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iqoniq

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Everything posted by iqoniq

  1. It's not being accounted for on purpose. It should only fire when the first two, or all three values match. The actual quest is just related to a kind of slot machine, and the section excerpted checks the win line, hence ignoring whether a == c or b==c alone (although that may come at a later date, but I know it works :laugh: ).
  2. I have a save that is clean and devoid of mods (with the exception of Start Me Up so I can skip the vault), and then it just loads with my normal load out so it's pretty much clean each time, and I don't need to "play through" this mod so I'm not dropping saves with it at all (even if it can be a nightmare trying to get it to spawn 3 random numbers the same). I've redone the script States as Functions triggered by stages (thankfully not much in the way of a recode), and changed the check to a double only. If this is triggered it goes to a stage/function for a further check of slot_a against slot_c. This seems to be going to the correct stages and functions reliably. It also seems slightly snappier as well so that's good I suppose. Thanks for your help, even if we didn't get to the bottom of it, unless someone else lets me know what's happened :)
  3. The whole script is around 600 lines lol. FireItUp() is being called from a quest stage fragment kmyQuest.FireItUp() set to the script which is the only script on the quest. The quest is triggered by a button which is just a standard setstage command on a script there. I did (after my initial post) change the start of the If statement and ElseIf to... If slot_a == slot_b && slot_a == slot_c wintoggle = 1 ... ElseIf slot_a == slot_b && slot_a != slot_c wintoggle = 1 ... EndIf If wintoggle == 1 (Self As Quest).SetStage(30) EndIfIn case there was something with the variables that was causing the anomaly, and this created an interesting result. It seemed to detect the 3 matching the first time it happened, and then it was only detecting a 3 match as a double after that. Losses were bombing out as usual.
  4. I'm working on a quest script that needs to check 3 values and if 3 match then it goes to State3, 2 goes to State2, and if none match it goes to the end stage. The code I've currently got is Function FireItUp() Int slot_a = UtilityRandomInt(1, 10) Int slot_b = UtilityRandomInt(1, 10) Int slot_c = UtilityRandomInt(1, 10) xslot_a.SetValue(slot_a) ; Globals declared earlier xslot_b.SetValue(slot_b) xslot_c.SetValue(slot_c) GotoState("Do Checking") EndFunction State DoChecking Event OnBeginState(string asOldState) Int slot_a = xslot_a.GetValue() As Int Int slot_b = xslot_b.Getvalue() As Int Int slot_c = xslot_c.GetValue() As Int If slot_a == slot_b && slot_c == slot_a ; All 3 match GotoState("State3") ElseIf slot_b == slot_a && slot_c != slot_a ; Only 2 Match GotoState("State2") Else ; No Match (Self As Quest).SetStage(30) EndIf EndEvent EndStateThe code does see the 3 match as it will fire a Debug.Notification, but it also sees the double match and goes to the State2, and will also fire stage 30. I managed to avoid the final stage firing by setting the final stage as it's own IF statement and setting a toggle variable, but it doesn't seem ideal. Can anyone figure out where I'm going wrong or what I'm misunderstanding? Thanks in advance.
  5. I'm just wondering if anyone can help me with a problem I'm having with adding scars to NPCs faces. I'll add an actor, and add scars or damage in the face section. I click OK, but when I go back in the damage has disappeared and the entry isn't there. Can anyone tell me what I'm doing wrong?
  6. I'm just wondering if anyone can tell me how to create a black sky in an interior cell. I've tried playing around with the skies in the cell properties, but I'm just getting the standard clear sky for the time of day pretty much no matter what I choose. Any help would be greatly appreciated, and thanks in advance.
  7. I wasn't able to resolve the issues with the global variables, but I've worked around it by creating custom actor values, and Mod'ing the values and it works. Thanks for the help :)
  8. SetValue and Int. The script looks like this. Function dodeposit() int balance = 0 int depositamount = ccm_depositamount.GetValueInt() int vsrcid = ccm_vsrcid.GetValueInt() int balanceduplicate = 0 ;; used to show the original amount int notificationalert = ccm_notification.GetValueInt() ; Check to see which vault is being managed. if vsrcid == 1 balance = ccm_balancev1.GetvalueInt() balanceduplicate = balance ccm_balancev1.SetValue(balance + depositamount) elseif vsrcid == 2 balance = ccm_balancev2.GetvalueInt() balanceduplicate = balance ccm_balancev2.SetValue(balance + depositamount) ; Above is rinsed and repeated for the rest of the vaults, but truncated for brevity. endif if notificationalert == 0 debug.messagebox("Deposit of " + depositamount+ " caps into Vault #" + vsrcid + " has been accepted. Balance increased from " + balanceduplicate + " caps to " + balance + " caps.") elseif notificationalert == 1 debug.notification("Deposit of " + depositamount + " caps into Vault #" + vsrcid + " has been accepted. Balance increased from " + balanceduplicate + " caps to " + balance + " caps.") endif depositquest.setstage(30) endfunction
  9. The deposit script on my CCM+ mod deals can end up dealing with large values (50 million+). It seems to be that once it hits a certain level, the game starts changing the values a couple of seconds later of it's own volition after it's displayed the balance. The correct amount is initially reported, but then before the script has even finished it's run through (I put a few debug messageboxes in to see when it changed), it will add or subtract some arbitrary amount (from - 40 to +16). It's not going over the limit of 2,147,483,647 as the script will automatically start rejecting any transactions that will take it over a 2 billion vault limit so I know it's not that. Can someone please explain to me what's going on, because I'm completely foxed? TIA.
  10. Yeah I've figured that one out. It's just a shame that adding 5 audio tracks that are the same effectively doubles the file size, and shifting the compression to something like 10 (from the default of 4, and for the uninitiated it goes to 99) makes it sound really muffled. Having said that the audio isn't in the most perfect condition on the video I've been using as a lab rat so I guess that would help.
  11. Oh brilliant! Thanks for that. The audio track will be the same whatever language it's in because I don't have any dubs. It's just something I'm playing with for one of my mods, although it might not make the cut anyway. Once again, thanks for the help :)
  12. I tried that, but Bink stops Papyrus when playing so even putting that before the video doesn't work. I know the intro videos to the game (and I assume the end of game cutscenes) are a sound and a video file played together (there's no sound through MPC with those), but I can't figure out how they do it.
  13. I've got an activator and a custom Bink video. When I press the activator the video plays, but is completely silent. If I view the Bink file in MPC the audio is there. Does anyone know how to get it to play the audio as well? It had been solved on Reddit ( https://www.reddit.com/r/FalloutMods/comments/ajy2to/fo4_custom_video_files_in_fallout_4_getting_them/ ), but a comment that appeared to work had been deleted, and trying to find any information on this is like herding cats. Any help would be greatly appreciated.
  14. I've been working on a mod and went to set a load of idles to be owned by a custom faction, only for the faction not to appear in the CK ownership list. All the vanilla factions are there, just not any that I've created. I know the factions exist because I can see them and the members of the factions when I open the faction. I can set ownership to individual NPCs, but not the factions. Does anyone have an idea what's going on? TIA.
  15. I've been trying to make some new posters (using the sugar bomb one as a template). The problem is the texture is only showing a small part of it on the NIF and in game. Anyway, I pulled all the vanilla files and had a look, and the texture for the sugar bombs is actually 4 posters in 1. Can someone tell me what I'm missing and what I need to remove or do to get it fit? Thanks in advance.
  16. That's cool Reneer, thanks for the help anyway. I've got it working anyway using a load of small scripts, I was just wondering if there was a more elegant way.
  17. Ah OK. When you mentioned perks I thought you meant it would set perks for the player. Looks like I'll have to lean how those work. Would you mind if I examined a few of your mods to see how it's done, and could you recommend one for me? As for what I'm trying to accomplish... The buttons set the global variable to a number between 1 and 8, which corresponds to invulnerable hostile turrets placed in the cell. The player then goes to a terminal and makes a choice of whether to disable or destroy the turret. Once all the turrets have been disabled or destroyed, the script then checks to see the state of each turret to see whether it's disabled or destroyed. If the turret is destroyed it does nothing, but if the turret is disabled it will respawn with a 50% chance of being either normal (which will target the player), or "corrupted" and hostile to the boss of the level, but no longer invulnerable. The turrets cover 100% of the cell when the player initially starts, so there's nowhere to hide, and there's a path that minimises the amount of damage the player takes and gives them areas they can recover, depending on which order the buttons are selected in. I'm just trying to avoid a situation where the player can run and gun, but needs to figure out which button corresponds to which turret, work out a path, and then adapt depending on the respawn state of the turrets.
  18. I guess I'm not being clear enough. I have a widget (which is a button). I've placed several of them in an interior cell, each individually named in the cells editor ID. When activated they alter the value of a global variable. When the player goes to a terminal and selects a menu entry, the script will then produce a result depending on what the value of the variable is. Obviously, I could attach an individual script to each of them that sets the variable to the amount, but I was wondering if it could be done easily with a single script. Something I had in mind was like... if EditorIDInCell == "widgetA" foo = 1 elseif EditorIDInCell == "widgetB" foo = 2 endif I'm literally still cutting my teeth with scripts and how it all fits together, so I apologise if I'm missing something glaringly obvious.
  19. I don't need it for the console, I need to access the ID via script.
  20. I've got several widgets which are basically the same widget (master_widget). They've been named widgetA, widgetB, and so on in the cell I've put them in. Is there any way of getting the Editor ID from the cell (I've not got a problem with F4SE, as it's already being used)? They all basically alter the same thing by varying amounts, and I'd rather avoid load of tiny scripts all the saying the same thing except with 1 character changed. Any help would be greatly appreciated and thanks in advance :smile: .
  21. The cells are POIMCamp01, POIMCamp02 and POIRJ11. If you're looking for something in FO4 (need to find BaseIDs, or whatever), a Google of "whatever Fallout 4 Fandom". Fandom are pretty good because they have a lots of extra information like the cells and stuff.
  22. Thank you ever much. I've gone with the quest method as you suggested as I couldn't get it working attaching the script to the terminal. I didn't have an issue using a quest, I just wasn't sure how to go about it. The script is for a vendor terminal, so repeating the same routine over and over again seemed really wasteful. Once again, many thanks.
  23. I've got a script that has some functions I've made, and I'm trying to use it with a holotape. The functions are fine and I can get them working as a fragment with some minor changes (just removing the Function/EndFunction), but I have absolutely no idea how to reference the script and functions in the holotape. I'm just trying to avoid duplicating what is pretty much the same thing over and over again, only with certain values changed. Is it possible to do this, or am I missing something? Any help would be greatly appreciated.
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