM as the master, and load both of them: master first, dependancy second.

  12. @void_gazer, thanks!

     

    You are absolutely right about GetReputationThreshhold, I noticed all the faction reputations use that in existing dialogues. What I did was just followed the examples used by many dialogues I am familiar with and kept it simple. As long as the player has done some good and hasn't been overly bad the dialogues will be available. The faction will consider there is hope for the player, something like that.

     

    Thank you also for the heads up on the globals! I guess that is similar in a way to the timescale, how some mods can change timesale but using GameDaysPassed will always return the correct value regardless of time acceleration mods, and you can always break that down to hours by dividing 1.0 by 24.0, and further break it into minutes by dividing the hours by 60.0. That's the method I've been using, and it works the best.

     

    For some decisions I'm going to use the progress with the factions. There are progress measurements for NCR, Legion and House, and if I read the GECK right the value of 30 seems to be a critical point. This progress indicator is tied to the quests you do for the big three factions. If you go too far with one, others could become your enemies.

     

    That may work better especially because wikia indicates some known bugs with faction reputation being calculated incorrectly in certain cases.

     

    Kudos!

  13. In the message properties there is a checkbox to make a message appear as a box or as a regular message. Just toggle the checkmark on that box to switch between box mode (click OK) or a message that appears in the top left corner like additem messages normally do.
  14. GetSecondsPassed

     

    or probably

     

    ScriptEffectElapsedSeconds

     

    is even better.

     

     

    What you'll want to do is if the timer has not expired return from the script, and check the timer again the next time the script gets run.

     

    I was thinking that for an explosion maybe it would work easier if you setup a projectile with 0 speed and a timer since that's all built in, or something like that. Just a thought to consider for your nuke idea.

  15. Cool you guys are uber,

     

    I had experimented with the AddTopic and top-level, but what I was missing and I have learned it now was this quote:

     

    You could simply add your new topic to the quest and mark it as "top-level". This will ensure that it would appear on the GREETING (given there is nothing in the "Choices" box) as a choice.

     

    Key: given there is nothing in the "Choices" box ...

     

    That explains the wierd behavior I was seeing, the presence of items in the choices box on some of Hsu's GREETING entreis explains why my top level never showed up until I added it, but it would show up at other times, when I talked to him a 2nd time for example. Awesome! I'm learning stuff!

     

    And Glenstorm, thanks for that video it is excellent even without audio, I'll definitely be playing with the dialogue editor!

     

    Thanks again guys, I'm ready to go back and try to finish my quest this weekend!

  16. A few other questions regarding this script, just to make sure:

     

    GetEquippedObject is an NVSE command, so you do have NVSE?

     

    The following 2 statements logically appear backwards, you use EquipWeapon before defining it.

     

    set WeapHasScope to Player.GetWeaponHasScope EquipWeapon
    set EquipWeapon to Player.GetEquippedObject 5

     

     

    In the following statement:

     

    set Weapon to Player.GetWeapon1person EquipWeapon

     

    I don't see any declaration for "Weapon" nor can I find any reference to "GetWeapon1person" in either the GECK or NVSE references, though the NVSE docs are out of date.

     

     

    And regarding my previous question:

     

    Player.GetWeaponHasScope EquipWeapon

     

    This is a boolean function so I don't see any logical reason to put it as a stand-alone statement.

  17. For quest I need to add some topics to the GREETING for some important NPC's such as Col. Hsu.

     

    I've tried a number of different ways to do this and the only way I've been able to get it to work successfully is by adding my new topic to the "Choices" box of Hsu's greeting. He has a number of different greetings though, based on your reputation or previous greeting, so I need to add my topic to each possible greeting of his.

     

    I've been reading though about a possible BUG with "Add Topics" (the window above "Choices") and in fact originally I tried to use that window but it did not work at all. There was also a suggestion on the official GECK page about using the "AddTopic" command within the Result Script, but that did not work either. Adding topics using the method suggested did not result in the topic ever showing up in conversation with Hsu. (Only by modifying the "Choices" did I get them to show up.)

     

     

    So ...

     

     

    Question #1: If I modify the "Choices" for Hsu's greetings will that conflict with any other mod that adds topics? Do I need to use another approach to avoid conflicts with other mods that would modify Hsu's greetings? And if so, what's the best approach.

     

     

    Question #2: I am sure I read somewhere that there is a keystroke to rearrange the order of "Infos" for a topic, to move an "Info" up or down in the list, but I can't find any reference to it. Anyone know how to reorder "Infos" if I want to add one of my own?

     

     

    Thanks!

  18. First of all,

     

    ref WeapHasScope -- needs to be int to match the return type of GetWeaponHasScope, so ...

    int WeapHasScope

     

     

     

    if WeapHasScope == 1
    Player.GetWeaponHasScope EquipWeapon
    

     

    I've never used this function but I've seen it in GECK reference. What's that conditional supposed to do? I think you were wanting to do a Set FOV function after the if ...? Or am I wrong?

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