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Belthan

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Everything posted by Belthan

  1. I apologize in advance if this is an etiquette breach. I already posted this in Nexus Site Forums -> F3 -> Mod Troubleshooting, but I get the impression that forum is more for users troubleshooting mods than mod authors troubleshooting mods. Anyway, here's the question: If I add a new item to a form list in GECK, it works fine, but I'm trying to add it in a script to avoid incompatibility with other mods. (I'm sure I'm not the first modder to shoot new stuff through the RockIt Launcher). So, I created a quest called belthanInitialization and gave it the quest script below. The final script obviously won't have ShowMessage in it, I just did that to figure out why it wasn't working. I think there's a clue here, but I'm not sure what it means. If I do this: scn belthanInitializationSCRIPT begin GameMode ShowMessage belthanMessageDebug1 AddFormToFormList RockItLauncherAmmo belthanHorseshoe ShowMessage belthanMessageDebug2 stopquest belthanInitialization ShowMessage belthanMessageDebug3 end Only message 1 is displayed, horseshoes can't be used in RockIt Launcher, and the quest does not stop so message 1 keeps displaying every 5 seconds. If I do this: scn belthanInitializationSCRIPT begin GameMode ShowMessage belthanMessageDebug1 stopquest belthanInitialization ShowMessage belthanMessageDebug2 AddFormToFormList RockItLauncherAmmo belthanHorseshoe ShowMessage belthanMessageDebug3 end Messages 1 & 2 display once, quest stops, message 3 does not display and I still can't use horseshoes in the RockIt Launcher. I get the same exact symptoms using AddItemToLeveledList to add horseshoes to clutter lists so they show up randomly in containers. And finally, if I try to do something similar with an object script, it goes into a very tight infinite loop on Message 1 (presumably because quest scripts process every 5 seconds but there is no delay when the game tries to re-run an object script that terminated abnormally). Any ideas?
  2. Not what you asked, but there's another problem you might run into as well. There is a known bug with custom races in patched versions of Fallout. The game will not correctly shade a character's body color to match the face color for custom races in an ESP file. The only workaround is to save your mod as a master (.ESM) file instead of a plugin (.ESP) file, which you can do using the TESSnip utility in Fallout Mod Manager.
  3. Try this (forgive the shameless self-promotion) http://fallout3.nexusmods.com/mods/16154 Cheers, Belthan
  4. That wasn't it, but it helped. Went back to the cell after checking the flags on the package, NPC was wearing the patrol armor. Turns out it was only happening the very first time the player enters the cell. Long story short, the "on begin" block was actually running but the NPC was also equipping a weapon, which automatically caused the "best" armor in the inventory to be equipped (and the off-duty armor is "better" than the patrol armor). After that, the NPC never puts the weapon away, so the proper armor gets equipped on subsequent visits to the cell. Fixed it by using additem/removeitem in the "on begin" block of each package so there's only one outfit that can be equipped at any given time. Now it works the first time and every time.
  5. If I add a new item to a form list in GECK, it works fine, but I'm trying to add it in a script to avoid incompatibility with other mods. (I'm sure I'm not the first modder to shoot new stuff through the RockIt Launcher). So, I created a quest called belthanInitialization and gave it the quest script below. The final script obviously won't have ShowMessage in it, I just did that to figure out why it wasn't working. I think there's a clue here, but I'm not sure what it means. If I do this: scn belthanInitializationSCRIPT begin GameMode ShowMessage belthanMessageDebug1 AddFormToFormList RockItLauncherAmmo belthanHorseshoe ShowMessage belthanMessageDebug2 stopquest belthanInitialization ShowMessage belthanMessageDebug3 end Only message 1 is displayed, horseshoes can't be used in RockIt Launcher, and the quest does not stop so message 1 keeps displaying every 5 seconds. If I do this: scn belthanInitializationSCRIPT begin GameMode ShowMessage belthanMessageDebug1 stopquest belthanInitialization ShowMessage belthanMessageDebug2 AddFormToFormList RockItLauncherAmmo belthanHorseshoe ShowMessage belthanMessageDebug3 end Messages 1 & 2 display once, quest stops, message 3 does not display and still can't use horseshoes in the RockIt Launcher. I get the same exact symptoms using AddItemToLeveledList to add horseshoes to clutter lists so they show up randomly in containers. Any ideas?
  6. It looks like a package's "on begin" block only fires if the PC is already in the cell when the NPC selects the package. Specifically, the NPC equips specific armor in the "on begin" block of a patrol package, and equips different armor in the "on change" block (wears one thing on patrol, something different off duty). If I'm watching the NPC when the patrol package starts, the NPC equips the correct armor. If I enter the cell during the patrol time, the NPC is running the patrol package but still wearing the off-duty armor. Am I missing something? If so, what? If not, any workarounds? Thanks, Belthan
  7. FOMM has been working fine for months, then Windows crashed hard while playing FO3. No alt-tab, no alt-F4, no ctl-alt-del, nothing. Had to cold boot with the power switch. Now when I launch FOMM I get the "fomm has encountered a problem and needs to close" error. Uninstalled FOMM and reinstalled. Same thing. Uninstalled FO3 and reinstalled. Same thing. I figure FOMM had a config file open, Windows crashed so hard the disk buffer didn't get flushed, and the config file got corrupted. Unfortunately, I don't see anything in gemm or Fallout3 folders that might be the culprit. Any ideas? Thanks, Belthan EDIT: never mind, found it. Searched the HD for recently updated files and found a file containing a whole bunch of binary zeroes called user.config in a FOMM directory under my user profile. Deleted it, ran FOMM, had to set it up again, and then it was back to normal. If you have the same problem, the guilty file will be in a directory something like this: C:\Documents and Settings\[your profile name]\Local Settings\Application Data\FOMM.exe_[bunch of gobbldeygook that's probably unique per installation]\user.config
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