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Everything posted by TommInfinite
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Recently I found out that I can use PlayerRef.GetAV Health to return current health status and PlayerRef.GetBaseAV Health to return player's full health (considering all current effects on player). Is this method reliable? Has anyone got more experience with these functions? {I am asking because I can't simply use GetHealthPercentage because it's unreliable and sometimes returns values over 100%}
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Thanks it worked.
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Hello! https://www.nexusmods.com/newvegas/mods/61218/? My mod page is not working for me - when I click on "Posts" I see only letter "E". I can't report this page because when I click "report" red window appears with "An error occured". This doesn't happen with my other files. I tried Mozilla and IE - same result for both of them.
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Is there any way to detect if user's in the main menu (Haven't loaded the game yet\Exited to main menu) and not in Pause menu (if you press "Escape" during gamemode)? Both return 1013.
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Max string length in if\endif block.
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
I ended up using this code and it works. I think it's less CPU intensive than setting strings every time function is called. SetModLocalData "UINameTemp01" "StartMenu/NOGLOW_BRANCH/options_container/lb_meter_template_item" ; on game restart let sv_temp := GetActiveUIComponentFullName if eval (sv_temp == GetModLocalData "UINameTemp01") endif -
Max string length in if\endif block.
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
Maybe it's one of those "Only enplczru" kind of bugs? Comparing string to a string is working fine. I don't like the idea of declaring string vars each time function checks for something. I also don't like the idea of keeping string variables in .nvse cosave. Maybe I'll use ModLocalData. -
Max string length in if\endif block.
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
if eval ($GetActiveUIComponentFullName == "StartMenu/NOGLOW_BRANCH/options_container/lb_meter_template_item") if eval ("StartMenu/NOGLOW_BRANCH/options_container/lb_meter_template_item" == $GetActiveUIComponentFullName) if eval (sv_Compare "StartMenu/NOGLOW_BRANCH/options_container/lb_meter_template_item", sv_temp) == 0 ; sv_temp is GetActiveUIComponentFullName I tried these and they still broke the script. Have you never encountered that? -
Hey everyone. I noticed long time ago that if you execute this code script will stop if eval sv_temp == "StartMenu/NOGLOW_BRANCH/options_container/lb_meter_template_item" endifIt happens because string on the right side is too long. There's a workaround (see below). But is there another way I don't know of? let sv_temp2 := "StartMenu/NOGLOW_BRANCH/options_container/lb_meter_template_item" if eval sv_temp == sv_temp2 endif
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Making mod work with gamepad is very difficult because there are few to none vacant buttons which you can use without interfering gameplay. With LP I used left stick for WW because it's only used to grab objects (so I check if player is grabbing one). This is for mod makers who want their mods to be compatible with gamepads, don't want to create unnecessary; incompatibilities and are not lazy to write a new function for it. :cool:
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Hey everyone. I got an idea - I can use Weapon Wheel from Lazarus Project to launch features from other mods. It looks like this: Player sets particular feature to Weapon wheel, then brings it up and activates it. All of Lazarus Project features (including Real Time Equipper) are compatible with gamepads and are easy to use. Pros are: n issues with incomparability between mods if you want to make your mod support gamepad. All what's needed from you (as a mod maker) - call a simple function from your mod like call FunctionRef "Name" "Item form ID" "FunctionToCall" call ExtFunctionRef "Takedowns" MyTakedownMiscItem MyFunction - ExtFunctionRef will be my function which will be accesed by BuildRef function. - "Takedowns" is the name for Weapon Wheel. - MyTakedownMiscItem is the misc item (for icon and name inside Real Time Equipper) - MyFunction is your function which will activate your feature. If there's someone who's interested - please reply and I'll implement it. (Don't want to spend my time on something no one will ever use.)
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So I'm looking for a set of mods which will make Skyrim experience similar to DUST mod for Fallout:NV. The main goal is to make every faction and city hostile to player. I think I can use Alternate start to choose starting location but I haven't been much to Skyrim Nexus so I don't know any other mods for my request. Any help?
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Hi everyone! Here is the vide of the bug: https://www.dropbox.com/s/e81r0lcl5ds1tm3/ArmorBug.mp4?dl=0 Well this one is strange, I encounter it for the first time. I usually run almost mod-free installation. Some of them my test mods which should not affect this. Any ideas what might cause this? It happens only with Vault suit so far.
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Detecting water.
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
It is like object exists but it is unrecognizable to script functions. I only encountered this with non-persistent NPCs who are in different cell and are not loaded. -
Detecting water.
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
Onactivate event comes too late. I need it for my FO4 crosshair mod. -
Hi everyone! Just wanted to ask for advice - is there any way to detect water in front of PC? GetCrosshairRef does return a reference (if called via console) but it's does not pass "isFormValid" check. Still water is visible in vanilla INFO text (you can drink it). I have a solution in mind - checking for UI visibility but is there another method? http://s33.postimg.org/762tnjotb/Fallout_NV_2016_06_15_21_46_19_622.jpg PS.ObjectUnderReticle does not detect it too. ("32" is a static reference behind the water).
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Pick up projectile?
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
Also player activates it themselves like normal activation so I do not have to do it via script. -
Pick up projectile?
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
Of course - mines! Totally forgot about them. Thanks! -
Pick up projectile?
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
Thanks. I was interested in this because I wanted to know whether I needed to bring up crosshair when player has projectile in their reticle. Less work for me then. :smile: -
Does anyone know if this works? Throwing spear can be picked (according to GECK) but when I try to do it there is no activation prompt. Is there a weapon whose projectiles can be picked in-game?
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Showing mouse cursor without menu.
TommInfinite replied to TommInfinite's topic in Fallout New Vegas's GECK and Modders
Ladez, yep I assumed that this method was used - I once saw a video in which cursor appeared in gamemode. It looked pretty precise. I use the same system in gamemode wheel except I do not decrease mouse sens. Because screen jerks anyway. Checking for element overlapping sounds like fun! You should check for XY and then add height and width?(only way I see it). Roy, yes that would be cool. If only there was a menumode which didnt stop menumode or a function which somehow detected mouse movements.