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mastahbossu

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About mastahbossu

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    New Vegas

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  1. I want to equip my companions with a Radiation Suit whenever I put one on myself, this is the script I've got so far: scn ArmorRadiationSuitScript begin OnEquip player ;if eval (Ar_Find VeronicaREF, Player.GetFollowers) != Ar_BadNumericIndex VeronicaREF.AddItem ArmorRadiationSuitCompanion 1 VeronicaREF.EquipItem ArmorRadiationSuitCompanion ;endif end begin OnUnequip player VeronicaREF.UnequipItem ArmorRadiationSuitCompanion VeronicaREF.RemoveItem ArmorRadiationSuitCompanion 1 end The parts that I've commented out are not working, haven't work with arrays before, what am I doing wrong? Edit: Turns out I wasn't using NVSE -editor, disregard this post I guess :P
  2. Thanks for your input, I have removed some of the functionality that impacts performance the most at this point.
  3. Old (?) thread but I've got questions regarding Method 1, I plan on using both ListAddForm and ListRemoveForm. However I noticed a couple of quest scripts with these commands that just ran them as a "do once" and then used StopQuest, are those faulty scripts then? If I understood it correctly they need run with GetGameRestarted || GetGameLoaded ?
  4. I want to improve the scripting in my Simple DLC Delay mod and I'm curious about functions and conditions etc. to avoid using in a script that is constantly running to improve performance. For example in the upcoming version I have switched from GetInGrid to GetMapMarkerVisible for when the player is near the entrances to the DLC areas and so forth, which I assume i much less taxing on the CPU. The ones I'm more curious about however are GetInWorldSpace, GetQuestCompleted and calling local variables assigned in Quest scripts from other scripts.. is there anything I should worry about with these? Thanks!
  5. The script works fine, but when I save, quit and load none of its functionality is there. For example one of its functions is to enable radio stations when you get within a certain distance of them, but that doesn't work after you load a save game with the mod enabled.
  6. This script works the way it's intended.. as long as you don't quit the game or reload, what kind of functionality do I need to add around it to make sure FNV remembers its functionality and saved variables etc? Thanks! scn SimpleDLCDelayScript ; Script for Simple DLC Delay Quest short nNVDLC01Radio short nNVDLC02Radio short nNVDLC03Radio BEGIN GameMode if ( nNVDLC01Radio != 4 ) if ( nNVDLC01Radio == 3 && Player.GetInWorldSpace WastelandNV == 1 ) NVDLC01RadioStationRef.disable set nNVDLC01Radio to 4 elseif ( nNVDLC01Radio == 2 && GetQuestRunning NVDLC01MQ01 == 1 ) NVDLC01RadioStationRef.SetRadioBroadcastType 1 set nNVDLC01Radio to 3 elseif ( nNVDLC01Radio == 1 ) NVDLC01RadioStationRef.SetRadioBroadcastType 0 NVDLC01RadioStationRef.SetRadioPosRef AbandonedBoSBunkerMarker NVDLC01RadioStationRef.SetRadioRadius 38000 NVDLC01RadioStationRef.SetRadioStatic 5 set nNVDLC01Radio to 2 elseif ( nNVDLC01Radio == 0 && Player.GetDistance2D AbandonedBoSBunkerMarker < 37500 ) NVDLC01RadioStationRef.enable ForceRadioStationUpdate ResetPipboyManager set nNVDLC01Radio to 1 endif if ( NVDLC01RadioStationRef.GetRadioBroadcastType == 1 && nNVDLC01Radio == 2 ) set nNVDLC01Radio to 1 endif if ( nNVDLC01Radio == 2 && NVDLC02ZionToMojaveDoorREF.bNVRadiosOff == 1 ) NVDLC01RadioStationRef.disable set nNVDLC01Radio to 5 elseif ( nNVDLC01Radio == 2 && NVDLC03Intro.bIntroStarted == 1 ) NVDLC01RadioStationRef.disable set nNVDLC01Radio to 5 ;elseif ( nNVDLC01Radio == 2 && NVDLC04MQ00.bInMojave == 0 ) ; NVDLC01RadioStationRef.disable ; set nNVDLC01Radio to 5 elseif ( nNVDLC01Radio == 5 && Player.GetInWorldspace WastelandNV == 1 ) NVDLC01RadioStationRef.enable set nNVDLC01Radio to 1 endif endif if ( nNVDLC02Radio != 3 ) if ( nNVDLC02Radio == 2 && GetQuestRunning NVDLC02MQ01 == 1 ) NVDLC02JedRadioTAREF.disable set nNVDLC02Radio to 3 elseif ( nNVDLC02Radio == 1 ) NVDLC02JedRadioTAREF.SetRadioBroadcastType 0 NVDLC02JedRadioTAREF.SetRadioPosRef NorthernPassageMapMarker NVDLC02JedRadioTAREF.SetRadioRadius 45000 NVDLC02JedRadioTAREF.SetRadioStatic 5 set nNVDLC02Radio to 2 elseif ( nNVDLC02Radio == 0 && Player.GetDistance2D NorthernPassageMapMarker < 44500 ) StartQuest NVDLC02RadioMessage NVDLC02JedRadioTAREF.enable ForceRadioStationUpdate ResetPipboyManager set nNVDLC02Radio to 1 endif if ( NVDLC02JedRadioTAREF.GetRadioBroadcastType == 1 && nNVDLC02Radio == 2 ) set nNVDLC02Radio to 1 endif if ( nNVDLC02Radio == 2 && NVDLC01MQ01.bRadioControl == 1 ) NVDLC02JedRadioTAREF.disable set nNVDLC02Radio to 4 elseif ( nNVDLC02Radio == 2 && NVDLC03Intro.bIntroStarted == 1 ) NVDLC02JedRadioTAREF.disable set nNVDLC02Radio to 4 ;elseif ( nNVDLC02Radio == 2 && NVDLC04MQ00.bInMojave == 0 ) ; NVDLC02JedRadioTAREF.disable ; set nNVDLC02Radio to 4 elseif ( nNVDLC02Radio == 4 && Player.GetInWorldspace WastelandNV == 1 ) NVDLC02JedRadioTAREF.enable set nNVDLC02Radio to 2 endif endif if ( nNVDLC03Radio != 3 ) if ( nNVDLC03Radio == 2 && GetQuestRunning NVDLC03MQ01 == 1 ) NVDLC03RadioREF.SetRadioBroadcastType 1 PipBoyRadio 1 NVDLC03RadioREF set nNVDLC03Radio to 3 elseif ( nNVDLC03Radio == 1 ) NVDLC03RadioREF.SetRadioBroadcastType 0 NVDLC03RadioREF.SetRadioPosRef MojaveDriveInMapMarker NVDLC03RadioREF.SetRadioRadius 27000 NVDLC03RadioREF.SetRadioStatic 5 set nNVDLC03Radio to 2 elseif ( nNVDLC03Radio == 0 && Player.GetDistance2D MojaveDriveInMapMarker < 26500 ) StartQuest NVDLC03RadioBroadcast NVDLC03RadioREF.Enable ForceRadioStationUpdate ResetPipboyManager set nNVDLC03Radio to 1 endif if ( NVDLC03RadioREF.GetRadioBroadcastType == 1 && nNVDLC03Radio == 2 ) set nNVDLC02Radio to 1 endif if ( nNVDLC03Radio == 2 && NVDLC01MQ01.bRadioControl == 1 ) NVDLC03RadioREF.disable set nNVDLC03Radio to 4 elseif ( nNVDLC03Radio == 2 && NVDLC02ZionToMojaveDoorREF.bNVRadiosOff == 1 ) NVDLC03RadioREF.disable set nNVDLC03Radio to 4 ;elseif ( nNVDLC03Radio == 2 && NVDLC04MQ00.bInMojave == 0 ) ; NVDLC03RadioREF.disable ; set nNVDLC03Radio to 4 elseif ( nNVDLC03Radio == 4 && Player.GetInWorldspace WastelandNV == 1 ) NVDLC03RadioREF.enable set nNVDLC03Radio to 2 endif endif if ( nNVDLC01Radio == 4 && nNVDLC02Radio == 3 && nNVDLC03Radio == 3 ) StopQuest SimpleDLCDelay endif END
  7. So.. some how I missed that I failed Boulder City Showdown, being a completionist (already restarted once after playing 60h, this time I'm at 30h), this reeeally bugs me, how do I reset and complete this quest using the console? when I played through it I rescued the hostages and killed the Khans but those objectives aren't set as completed in the quest log, also this Monroe fellah is nowhere to be found now - when I use "player.moveto" I arrive at Forlorn Hope and he isn't there. I've played around with various console commands, listing a bunch here. Anybody have any ideas how to do this correctly? For example, I was wondering how I set the final variable of "setstage 0010e908 100 X" where X is "Hostages let go..", "NCR troops wiped out" etc. Se below. resetquest 0010e908 setstage 0010e908 X CompleteAllObjectives 0010e908 set "0010e908".BribeMentioned to X set "0010e908".bBribePaid to X set "0010e908".Bribe500 to X set "0010e908".Bribe400 to X set "0010e908".GreatKhanEscort to X set "0010e908".bGreatKhansDead to X set "0010e908".bTroopersDead to X set "0010e908".nHostageDeaths to X set "0010e908".NCRAssault to X set "0010e908".PlayerAttacked to X set "0010e908".SecureArea to X prid 0010c6de disable enable kill resurrect --- 0010e908 VMS20 10 0 Negotiating with the Great Khans. 0010e908 VMS20 20 0 Sneaking in and freeing the hostages. 0010e908 VMS20 30 0 0010e908 VMS20 40 0 0010e908 VMS20 100 0 Optimal Resolution - Hostages alive, NCR escorts Great Khans home. 0010e908 VMS20 100 1 Hostages let go, Great Khans betrayed. 0010e908 VMS20 100 2 NCR troops wiped out. 0010e908 VMS20 100 3 Great Khans wiped out. 0010e908 VMS20 100 4 NCR bribed. 0010e908 VMS20 110 0 Fail state. What do I use? would be very grateful. Links: http://fallout.wikia.com/wiki/Boulder_City_Showdown http://fallout.wikia.com/wiki/Monroe http://fallout.wikia.com/wiki/Gamebryo_console_commands
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