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Belthan

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Everything posted by Belthan

  1. Got it! SetLastExtDoorActivated <ExteriorDoorNearDestinationREF>
  2. Whoops, I spoke too soon; this doesn't actually work. Apparently it was just a coincidence that my map marker updated when I tested it the first time. Unfortunately, it does not work consistently. Back to the drawing board.
  3. Just got GECK for FNV running on my new Win 8.1 laptop. After days of fooling with compatibility settings, what finally worked was just copying geck.exe and ssce5432.dll into the same folder where FalloutNV.exe is. It now works without using compatibility mode at all.
  4. Just got GECK for FNV running on my new Win 8.1 laptop. After days of fooling with compatibility settings, what finally worked was just copying geck.exe and ssce5432.dll into the same folder where FalloutNV.exe is. It now works without using compatibility mode at all.
  5. I've noticed that sometimes when I use the moveto function on the player, the map marker stays in the location the player moved from until a new cell loads. Is there any way to force it to update?
  6. I'll let grigoriprime have the final word, since it was his idea. If it's okay with him, it's okay with me.
  7. When I use the &something; syntax to display the value of a global in a note on a terminal, clicking on the terminal displays a second page with garbage. Clicking on the garbage page goes back to the terminal menu. To demonstrate, I have a text note used in the "Display Note" field of a menu item on a terminal. The text note has the following contents: &PCName;When I click on that menu item, I get a screen with the following text SamJust what I expected. So far, so good. But when I click that screen (which would ordinarily take me back to the menu), I get another page of text, this time containing this: me;The garbage on the second page is showing the last N characters of the entire format string starting with the & symbol, where N = (Length of global's name) - (Length of global's contents). Confirmed this with different values. If the name is Sammy (5 characters), the second page contains a single semicolon. If the name is Samuel (6 characters), the second page is blank. And while I used &PCName; as a commonly understood example, the same thing happens when using this syntax with any global (e.g. &BehemothsKilled; or even more specifically, &cesIssue01Sold; ) Of course, &PCName; and any other global using this syntax works just fine in dialog topic text, menu item text, and elsewhere. As far as I can tell, it only does this when it is used in a note and that note is displayed on a terminal. Has anyone else seen this, and/or know if there are formatting options to prevent it?
  8. Nope, just double checked and there are no conditions at all on the spell.
  9. I'm actually trying to find a generic method that works for all followers from other mods. I can easily prevent vanilla followers and NPCs I created from entering the simulation, but it looks like 3rd party NPCs will require a compatibility patch specifically for the mod the NPC is from. Which I may eventually do for popular companion mods, but in the meantime I've settled for a rationalization. By design, the simulation gives you the same outfit you were wearing in reality, because your clothes are an intimate, integral part of your immediate, short-term self image and maintaining that continuity makes you feel more relaxed. When CARA scans your brain, she apparently decides the same is true for Willow and replicates her too. :smile:
  10. It looks like the showracemenu function dispels any spell effects on the player, but only if the player chooses a custom race. If they choose one of the vanilla races, spell effects remain active after the menu is closed. Has anybody else seen this, and if so, is it just an inherent issue with the race menu or is it caused by some difference between the vanilla races and the custom race? TIA -- Belthan.
  11. Could happen if the bhkCollisionObject get deleted or unlinked. Might also happen if Blender exported the NIF with an NiNode as the scene root instead of a BSFadeNode (which weapons should have). The easiest way I have found to fix problems like that is to make a fresh copy of the NIF you started with. Open that one and your NIF in NifSkope. For each NiTriStrips block that you changed in your NIF, right click, Block->Copy (just "Copy", not "Copy Block") the NiTriStripsData block, then go to the corresponding NiTriStripsData block in the original NIF, right click, Block->Paste Over. The hunting revolver has quite a few parts; repeat that procedure for each NiTriStrips block that you changed. Still, for me that's much easier than trying to change all the block types and fix the links by hand.
  12. Haven't tried it, but would be interested to know if it works.
  13. Sweet! I just thought the edit button brought up a bigger edit window; I didn't realize it also increased the character limit. Goodbye, kludgey workarounds for scripts that don't quite fit in the result script box! Thanks a million!
  14. Probably also worth noting that in some contexts, the limit is significantly lower. For example, a quest script seems to accept the full amount but the result script for a quest stage only allows around 1K.
  15. Here's the male version. And after I uploaded it to Google Drive, I noticed you can attach files directly to a post, doh! (How long has that feature been there?) https://drive.google.com/file/d/0By98Y3-7IeHYUTFqbS1ER3dCUjQ/edit?usp=sharing
  16. I had to take Blender to it to fix some clipping issues, since the Vault suit and the Robco suit don't have exactly the same proportions. I probably should have asked before I started if you need a male or female version (or both), but anyway, here's the female version: https://drive.google.com/file/d/0By98Y3-7IeHYdEt4U2JXcG1wbE0/edit?usp=sharing
  17. You would need to use NifSkope or Blender; there's no way to do it in the GECK. I wouldn't say "overwhelming" but if you haven't used them before there's a fairly steep learning curve.
  18. That might happen if the collision geometry for the wall encloses the collision geometry for the activator. The collision geometry for many building exteriors and some interior kits (e.g. vault & utility hallways) are less detailed than the object mesh. One option is what you already mentioned: put something behind the activator so it can stick out far enough for its collision geometry to extend beyond the collision geometry for the wall. Another option is to make a copy of the wall NIF and edit the collision geometry mesh to conform more closely to the contours of the object mesh.
  19. In response to post #16789329. #16791479, #16793464, #16820474 are all replies on the same post. +1
  20. You'll need to add an onTriggerLeave block and disable the shower fx in that block. For a delayed effect, you can set a timer in OnTriggerEnter and check it in an onTrigger block (which runs every frame the actor is within the activator). If you make the effect a spell (I'll call it RecentShowerSpell in the example) with a specific duration (because the player gets smelly again after a few days), you can call IsSpellTarget in the OnTrigger block to make sure you only add the effect when the player is smelly. FLOAT Timer Begin onTriggerEnter if RRShowerREF.GetDisabled RRShowerREF.enable 1 endif set Timer to 5 GetSecondsPassed End Begin OnTrigger if Timer > 0 set Timer to Timer - GetSecondsPassed elseif player.IsSpellTarget RecentShowerSpell == 0 player.cios RecentShowerSpell endif End Begin OnTriggerLeave RRShowerREF.disable 1 End
  21. If all else fails, there should be a folder called data\FNVEdit Backups that has copies of everything you've edited.
  22. If you have a GetItemCount > 0 condition on the dialog, make sure it's set to run on Target, not Subject. It's easy to forget - there's a bunch of broken dialog in the vanilla game because it checks the NPC's Speech skill instead of the player's, or whatever the condition is (not that I've ever made that same mistake myself, or anything ;) ).
  23. When you place a REF in the world, by default it has the same name as its base object. However, to use it in a script, it must have a unique name. Most people make it unique by appending "REF" to the end, e.g. rename it NoahREF.
  24. It's slightly less complicated if you want the player or an NPC to be able to unlock it with a key. In this example, the quest will start the first time the player activates the door. Until they get the key, they will get the "this door requires a key" message every time they activate it. Once they have the key, or an NPC with the key uses the door, it will unlock. SHORT DoOnce BEGIN OnActivate if IsActionRef player if DoOnce == 0 set DoOnce to 1 SetStage MyQuest 10 endif endif Activate END
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