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Ladez

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Everything posted by Ladez

  1. lStewieAl's Tweaks can show you which plugin is missing which masters when you start the game.
  2. I believe you have to add a dummy cell that is simply named Vault for this to work. According to the wiki, it will indeed return true for anything that starts with the given name, but the given name will still need to be a valid editor ID.
  3. The idea was to enable frontline soldiers to carry heavy ordnance, that would otherwise require a whole squad of troops. Early T-45 models lacked in mobility compared to later models, and this is reflected by the -2 penalty to AGL.
  4. They usually only last for the duration of the game session. They are not persisted in saves.
  5. No opinion on being able to post mod comments in the forum thread, but while we're on the subject of searching, I do think that the ability to search comments needs to be made more visible. I'm sure many users who are not active forum users are unaware that they can visit the forum thread to search.
  6. Is this a question? If you want to mod the DLC or include DLC content, keep the appropriate DLC master files loaded. If not, stick to FalloutNV.esm. Correct. The GECK automatically loads all masters set in a plugin header. You can't avoid loading a certain master once it has been added to a plugin and that plugin has been saved. You may end up with unwanted master dependencies if you have all the DLC (or other mods) loaded during development of a mod. As long as you don't reference anything inside those masters, you can use FNVEdit to clean them.
  7. I don't think OP is interested in making a merged patch, it sounds like he wants to create his own mod with his own changes. While you can make mods with FNVEdit to an extent, the GECK should still be your go-to tool. The GECK uses the same load order that your game does. The last file loaded "wins", and the changes from that is what you will see in the editor. Also be aware of the "active mod" checkbox. When you want to create a new plugin make sure that this box is unchecked, otherwise you changes will be saved to whatever plugin you mark as active.
  8. Browsing the site for mods can get quite tedious, when you keep running into the same mods again and again, that you are simply not interested in. I know that we have a block author function, which hides all of that author's mods, but some authors have mods that I'd like to keep visible. So I am suggesting that a "Hide" button be added to the mod page, which will hide the mod from searches, categories, etc. Basically everywhere on the site. This action can be undone in the site preferences, same as unblocking authors.
  9. I would not recommend using the standard game launcher to activate mods under any circumstances. The UI is broken and it can't adjust load order. Recommending it for "just a few" mods sends the wrong message, in my opinion. Get a mod manager. Seriously. I agree completely with regards to FOMM and continue to use it for the same reasons. Other managers are bloated with features that I don't need.
  10. Use any mod manager that works for New Vegas. It's really down to preference. Personally I use FOMM - Fork. It's old and probably the least popular option, but it's also really simple. There's also Vortex and Mod Organizer 2 which are more modern and provide more features.
  11. You need to place the ESP file in your game's data folder. For a typical Steam install of the game, this is the path: C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\Data Now you need to activate the ESP so that the game will load it. For this you need a mod manager.
  12. Thank you. I haven't been around in a long time and it's good to be back. :smile: Thank you dubious—I have the GECK Extender, but I hadn't discovered this setting yet.
  13. To change the skill requirements you need to change the conditions that run a GetActorValue check. For example, a speech check of 30 would have a condition that reads GetActorValue Speech >= 30. But note that the editor will likely bug out and collapse all the conditions in the UI, so you will have to expand them to see what's going on. This is a common issue that I unfortunately don't know a fix for, and likely the source of your confusion. I could fulfil your request, but it takes longer to write a forum post and attach a file than it does to make this change, so let's see if we can't help you get to the bottom of this instead.
  14. Placing items in a worldspace or interior will add a record of that worldspace or interior to your plugin, otherwise your placed items can't exist. If you delete the WastelandNV worldspace from a mod, you're also deleting everything that mod added to the WastelandNV worldspace. This explains the performance boost you've gotten and why your streetlights are gone. These identical to master records are mostly harmless, since most mods only place items and don't edit the worldspace or interior data. If you have a mod that actually does edit the worldspace or interior data, probably a lighting or weather mod, you want to make sure it loads after every other mod that includes it, or make a patch that includes your desired changes.
  15. This topic can be found in the VFreeformGoodsprings quest. The editor ID is VFreeformGoodSpringsDocMitchellSpeechCheck
  16. Radioactivelad is absolutely right. I suggest you right click on the perk in your object window and click "Use Info". From here you can find examples of where the perk is used in vanilla. Mostly it's trigger boxes and conditions in dialogue. Just include a Player.HasPerk check in whatever scripts or conditions you set up for your own content.
  17. JIP LN has get and set functions for interval and threshold: https://geckwiki.com/index.php?title=Category:Challenge_Functions_(Lutana) Lutana was merged into JIP years ago, so don't worry about it saying they're Lutana functions.
  18. Requires accounts at every site except the one we're all using. http://i0.kym-cdn.com/photos/images/original/001/044/910/716.gif
  19. There is no item called DLC04ArmorDusterOldWorld, the correct name is NVDLC04ArmorDusterOldWorld. And here I go answering to a thread without reading the latest post, lol. The third argument is used to prevent the "(item) added" message. The commas are harmless, I included them because I think having arguments separated makes things more readable.
  20. From one loner to another: hang in there. It's not much, but know that there's someone out there who empathizes. For what little it's worth, you seem like a very nice person. If you need someone who will listen, my inbox is open.
  21. It's quite simple, really: if you don't know what a record is doing in a plugin, leave it alone.
  22. You might want to move those inactive plugins out of your data folder, the game still processes them. This puts you right above about the 139 plugin cap where things start to get funny.
  23. It's simpler, but it doesn't perform as well. The whole line is evaluated, even if the first function call returns false. Not that it's a big deal with event-type blocks like OnTriggerEnter, but it's something to consider when writing quest/object scripts that run every frame or at a low enough interval. I'll give it a try. Here's a user defined function: scn GetAllDead array_var aPeople array_var aEntry ref rActor int iDead begin Function {aPeople} foreach (aEntry <- aPeople) let rActor := *aEntry let iDead += rActor.GetDead loop SetFunctionValue (iDead == ar_Size aPeople) end And then you could do this: if eval (Call GetAllDead (ar_List Character1, Character2, Character3)) SetObjectiveCompleted QUEST 21 1 SetObjectiveDisplayed QUEST 30 1 endif Or use a form list: if eval (Call GetAllDead (GetListForms MyHitList)) SetObjectiveCompleted QUEST 21 1 SetObjectiveDisplayed QUEST 30 1 endif All using NVSE, no JIP. Although, I wouldn't do this unless I was using NVSE anyways. No reason to add a dependency when a bunch of GetDead calls is going to work just fine.
  24. This tends to happen when you're loading too many plugins. If you're loading more than 130, get rid of some, and make sure to remove unused plugins from the data folder as the game still processes them.
  25. Karma is a leftover mechanic from Fallout 3—it is both broken and irrelevant, save for a few isolated cases. Just ignore it, your reputation with factions is what actually matters.
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