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ozziefire

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  1. I'm trying to make quest scripts run faster to catch up after sleeping / waiting / fast travel. I've been going around in circles for 2 days now, I have a control script running every second and it controls the fScriptDelay time of 3 other scripts between 60 seconds and 1 second to catch up it also feeds them a modifier fScriptStep which pultiplies their effects to suit. This is the script I'm stuck mainly on getting the updated time to reset at the correct time, any ideas? scn SFSynchQSCRIPT ; *** Controls Script Speed short iOldVer short iNewVer float fCurrentTime float fLastUpdatedTime float fMinutesMissed float fScriptDelay float fScriptStep float fMinToHourConv ref self Begin GameMode ; *** Alter Script run times to catch up after Fast Travel / Wait / Sleep Set fMinToHourConv to .016666 Set fScriptDelay to 60 Set fCurrentTime to GetCurrentTime ; *** Intitialise so script doesn't lockup If fLastUpdatedTime == 0 || fMinutesMissed <= 1 Set fLastUpdatedTime to fCurrentTime - .07 endif ; *** Midnight Wrap around if fCurrentTime < fLastUpdatedTime Set fMinutesMissed to ((fCurrentTime + 24 - fLastUpdatedTime) / fMinToHourConv) endif ; *** No Wrap around if fCurrentTime >= fLastUpdatedTime Set fMinutesMissed to ((fCurrentTime - fLastUpdatedTime) / fMinToHourConv) endif Set fScriptDelay to 60 - fMinutesMissed If fScriptDelay < 1 Set fScriptDelay to 1 endif Set fScriptStep to 60 / fScriptDelay If fMinutesMissed > 1 Set fLastUpdatedTime to fLastUpdatedTime + (fMinToHourConv * fScriptStep) endif SetQuestDelay Script3 fScriptDelay SetQuestDelay Script2 fScriptDelay SetQuestDelay Script3 fScriptDelay ;ShowMessage SFTimingVariableDEBUG fScriptDelay fScriptStep fCurrentTime fLastUpdatedTime fMinutesMissed End Ok got it, this seems to work ok
  2. I'm trying to make quest scripts run faster to catch up after sleeping / waiting / fast travel. I've been going around in circles for 2 days now, I have a control script running every second and it controls the fScriptDelay time of 3 other scripts between 60 seconds and 1 second to catch up it also feeds them a modifier fScriptStep which pultiplies their effects to suit. This is the script I'm stuck mainly on getting the updated time to reset at the correct time, any ideas? scn SFSynchQSCRIPT ; *** Controls Script Speed short iOldVer short iNewVer float fCurrentTime float fLastUpdatedTime float fMinutesMissed float fScriptDelay float fScriptStep float fMinToHourConv ref self Begin GameMode ; *** Alter Script run times to catch up after Fast Travel / Wait / Sleep Set fMinToHourConv to .016666 Set fScriptDelay to 60 Set fCurrentTime to GetCurrentTime ; *** Intitialise so script doesn't lockup If fLastUpdatedTime == 0 || fMinutesMissed <= 1 Set fLastUpdatedTime to fCurrentTime - .07 endif ; *** Midnight Wrap around if fCurrentTime < fLastUpdatedTime Set fMinutesMissed to ((fCurrentTime + 24 - fLastUpdatedTime) / fMinToHourConv) endif ; *** No Wrap around if fCurrentTime >= fLastUpdatedTime Set fMinutesMissed to ((fCurrentTime - fLastUpdatedTime) / fMinToHourConv) endif Set fScriptDelay to 60 - fMinutesMissed If fScriptDelay < 1 Set fScriptDelay to 1 endif Set fScriptStep to 60 / fScriptDelay If fMinutesMissed > 1 Set fLastUpdatedTime to fLastUpdatedTime + (fMinToHourConv * fScriptStep) endif SetQuestDelay Script3 fScriptDelay SetQuestDelay Script2 fScriptDelay SetQuestDelay Script3 fScriptDelay ;ShowMessage SFTimingVariableDEBUG fScriptDelay fScriptStep fCurrentTime fLastUpdatedTime fMinutesMissed End Ok got it, this seems to work ok
  3. Yeah it is, but no ones ported it over, although it looks like the meshes& textures are able to be used with permission, I'm too flat out learning the coding side to learn Blender & Nifskope :/ http://www.tesnexus.com/downloads/file.php?id=19757&navtag=file/images.php?id=19757&tab=3 http://www.tesnexus.com/downloads/file.php?id=19605&navtag=file/images.php?id=19605&tab=3 http://www.tesnexus.com/downloads/file.php?id=22959&navtag=file/images.php?id=22959&tab=3
  4. I'm hoping to see a set of Kitrina's Claymore Armor one day http://www.google.com.au/imgres?q=Claymore+Katrina&hl=en&sa=X&gbv=2&biw=1680&bih=909&tbm=isch&tbnid=qsHzeG157gzbzM:&imgrefurl=http://freewallpaper2010.blogspot.com/2010/06/claymore-wallpaper.html&docid=l4yB6vjdaduGYM&w=1600&h=1000&ei=OpSOTsmvOMGViAecysCGDg&zoom=1&iact=hc&vpx=508&vpy=150&dur=1968&hovh=177&hovw=284&tx=174&ty=91&page=1&tbnh=103&tbnw=164&start=0&ndsp=46&ved=1t:429,r:2,s:0
  5. If I use : player.AddSpell DrugPlayerEFFECT inside a continual running quest script to trigger the Effect do I need to use RemoveSpell to stop it or would it stop when the Base Effects time out. The DrugPlayerEFFECT contains: Reduce Strength for 2 hours Base Effect and also a Base Effect containing a Script that triggers modifies some values in the main script once. Or am I better just adding ths script to the DrugPlayerEFFECT directly? after reading the Wiki I'm pretty confused on what the Script effect option does with it's duration setting, and the checkbox for "Script Effect Always Applies" Of course I could do most of this in the main script directly but I'm trying to make it modular for other options/expansion later and more friendly for lesser experienced people to mod values. Thanks for your time :)
  6. Did anyone else just start updating or is it just my NV repairing something I've screwed?
  7. Ok now I have merged a few of my own, I basically created merged patches for "Formal Clothing", "Wasteland Clothing" & "Power Armor" this works reasonably well in FNVEdit using the "copy as new record" feature. Where it gets messy is the FormLists for the Armor Addons like Gloves etc. Also you may need to copy (Object Effects if there are any) over although I created new Object effects shared across all the things like Lingere etc so all the similar items used a common effect. I simply renamed an existing mod with a box in a place I liked to "Clothing" then copied all my other clothing items into that mod and then dragged those new items into the existing box. Before opening FNVEdit change your load order so the mod you are copying into is after all the mods you want to copy into it. It will ask you at times if you want it to become dependant on the original esp. And temporaily you have to say yes. If you then look in FNVEdit you will see on an armor item you click the ogject effect and then if you have copied the effect over as a new record you can swap it from the original mods effect to the new mods effect ID, so the original mod effect might be something like 5A046B and the copy of it in the new mod might be 6D046B. DON"T try to edit the FormLists in FNVEdit, it will crash and you will have to start again, unfortunately you have to then open the mod in Geck to change the items in the formlist to the new Armor Addons. When you have removes all the Objct Effect & Form List links to the original mod it should be no longer reliant on the original mod file and you can delete it. The meshes & Textures don't need to be changed the new mod just grabs them from the same place the original did. Avoid merging mods that have quests or anything else complicated unless you just want the clothing items. This of course can also be done with Weapons too. Above all before you start doing this make a complete backup copy of your Fallout New Vegas folder somewhere on your hard drive, because you will screw it up sooner or later and it will save you a 7 hour download.
  8. Yep in the end I just had to move all mods to another folder then complete reinstall NV. I think it eneded up being a music or sound file somehow got corrupted when the game crashed. as I had only modded 2 files and I deleted both of them after things went crazy and it was still gabonky, and I then copied back all my mods and it went crazy when I copied back the music and sound folders, so I just reinstalled all the mods that used them and all is good again.
  9. Well it didn't save me a 7 hour download, I still ended up doing that and still had CTD with all mods turned off, I can get the game to run if I turn off Archive Invalidation in FOMM but have texture crazy on everything modded so I'm guessing it's a problem with a texture in the texture folder somewhere, any ideas how to narrow it down to which file using FNVEdit or something similar or do I just delete all my textures and reinstalll every mod? Silly question: is Archive Invalidation part of FOMM or do I need to install it seperately as well?
  10. Good idea for a vault, I like it, looking forward to it :)
  11. So anyone had any luck force changing race or gender via script without negative effects?
  12. Perhaps thjey forgot to nuke Florida and all the oldie retirees are somehow still living forever under some wonder drug or as Ghouls and everything really is still like the 50's :)
  13. Coolness mate, that's hopefully saved me from a 7 hour download :)
  14. Hi All, Whilst playing with some GameSettings using FNVEdit I got some masters messed up I think, and although I didn't alter any Vanilla files, I've found now NV just crashes on Launch just before the Ranger Menu Screen, I've turned off all mods & DLC's, tried launching without NVSE from the default launcher, deleted all the files in the menu just above the saved games, overwritten all the files in FalloutNV directory with backups I keep for these occasions and reinstalled GECK, FOMM, FNVEdit and GECK Powerup with no success, I' looking now at blanking the directory and reinstalling completely, a bit of a pain to go through, anybody out there know the magic file that remembers the stuffups after you deactivate the mods or the file I could remove to force an update / repair only?
  15. A simple idea, if you put anything into a rubbish bin it dissappears forever, of course this might ruin any important quest stuff found in bins I guess. But I was just thinnking the other day when I ended up with 2 of an item while modding, it would be nice to be able to destroy one rather than just throwing it on the ground and walking off. Karma Rewards for putting stuff in a bin?
  16. Do quest scripts continue to calculate while sleping and waiting? I suspect so, but just wanting confirmation from anyone who knows :)
  17. I wouldn't get too worried about geographic limitations for mutated animals, I'm sure previous Fallouts have fudged a few creatures out of the native habitat areas :)
  18. Crikey, that's Bonza news. Don't forget to add Red Belly Black Snakes, Bunyips, Funnel Webs & Drop Bears :)
  19. I've noticed with the "can''t download anything" issue that it takes around 10 minutes for the file to appear or the "permission to download" header to appear in IE8. It seems to work faster if I click the download tab 5 or 6 times, but then I end up with 5 or 6 files ready to download at nearly the same time. I'm on IE8 with XP.
  20. Yeah I was thinking Hover tanks might be easier than trying to get wheels & tracks to look decent on the terrain, and seeing so many of the wrecked aircars are around, the technology was surely there.
  21. How about some retexturing work on the more commonly used outfits to create battle damaged clothing that could be scripted to change appearance as it gets damaged, some tears in those pretty formal/slinky dresses some ladies do Matrix style cartwheeling through gunfire with unscathed and maybe some dents and damage for that grenade tired power armor? :)
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