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McFearo

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Everything posted by McFearo

  1. Nevermind I think one of my playtesters just discovered the source of the problem and it was another script I wrote with no contingency to stop the script from running when it was done. I think we have now isolated and fixed the problem, it was an error I made.
  2. TL;DR version: I guess my question is the bit at the very end. Do result scripts in Quests just keep running even after the quest updates to a different stage? Is it possible that that's what's causing him to keep teleporting to his X marker?
  3. This one's a doozy and it's a pretty consistent bug my playtesters are reporting. My NPC Companion, Dixie, leaves the party and is hidden at a hard-to-reach x marker for part of his quest so the player has to do something without him (inspired by Arcade Gannon who moves to an ArcadeWaitForPlayer marker when he leaves to get his tesla armor). When the player completes the objective, it updates the quest stage to stage 40, and the script for stage 40 tells the companion to move to a new marker at the Mojave Outpost and displays an objective to go meet him there. I was running into a bug where he wouldn't move to the Mojave Outpost when the quest updated and stayed at his "hidden" x marker, so I made a trigger at the Mojave Outpost whose scripts only run during Stage 40 of the quest, that also tells him to move to the new X marker when the player walks through it. That way if he's not there when they arrive he'll appear when they walk through the trigger. But now, when the quest is completed, he keeps trying to teleport back to his x marker even after being re-hired and the player trying to leave. If the player fast travels away, he appears at the new location for a split second and disappears. I've made sure the trigger is only working during Stage 40 of the quest. I've marked the trigger for delete after it's used. I've even marked his X marker for disable and delete after the trigger is used. The only things that should be telling him to go to that x marker are the quest stage itself, and the trigger. Both should be done by the time he's re-hired. But he keeps teleporting back, making him unusable as a companion. Is it possible that the quest stage is the problem? Is it maybe that that script continues running even after the quest updates to stage 70? Should I add an IF statement to the script in the quest stage to make sure it only sends him to his X marker once?
  4. I modified a few scripts in my companion mod (small changes to make my companion add trust points when certain actions are taken in the game) and the GECK and FNVedit are showing basically every script in the game was touched even though they were not. I know I opened a lot of scripts to investigate what they were doing so I could learn how to script, but certainly not this many. Looking at the individual scripts that are highlighted under my mod in FNVedit there are no actual changes, they're just showing highlighted green underneath my mod. Should I be cleaning these up? If so, what's the best practice here? Do I just right click and select "remove" for the scripts under my mod in FNVedit? I don't want to break anything and I'm not sure what to do.
  5. I'll keep a close eye on it and make sure it doesn't seem to affect anything, if I get any bug reports on it I'll be prepared to undo it. In other news I still haven't been able to fix the problem where Dixie and Melody keep trying to walk away from their X markers during the final phase of the quest but I found a way to make it work: Dixie now has a travel package to return to his position when the player passes a trigger I placed and that seems to be doing the trick. So he'll walk away from his marker but return there after the player talks to him. Melody still isn't obeying me on this so I just made it so that she's disabled after a certain phase of the quest when the player isn't likely to be looking at her anyway to see her disappear (they'll be talking to a stationary NPC that Melody reliably walks away from so she'll be behind them most likely). She won't be seen "exiting" the Mojave with the other NPCs like she's supposed to but at least she won't be found later in the game on her own in the wastes somewhere when the story goes that she was supposed to have escaped the Mojave with Siri and the other slaves. Creative problem solving I guess.
  6. Are there any serious ramifications? All it seems to do is cause her to be enabled at the Fort when the player goes there from the docks of Cottonwood Cove, as the game seems to have the parent disabled by default and only enables the parent when you go to Cottonwood Cove the first time and travel to the Fort by raft. I didn't remove the enable parent itself, because it seems to enable all the Legionaries at the Fort, I just pulled it off the list for Siri herself so that she's enabled from the start. All it seems to effect is if you COC to the Fort before going to Cottonwood cove, she's there but all the Legionaries are not. Is that bad? I made note of that the parent was called so I can re-add in her reference window it if I have to.
  7. Okay, I looked over the GECK wiki and found out what an enable parent is and went ahead and set it to None on Siri and Melody so now they'll disable as they should... if Melody will go to the disable box. Unfortunately she takes off running towards the Fort instead of towards the marker I gave her. No problems with Siri though, she'll now run to the marker where she's supposed to, hit the trigger box, and disable. And Dixie is still trying to walk away from his marker. I'm herding NPC cats. Any idea how I can make them stand still?
  8. I've nearly finished the quest for my NPC companion, there's just a couple final bugs to squish. So, at the end of the quest here is what's supposed to happen: - Melody and Siri from the Fort, along with the NPC companion and some other NPCs I made, move to the Mojave Outpost. The player is sent to speak with them. - After speaking with them, everyone except the NPC companion runs to a trigger box that disables them, near the fence at the back of the Mojave Outpost, to make it look like they've left the mojave to go to the NCR Here's what's happening that I need to fix: - The NPC companion and Melody keep trying to walk away from the Mojave Outpost, even with all of Melody's Fort-related packages removed and a new package added to the NPC companion called the "StayThef*#@Still" package, which tells him to sandbox around his X marker with a radius of 10 and "wander" actually unchecked. He's still walking away. - Upon entering the trigger box, only the NPCs I created are disabling. Siri and Melody will not disable, and run around the X marker inside the trigger box looking dumb. The script for the trigger is pretty simple, it's just Begin OnTriggerEnter FortSiriRef FortSiriRef.Disable Endbut she won't disappear. Neither will Melody, using the same script. Works like a dream for all the NPCs I created myself, though. Any ideas?
  9. For part of a quest I'm creating I want to disable a number of NPCs so they're not in the way, then move them to a new location, and re-enable them at the new location. Will the MoveTo command still work on them while they are disabled?
  10. I think I was looking at the other GECK wiki then, the unofficial one, where it says 0 = mixed, 1 = good, 2 = bad. I just figured you were right and it's wrong, because the official GECK wiki also says 0 = bad and 1 = good edit: wait! The official one says the same thing on this page now I'm more confused. f*#@ it I'm going with what Ashton said.
  11. As an update: the most confusing part of using the getreputationthreshold condition has been that every source I find on it seems to say something about which integer means which reputation axis. Currently I'm just trusting you, ashtonlp101, because my experiments with using the integers as you've given them seem to be working even if the GECK wiki says something different lol.
  12. Additional things I have tried: Setting up dialogue packages Using the Conversation tab of the quest window
  13. I tried following Seddon's video on the subject but he doesn't actually show proof that his method works. I set up 2 test NPCs, gave them voice types, set up dialogue with GetIsID conditions. In a trigger near the NPCs I put an OnTriggerEnter Player script for NPC 1 to say X dialogue to NPC 2, then in the result script for that dialogue I had that set to tell NPC 2 to say a response to NPC1. The scripts go like Test01REF.SayTo Test02REF TestDialogue01 1 1 I even took DoOnce off the trigger so I could walk through it multiple times and see if it would work, but they just stand there. Silently. Mocking me.
  14. Thank you! I did make it "Begin OnHit Player" just to be safe. The character will only be showing up in two locations, the Fort and the Mojave Outpost, where she's not likely to get attacked by any mobs, but better safe than sorry.
  15. For my NPC companion's quest, an important character is his mother. In the interests of player freedom she's non-essential as most NPCs are and it's possible to kill her. I have it set currently so that a script goes off if she dies, that causes him to stop following and attack the player, quit the party permanently so he can't be hired again, his quest is failed, and his personal faction becomes an enemy to the player faction, the works. Basically, if you kill his mom, that's it. It's over for your relationship and he's out to get you. But I realized that it's possible he would help the player to kill her if he's following currently and joins combat by default, and then get angry at the player after helping them kill his mom. So is there a way to start this script when she's attacked instead? So that as soon as she's attacked, Dixie turns hostile to the player, rather than waiting until she's dead, so that he doesn't help the player attack her. I can see one solution just being to give her really low HP so that if the player attacks her they'll kill her in one hit so that Dixie doesn't have a chance to turn hostile on her and help the player kill her. Would making her a part of Dixie's personal faction help? Edit: Nevermind! I found Begin OnHit, I can use that.
  16. Noob question, I am FAAAAAR from the most experienced person here, but couldn't you achieve something similar by setting up an OnDeath script for the goons you want killed and have them increase a death counter in the quest? I.e. You add a short to the quest script called "short GoonsDead" In the script for said goons you add a block that goes Begin OnDeath set YourQuestName.GoonsDead to YourQuestName.GoonsDead + 1 endAnd then have the next stage of the quest set to go off when GoonsDead == 5 or something. Just a thought, might be the long way to work around this. And it may not even work! I'm just spitballing.
  17. Thank you! How would you recommend doing that? I'm working with a friend on how to get their Legion NPC Companion to have different dialogue responses based on whether the player is liked or disliked with the Legion faction. Right now I'm looking at the dialogues in Nipton that depend on the player's faction reputation using the GetReputationThreshold condition, but how it works is a bit opaque to me. Does an integer of 1 represent the Fame axis and an integer of 2 represent the Infamy axis for reputations? Edit: Hmm I just found the GECK wiki page on this and will do a bit of research there, though any advice is still welcome
  18. First off, I just want to say a huge thank you to MadMongo, Ashtonlp101 and Radioactivelad for answering my questions in the past, y'all have been a huge help to me. So if I want to set a dialogue to only appear if the player is a member of a certain faction, what's the best condition to use? I considered using "GetPCInFaction" but I don't know if the major factions -- House, NCR, Legion, Yes Man -- are ever officially added to the player character? Would that dialogue ever pop? Is it better to stick with "GetGlobalValue vStory[Faction]State >= 2"? This is the condition used in Arcade's "What's your opinion of the current situation?" dialogue to determine which faction the player is in, and it's what I've been using so far, I'm just wondering if "GetPCInFaction" would ever return a value of 1 for the NCR, the Legion, etc to pop those dialogues if I set that condition.
  19. I am using SetPlayerTeammate. For this companion mod I followed along with the videos on YouTube from GeroKeyMaster and he did specify that in the scripts he shared. Thank you for your input! I'll try just using the existing follower dialogues for detection, combat, etc in my companion's dialogue quest and see how that works out.
  20. I finally got this to work I think. I haven't playtested it yet but the script is finally saving and should work. The problem I was having was a noob mistake, I was writing MyFollowerQuest into the script for that quest when it wasn't needed (I got used to writing myfollowerquest.baffinity and myfollowerquest.bdickery into other scripts in the game, like Vulpes' script, where it's set to trigger a raise of affinity when he's killed, and into result scripts for dialogues that are meant to trigger affinity or dickery gain). The final script that the GECK ended up accepting looks like this: ; Increases as the player is a dick to Dixie short bDickery ; Increases as the player is kind to Dixie. short bAffinity ; True depending on which is higher, Affinity or Dickery short iLikesPlayer short iDislikesPlayer Begin GameMode if (bDickery >= 1) if (bDickery > bAffinity) set iLikesPlayer to 0 set iDislikesPlayer to 1 endif endif if (bAffinity >= 1) if (bAffinity > bDickery) set iLikesPlayer to 1 set iDislikesPlayer to 0 endif endif if (bDickery == bAffinity) set iLikesPlayer to 0 set iDislikesPlayer to 0 endif EndThe reason I wanted this script is for conversations like "How are we doing?" where the player can ask the companion how he feels about them currently to check their status with him. Rather than having to set a bunch of different dialogues with different conditions for different Dickery or Affinity thresholds, I can just give him dialogues that check for if he likes the player or not, based on which is currently higher, the Dickery of Affinity variable. Looks like at this point it should work but I'll have to test it out.
  21. I want my NPC companion to say a line of dialogue to the player when they give Melody her bear back or a different one if they rip the bear apart in front of her. I tried typing into the result script field for the dialogue to give the bear back: DixieREF.SayTo Player DixieTopicMelody01 but it's not compiling. Worth noting maybe that the dialogue in question is housed in Dixie's own companion quest and not in the vFortFreeform quest that the dialogue with Melody occurs in. Is that the problem? Does the dialogue I want him to say need to be in the same quest?
  22. Quest design would be stellar! Any tips you can give would help a lot. I have a quest in mind for my companion that's going to require a lot of learning on my part. Things I'll be needing to learn include: -Setting up a quest with optional alternate objectives to account for player allegiances, such as when the character is supposed to create a diversion at the Fort, but they are currently hostile to the Legion (I guess in this case the options would be "plant a bomb if you're okay with the Legion" vs "go on a rampage if they're hostile to you") -Creating activators that give messages with buttons to choose from, like "plant bomb" vs "leave it alone" -Adding items to the player inventory like a detonator that causes a scripted explosion -Moving NPCs to new areas, having them only appear when the player is on a certain quest objective, having them walk to a marker, and disable permanently on arrival -Removing a companion temporarily from the party to only appear at a specific location after the player has completed an objective -Scripting dialogue between NPCs Those are just examples of the specific things I personally am looking into dealing with in the future, I don't know if that's enough to warrant any videos -- I can always come to the forums and ask for help for more my-quest-specific stuff that I'm trying to work out if none of that strikes you as something you'd like to make a video about. But anything that makes setting up a quest less opaque would be helpful, especially scripting for quest objectives to pop up or complete, setting optional objectives, accounting for player choice, etc.
  23. I'd watch them! I'll take all the tutorials I can get, honestly, I'm a total noob. I'm on my first real project in the GECK that's more complex than modding a player home to look nice and getting objects to run existing scripts like new pickable plants or new campfire recipe activators.
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