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Everything posted by xab666
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how to make a door in the geck
xab666 replied to trooperjess's topic in Fallout New Vegas's Discussion
Assuming you mean using a already made door (which you already have selected).. easiest way is to give each door (inside door and outside door) unqiue References, which will be easy to remeber. once you've named them, go to one door, and doubleclick it (alternativly go to edit in the object window of CELL VIEW) the first tab should be labeled teleport (otherwise select teleport). click the box "Teleport", and under linked door (directly below). select the target (desination) cell, and then the Door's reference name (which will be the unique reference you gave it at the start)... IMPORTANT** after you link the two doors, make sure you have "View markers" enabled (hotkey M), and find the yellow Teleport marker (easiest to go the door the door and select view linked, and it should be right there). make sure it is at ground level, and facing away from the door (unless you want to leave and face the door). the default position will probably be non-optimal (mine always default into greyspace). Make sure you NavMash to the Door in both cells, otherwise Compainions will Instantly vanish upon teleporting to non-navmeshed area. goodluck -
Geck help with adding merchants PLWASE REPLY
xab666 replied to kieranbhoy's topic in Fallout New Vegas's Mod Troubleshooting
:wallbash: i hate the GECK :wallbash: I got my vendor working today, although my mod broke in the process, the speaker infor was helpful thanks (I already knew about conditions, although my conditions are more complex then just getIsID) Q. is it possible to make new topics for conversation? or just rename and reuse old ones? (like GREETING, EMPTY etc). e.g. lets say you add a Topic, "EMPTY" and rename it to BoSVendorArmorConv, and proceed to put in your own dialogue.. later, you make a second NPC, entirely unrelated. can you use BoSVendorArmorConv as a topic and change it to something completely differant (except the name), or will it change the original too? thanks. p.s. showbartermenu x goes into (begin) (in the tutorial I posted) -
Geck help with adding merchants PLWASE REPLY
xab666 replied to kieranbhoy's topic in Fallout New Vegas's Mod Troubleshooting
How do you get the quest as the NPC's dialogue? ive written several quests, but cannot select them as the dialogue for the NPC... this tutorial is a little more comprehensive (http://geck.bethsoft.com/index.php/Creating_a_new_vendor) (as it deals with making a new vendor from nothing). but it still skips the part about attaching the quest to the NPC. is the process differant for holograms? TiA Adam -
your electric switch needs to be type acti (activator). your going to need at least 1 script, and to give refnames to the light and generator and sound. you'll also need to disable the light and sound intially. using refs: Switch , Generator, Light (i suggest others, these are horrible names) it would be something like this: scn SwitchGeneratorScript short isAct Begin OnActivate if isAct == 0 lights.enable GeneratorSound.enable set isAct to 1 else if isAct == 1 lights.disable Generatorsound.disable set isAct to 0 endif ;Activate endif end Attach this script to your activator switch, make sure to name all your references first or the script wont compile. the variable (short) IsAct is 0 when off, and 1 when lights and generator sound are on. this allows repeated activation to switch between the two modes. Lights.enable enables the reference called 'Lights' this enables the initially disabled (not visable to start) lights. generatorsound does the same thing for the sound... the optional (commented out ;activate) at the bottom might help if it doesn't animate the switch proplery. so would adding Switch.setOpenState 2 ;Open Switch.SetOpenState 0 ;Closed under generator.disable/enable respectively goodluck
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So i started having problems with what should have been the easiest script ever (except for hello world). I made a Bottlecap press, which when activated gives 50 bottlescap for each scrap metal removed. (going to add more, but thats the jist). this is when i learned that you cant simply use * to multiple at any time in the geck scripts (like you can in many programming languages). (script is done, just brought this to light) e.g. I tried before success player.removeitem caps001 count*5 1 removes count# of caps player.removeitem caps001 5*count 1 removes 5 caps. how do you multiply successfully? using a second declared variable short count short capscount ... set capscount to (count * 5) player.removeitem caps001 capscount 1 removes 5 caps for each number in count (5 gives 25 caps) as far as i can tell, math should be carried out when values are assigned. (set to) for timers float timer .... if Timer >=1 set timer to timer - getsecondspassed elseif timer == 0 ... anybody know about divide? short numer short denom short ans set ans to (numer/denom) but what does that return? a integer? a whole number (rounded how?) honestly, I realize this post isn't a question. but I spent a while looking for this information to no avail, so I'm posting it in hope of others seeing it. I encourage the enlightened to add relavent information.
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I'll briefly explain some of what i was saying. Functions are what you call to perform operations. e.g SetOpenState changes the "open state" of a object to what you specify. objects have Openstates assigned to them if compatible, and this value can be checked via the function GetOpenState (though the numbers dont directly corispond). variables are storage(memory) locations (pointers really). which store a number (usually - tho there are other kinds) for example Short stores a Integer from ~(apx) -32,000 - +32,000. a declaration is when something is assigned to something else e.g. at the start of your scripts you declare your variables short name this reserves space for it (big in c) Condition statements are logic statements which will make up the majority of your program/script. these include if statements, which are structed as such (generally) if CONDITION provided the condition is met (could be the value returned by a fuction, or JUST ITS EXISTANCE as in ref.variable mentioned before) ACTION provided the condition is met the action is performed, (actions can be other conditions) endif References can also be used to call variables (tho this is where the GECK is a mystery to me). normally references (or object period) have multiple variables in them (like location x,y,z rotation x,y,z its state, disabled/enabled, lighting etc.) these can be retrieved by using the functions with the reference thats how Doorname.getOpenState works - but i don't know where the GECK Library is (http://geck.bethsoft.com/index.php/Image:Fallout3commands.rar) thats only a list.. on a linux box/mac if one wonders about a command simply typing 'man Command' will bring up the manual page. (you can also compile scripts and create your own commands). theres no such convience for the GECK anyways,..... I tried these in GECK, AngleWraiths works, but again, the Sound Loops forever. also, once started, you cannot disengage a switch to cancel the process. it only recongizes where the switch was used (not its current state)... for the record. playgroup DOES NOT WORK on switch, setopenstate does though, i was wrong about that.. sry (least i clearified). to cancel the buzzer, i was think ur best bet would be to declare float ftimer and play the playsound3d OBJBuzzerBell with a timer, like if ftimer > 0 playsound3d OBJBuzzerBell set ftimer to ftimer - getsecondspassed endif instead of just playing it, I'll play around with this later (tomorow, etc) (im now actually thinking of incorperating something like this)... although i've already done multi-keyed terminals, this is much more challenging... so for the record; the script works, but doesn't allow you to turn off the buzzer to turn off with a switch (or at all without another line of code). I doubled the switch conditions and appended the second set for a short switchXcancel to store wether the switch had been up and then down. by editing: (with decalred short SwitchXcancel) if GetIsReference aaaSTCell4fRlSwch5Ref == 1 set aaaSTBunkerCityCell4fRelayShrt5 to 1 to elseif GetIsReference aaaSTCell4fRlSwch5Ref == 1 && Switch5Cancel == 0 set aaaSTBunkerCityCell4fRelayShrt5 to 1 elseif GetIsReference aaaSTCell4fRlSwch5Ref == 1 && aaaSTBunkerCityCell4fRelayShrt5 == 1 set switch5cancel to 1 setaaaSTBunkerCityCell4fRelayShrt5 to 0 anyways, I'll keep trying, just short on time tonight...
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the animgroups for the switch are open and close, yes. using 'OnActivate' prevents normal activation, 'Activate' doesn't (http://cs.elderscrolls.com/constwiki/index.php/OnActivate) I like your change from the if ref.variable == 1, to if ref.variable, checking nullity. I take it the GECK script langauge doesn't automatically initialize variables until they're called then? thats not something i've tried. but ill have to find some excuse too :) i have a question about the workings of your script (Stealthtank) the lines ...if GetIsReference aaaSTCell4fRlSwch5Ref == 1 set aaaSTBunkerCityCell4fRelayShrt5 to 1 GetisReference aaSTCell4fRlSwch5Ref returns 1 if aaaSTC... is the calling reference, so my question is, is aaaSTBunkerCityCell4fRelayScript1 the script in all your activators? (you made a new form and put that as the script?) P.S. I've never used triggered sounds but I think AngelWraith may be right about not using playsound (http://geck.bethsoft.com/index.php/PlaySound) according to the GECK page, it doesn't work on ambient sounds using .ogg files maybe PlaySound3d. it plays the sound at the calling ref location (http://geck.bethsoft.com/index.php/PlaySound3D). just a thought
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you should use playgroup... don't get me wrong, i'm sure setopenstate works but... openstate is ment for doors, which should never override animations, I've had animation bugs (animation resets) using setopenstate playgroup allows you to specify how the animation begins relative to active animations. e.g. a radio activator script to animate a vertibird landing: using Mq05VertibirdLand (MSTT) , which is ref (VertiBirdDyna) scn VertiRadioScript short isAct Begin OnActivate if isAct == 0 VertiBirdDyna.PlayGroup Forward 0 set isAct to 1 else if isAct == 1 VertiBirdDyna.Playgroup Backward 0 set isAct to 0 endif endif end in the above example, using 1 instead of 0 would force the vertibird into the takeoff animation before the landing animation finishes if the activator is activated twice in succession. when you preivew a activator, etc. you will see the various "states", with their titles. things like the vertibird encounter have several (forward, idle, backward, fast forward, etc.) , and you may have to actually preview them ingame (GECK is iffy..) 0/1/2 determines how the play is started, wether it immediately overrides the current animation and starts or not.. 0 = normal start, 1=immediate start, 2=immediate start and loop.. http://geck.bethsoft.com/index.php/PlayGroup http://geck.bethsoft.com/index.php/AnimGroups
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using the second link suggested, changing the bUseMultibound=1 to 'bUseMultibound=0' within the file GECKCustom.ini 1st, make sure the Setting bUseMultibound doesn't revert back to =1. It did for me, despite changing it several times, and ensuring to save it, and then CHECKING IT AGAIN before opening GECK. it still gets set to =1 by the GECK after opening. had to change about 4 times before it finally 'stuck' thanks floatsup
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Tried FNVEdit ? (HTTP://www.newvegasnexus.com/downloads/file.php?id=34703) I'm not using that mod, but i'll describe how to modify the StealthSuit in general. Vanilla stealthsuit is the worst Unique in the game , 5 Less DT then recon armor, no added bonus whatsoever... it uses the recon armor enchantment, hence why under effects it says "Initiate Armor", because thats what Bethesda called the Ench. if your interested, heres how to make the crappy vanilla armor into the FO3 stealth armor. (in my opinion, how it should have been). Step1: Change DT to 17, like Recon Armor (edit the ARMO 'ChineseStealthArmor' Item) Step2: Open EnchRecon, and Change the ID to EnchStealthArmor (or whatever, just remeber it) will prompt, "do you want to create a new Form?" select YES Step3: now open your form change Magnitude to 15, instead of 5, target:self, Duration:0, Cost:0, (rest same). also change the name of the effect to something like "Chinese Stealth Armor" (whatever u want the eff tab to say) ***** you can use the below directions to modify the suit to be always on, if wanted **** Inside the same Ench right click the list, and select new, drop down to "StealthBoyInvis", slect for range='self' Duration 0 (means doesn't run out, until trigger is no longer met - see lower) Magnitude = 5 normally, (means stealth field +5), Advanced Stealth Armor uses 100 here ok, now in the same window, right click the conditions list, and add one (new) normally stealth suit triggers on "IsSneaking" == 1 (run on subject). this makes it so the +5 Stealth Field only happens when IsSneaking returns true (1). P.S. as far as i know Advanced Stealth Armor doesn't require the Mod Manager, or the Script Extender. maybe creating conflicts BY merging the mods? have you tried justing loading through the Data Files tab?. also the mod Stealthsuit shouldn't require you to crouch, the Modder says its always on.