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Karel2015

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Everything posted by Karel2015

  1. Problem with not using Const, Is that it doesn't work on Auto.
  2. I do link it to a quest alias using the property. The problem is that it doesn't stay in the quest alias when you save and re-load
  3. Fatal Flaw in the Logic here: Keep the source sacred: By withholding the source code used to create the PEX Fragment script which this holotape will display, you eliminate the possibility of there being anyone else who could have created this file. This provides you with legal standing to prove, beyond the shadow of a doubt, that you are the party who compiled that file. Do not share this file with anyone, excepting possible members of your modding company. Keep your source code off of the internet at all times, and do not share it with anyone for any reason. I'll state it one more time, just for good measure. I'll even bold it. Don't Share The Source. Don't use anyone else's either. The point is that it's supposed to be yours. To make this work, you have to write it. I'm sorry. I want to provide you with a working module, but by its very nature, you have to write this yourself. --Flaw ? Download a program like Champolion or Caprica, Turn the Code back into Source code, and now I have the source code too.
  4. From that screenshot everything is in the merged patch. The red coloring just means there is a conflict from mod to mod. The one in the last load position of your load order will be the one it uses. So in this case since it has every entry it will have them all there. The reason they're red (in simple terms) is because you have one or more mods that makes changes that are then changed again (the removals). ^^^ That
  5. Ok, I can set an NPC to a quest Alias, It all works fine, Except when reloading the game they are no longer part of the Alias, I have to re-add them to it. How can I make them remain linked to the Alias... After setting them to the alias it all works, but then after saving and loading again they are no longer a member of the alias
  6. I'm just giving up and doing it using quest aliases :P
  7. Ok So basically, I am using a script / quest function to rename NPCs by setting them to aliases. The problem is, I can't seem to get them to be removed from the alias, and switch to a new one to change the name. As you see here is the script, It compiles fine, and looks correct to me. But using the option to remove the ref doesn't work, switching them to a diff ref doesn't work either. "Once I give them a name, I can't change it after that"
  8. I know about changing names with quest aliases, That's another Preset option. What I'm looking to do is allow the player to set their own custom name rather then using presets.
  9. Really ? I didn't figure that out already ;) lol
  10. I was looking into if there was a way to change a placed NPCs name, Basically given you an option to change the name, So I was thinking it would work something like this: ObjectReference rPlaced = None ; ---- Guard Pick ---- iButton = MessageGuard.Show() If(iButton == 0) Return ; ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(GuardM, 1) iButton = MessageNamesList.Show() If(iButton == 0) (rPlaced as Actor).SetActorFullName(Allison) ElseIf(iButton == 1) (rPlaced as Actor).SetActorFullName(Aaliyah) Using the SetActorFullName that is used in-game I would think it would work... But it won't, Says SetActorFullName isn't a function, anyone know of a different way to work around this ? The only other option I could think of was making a bunch of NPCs with different names, and doing it like this: ObjectReference rPlaced = None ; ---- Guard Pick ---- iButton = MessageGuard.Show() If(iButton == 0) Return ; ElseIf(iButton == 1) iButton = MessageNamesList.Show() If(iButton == 0) rPlaced = Player.PlaceAtMe(Allison, 1) ElseIf(iButton == 1) rPlaced = Player.PlaceAtMe(Aaliyah, 1)
  11. That's what this is for: ObjectReference rPlaced = None rPlaced.AddItem(WeaponHeavy, 1) (rPlaced as Actor).EquipItem(WeaponHeavy) \\Problem is the script is an ObjectReference Extension, So it won't let me use many of the Actor Functions\\ I actually figured out the problem, I'm a dope lmao. I was linking in the outfits / weapons as Leveled Items lists, which won't work properly with EquipItem, Converting them to individual Weapon / Armor references seems to solved the problem for now.
  12. Ok, Contrathetix :D I have figured it all out, Except I have 1 slight problem. They won't equip the outfits, and EquipItem it says is not a function. It will add the Outfit to their inventory, but they won't equip it. You now anyway around that ? Yeah I decided to use your formatting as it is a lot easier to work with :D lol
  13. Ughhhhhhhhhhhhhh This is just giving me a headache, Can't seem to get it to work lmao I'll keep digging at it though
  14. Doing it that way, I get this error now: (118,12): type mismatch while assigning to a actor (cast missing or types unrelated)
  15. So something like this would be what it would look like built from what you wrote then ? "And how do you get it to color it like that or did you do all that manually ?"
  16. ElseIf aiButton == 1 ; Minutemen aiButton = MessageMinutemen.Show() If aiButton == 0 ; SeniorOfficer NewSoldiersBuilt.setValueInt(NewSoldiersBuilt.getValueInt() + 1) aiButton = MessageWeapons.Show() If aiButton == 0 ; Heavy ObjectReference rTemp = Player.PlaceAtMe(MinuteSO, 1) rTemp.AddItem(WeaponHeavy, 1, true) Player.RemoveItem(Caps as Form, 1000, True) aiButton = MessageOutfits.Show() If aiButton == 0 ; Heavy rTemp.AddItem(OutfitHeavy, 1, true) Player.RemoveItem(Caps as Form, 2000, True) ElseIf aiButton == 1 ; Medium rTemp.AddItem(OutfitMedium, 1, true) Player.RemoveItem(Caps as Form, 1000, True) ElseIf aiButton == 2 ; Light rTemp.Additem(OutfitLight, 1, true) Player.RemoveItem(Caps as Form, 500, True) EndIf Ok so trying this, It all compile and works fine. But using the secondary format to add outfits into the mix, It won't give them a weapon or an outfit. With just: ElseIf aiButton == 1 ; Minutemen aiButton = MessageMinutemen.Show() If aiButton == 0 ; SeniorOfficer NewSoldiersBuilt.setValueInt(NewSoldiersBuilt.getValueInt() + 1) aiButton = MessageWeapons.Show() If aiButton == 0 ; Heavy ObjectReference rTemp = Player.PlaceAtMe(MinuteSO, 1) rTemp.AddItem(WeaponHeavy, 1, true) Player.RemoveItem(Caps as Form, 1000, True) It will give the weapon, and remove the caps. But I wanted to add an option for outfits too.
  17. Yesssssssssss haha, I forgot :tongue: but yeah I got that fixed :D thanks and omg that worked like a freaking charm, If I could kiss you through the internet bahaha
  18. (132,15): Additem is not a function or does not exist (135,15): Additem is not a function or does not exist (138,15): Additem is not a function or does not exist (134,15): Additem is not a function or does not exist Weapon Property WeaponHigh Auto Weapon Property Sniper Auto Weapon Property GeneralWeapon Auto Weapon Property Melee Auto Message Property MessageWeapons Auto 125 ElseIf aiButton == 1 ; Minutemen 126 aiButton = MessageMinutemen.Show() 127 If aiButton == 0 ; SeniorOfficer 128 Player.PlaceAtMe(MinuteSO, 1) 129 NewSoldiersBuilt.setValueInt(NewSoldiersBuilt.getValueInt() + 1) 130 aiButton = MessageWeapons.Show() 131 If aiButton == 0 ; High End 132 MinuteSO.Additem(WeaponHigh, 1, true) 133 Player.RemoveItem(Caps as Form, 1000, True) 134 ElseIf aiButton == 1 ; Sniper 135 MinuteSO.Additem(Sniper, 1, true) 136 Player.RemoveItem(Caps as Form, 1000, True) 137 ElseIf aiButton == 2 ; GeneralWeapon 138 MinuteSO.Additem(GeneralWeapon, 1, True) 139 Player.RemoveItem(Caps as Form, 500, True) 140 ElseIf aiButton == 3 ; Melee 141 MinuteSO.Additem(Melee, 1, True) 142 Player.RemoveItem(Caps as Form, 500, True) 143 EndIf Ok, So I am trying to add an Item to the NPC that is being placed. Everything works right, Except it says that Additem is not a function or does not exist. I can set it to Player.Additem and it works fine but that doesn't help me.
  19. Yes! You are my hero :) haha ty -1 for some reason will work with: SoldiersBuilt.SetValue(-1) but the +1 wouldn't work. Just woke up to your message and you just saved me some time so tyvm!
  20. Ok, So basically what I am trying to accomplish, Is that I want every time an effect is triggered, it will add +1 to a global Value. When dispelling the magic effect, it will -1. My mod is set up to allow you to recruit Minutemen. Basically I want it to work as you recruit each Minutemen, You add +1, and set a maximum level so you can only have a certain amount of Minutemen with you at any time. Here's what I have so far for each effect, Now If I put in -1, it works just fine. If I put in say "1-2-3-4" just a number for set value, it works just fine. But there is no way to do +1, So what is the proper format or function to add +1 to the global variable ? Event OnEffectStart(Actor akTarget, Actor akCastor) akTarget.setplayerTeammate(true) akTarget.SetCommandState(true) akTarget.setcandocommand(true) akTarget.AddKeyword(DontUseAmmo) SoldiersRecruited.SetValue(+1) EndEvent Event OnEffectStart(Actor akTarget, Actor akCastor) akTarget.setplayerTeammate(false) akTarget.SetCommandState(false) akTarget.setcandocommand(false) akTarget.RemoveKeyword(DontUseAmmo) SoldiersBuilt.SetValue(-1) EndEvent
  21. Ok, So as the title says I need a little help with this script... Basically, I am trying to spawn items, but have it cost items for doing so. So when the object is spawned, it will take that item from you. Compiles fine, Loads and runs fine, Never takes the item. Maybe I'm too tired and just missing something small, Sooooooooo if anyone wants to chime in and tell me what I'm missing feel free: .variableTable .variable ::Caps_var MiscObject .constFlag 0 .userFlags 0 .initialValue None .endVariable ------------ .propertyTable .property MessageVertibird message auto .userFlags 0 .docString "" .autoVar ::MessageVertibird_var .endProperty .property Caps MiscObject auto .userFlags 0 .docString "" .autoVar ::Caps_var .endProperty ------------ .localTable .local ::temp1 Int .local ::temp2 Bool .local ::temp3 Int .local ::temp4 Bool .local ::temp5 Bool .local ::temp8 Bool .local ::temp9 Bool .local ::temp12 Bool .local ::temp13 Bool .local ::temp16 Bool .local ::temp6 form .local ::temp7 ObjectReference .local ::temp10 form .local ::temp11 ObjectReference .local ::temp14 form .local ::temp15 ObjectReference .local ::temp17 Int .local ::temp24 Bool .local ::temp18 form .local ::temp19 ObjectReference .local ::temp20 form .local ::temp21 ObjectReference .local ::temp22 form .local ::temp23 ObjectReference .local ::temp25 Bool .local ::temp28 Bool .local ::temp29 Bool .local ::temp32 Bool .local ::temp33 Bool .local ::temp36 Bool .local ::temp26 form .local ::temp27 ObjectReference .local ::temp30 form .local ::temp31 ObjectReference .local ::temp34 form .local ::temp35 ObjectReference .local ::temp37 Int .local ::temp38 form .local ::temp39 ObjectReference .local ::temp40 form .local ::temp41 MiscObject .local PlayerREF actor .local ::nonevar None .endLocalTable ----- label17: COMPAREEQ ::temp25 aiButton 3 ;@line 119 JUMPF ::temp25 label9 ;@line 119 CALLMETHOD Show ::MessageVertibird_var ::temp37 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 ;@line 120 ASSIGN aiButton ::temp37 ;@line 120 COMPAREEQ ::temp28 aiButton 0 ;@line 121 JUMPF ::temp28 label24 ;@line 121 CAST ::temp38 ::VDEF_var ;@line 122 CALLMETHOD PlaceAtMe ::Player_var ::temp39 ::temp38 1 False False True ;@line 122 CALLMETHOD RemoveItem PlayerREF ::Caps_var ::temp40 ::temp41 1000 True ;@line 122 JUMP label25 ;@line 122 label24: COMPAREEQ ::temp29 aiButton 1 ;@line 123 JUMPF ::temp29 label25 ;@line 123 CAST ::temp38 ::MFTV_var ;@line 124 CALLMETHOD PlaceAtMe ::Player_var ::temp39 ::temp38 1 False False True ;@line 124 CALLMETHOD RemoveItem PlayerREF ::Caps_var ::temp40 ::temp41 1000 True ;@line 124 JUMP label25 ;@line 124 label25: JUMP label9 ;@line 124 label9: JUMP label1 ;@line 124 label1: JUMP label26 ;@line 124 label0: .endCode
  22. Isn't it only like $2 to remove ads for life ? I can't remember it's been so long. But if it's still only $2 to remove ads for life, I really don't see this as being such a pressing issue. I've been a supporter for a lil while now and have no problems. Idk I just don't see it being a big issue to force you to move the website to new providers over and over, and go through all this pain. Maybe make a news article or point people to this fact cause most people have no clue they can remove ads for life for $2. Most people I tell this too are clueless and so excited to donate the $2.
  23. I can't decide tbh, I like the hair that moves but wish it had more fluid movement. If the movement could be improved, I would def go with the movements. If not then I wouldn't care either way both would be just as good to me :D because both have flaws and clipping, so unless one of them could change that I wouldn't vote either over the other.
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