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alexdeadite

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Posts posted by alexdeadite

  1. Using code tags and proper indentation helps.

    ScriptName ACIDDisintegrationScript
     
    Float Timer
    Short DoOnce
    Short IsPile
     
    Begin ScriptEffectStart
    	SetCriticalStage DisintegrateStart
    	PMS ACIDFX
    	PMS ACIDcriticalFX
    	Set Timer to 1.8
    	Set DoOnce to 0
    	Set IsPile to 0
    End
     
    Begin ScriptEffectUpdate
    	If DoOnce == 0
    		If IsPile == 0
    			If Timer <= 0.5
    				AttachAshPile 2
    				Set IsPile to 1
    			EndIf
    		EndIf
    	 
    		If Timer <= 0 
    			SetCriticalStage DisintegrateEnd
    			SMS ACIDFX
    			SMS ACIDcriticalFX
    			Set DoOnce to 1
    		EndIf
    		Set Timer to (Timer - GetSecondsPassed)
    	EndIf
    
    

    Now it has become more apparent that you're missing an END statement for the ScriptEffectUpdate block.

    --------------THX but i cant save

  2. SCN ACIDDisintegrationScript


    Float Timer

    Short DoOnce

    Short IsPile


    Begin ScriptEffectStart

    set ObjectREF to GetOwnerLastTarget

    SetCriticalStage DisintegrateStart

    PMS ACIDFX

    PMS ACIDcriticalFX

    Set Timer to 7

    Set DoOnce to 0

    Set IsPile to 0

    End


    Begin ScriptEffectUpdate

    If DoOnce == 0

    If IsPile == 0

    If Timer <= 6

    ObjectREF AttachAshPile 2

    Set IsPile to 1

    EndIf

    EndIf


    If Timer <= 0

    SetCriticalStage DisintegrateEnd

    SMS ACIDFX

    SMS ACIDcriticalFX

    Set DoOnce to 1

    EndIf

    Set Timer to (Timer - GetSecondsPassed)

    EndIf

  3. And I realized the term "Form-ID" may be confusing. So let me clarify

     

    A Form-ID is anything specific to an object , whether it be base or ref ... and the engine doesn't really think with base/ref terms like we the geck users do. Everything is a Form-ID ... hence you see those other numerical identifiers.

     

    But we modders need an easier method ... so there is something called a Base-ID , being anything within the object tree.

    And then there is something called a Reference-ID , being anything within the render window.

     

    But not everything within the object tree can then be put into the render window and become a Ref-ID.

    Hence the difference between base,ref & form ID ... Ref always has a Base , and Base means it can create references that rely on it. The Message objects are something outside of that relationship.

     

    I hope that clears it up if there was a misunderstanding.

     

    --------------------------------------------------------------------------

    WHAT CAN I DO WITH THIS WRONG SCRIPT??

    ScriptName ACIDDisintegrationEffectScript
    Float Timer
    Short DoOnce
    Short IsPile
    Begin ScriptEffectStart
    SetCriticalStage DisintegrateStart
    PMS ACIDFX
    PMS ACIDcriticalFX
    Set Timer to 1.8
    Set DoOnce to 0
    Set IsPile to 0
    End
    Begin ScriptEffectUpdate
    If DoOnce == 0
    If IsPile == 0
    If Timer <= 0.5
    AttachAshPile
    Set IsPile to 1
    EndIf
    EndIf
    If Timer <= 0
    SetCriticalStage DisintegrateEnd
    SMS ACIDFX
    SMS ACIDcriticalFX
    Set DoOnce to 1
    EndIf
    Set Timer to (Timer - GetSecondsPassed)
    EndIf
  4. Other than NVSE, those are all HUD/UI/Menu mods which replace vanilla XML files. There are interactions between the installation of them that you need to understand. So I am sorry about the following "wall of text", but it is necessary.

     

    Also, there are some INI edits you have to make for DarNifiedUI. They are documented in this thread.

     

    HUD-UI-Menu issues

     

    Problems with controls, HUD appearance, Pip-boy, Target Aiming, or menus in general are typically related to the XML files that control them overwriting each other when they are installed. In these cases the "install order" is critical.

     

    The thing to remember about XML files is some have the exact same name as used by other mods ("start_menu.xml" in particular), and last installed wins. In many cases these files are essentially the same and compatible with other mods. In some cases however (such as DarNifiedUI's version of "start_menu.xml"), they add extensive additional or changed entries but may be missing something another needs. I cover this issue with DarnUI in detail in the post "MCM error: 'DarNified UI has been detected in the HUD but not the Start Menu'" but it can apply to any duplicated XML file. Sometimes you have to make a choice, or manually edit the XML to create a merged version. In short, DarnUI needs to be installed early (before "Project Nevada" for instance), and it's "start_menu.xml" file (or a merged version) needs to be installed after any other version of the same file. (That is not a contradiction. Read the linked article!)

     

    It is not always apparent which mods include XML files. They will be found in the "menus\" sub-folders in the package archive. If the mod includes the ability to make "in-game/on-screen" configuration adjustments, or adds itself to the "Mod Configuration Menu (MCM)" then it certainly has them.

     

    "Loading screen" replacers are essentially the same thing as "texture replacers", so their install order only matters in which file you want to "win" in the case of conflicts. However, some may make changes to XML files in order to get their specific unique filenames used, so check to see if they have any XML files in the package.

     

    The following set of HUD/UI/Menu mods in particular need to be in a particular order, and after all other XML file mods in general. Treat these as a "unit" that need to be uninstalled and re-installed any time you add or remove other XML files.

     

    1. "Mod Configuration Menu" (MCM) and any related patches. This mod requires being able to see all the preceding XML files already installed (or removed) at the time it is installed to function correctly.

     

    2. oHUD download page says:

     

    'One HUD' (oHUD) is the final coming together of all my HUD mods. For those of you who enjoyed using all three, but wished they would just come in one handy mod, this is it. When you install this you get three mods listed in MCM: Immersive HUD, Adjustable HUD and Extra HUD (formerly know as Primary Needs HUD).

    If you are using only one of these three or any other HUD that is designed to allow you to change the appearance of information on the display instead of oHUD, install it either before or in place of oHUD and treat it as if "oHUD" in the following instructions.

     

    3. FlashlightNVSE in particular needs to be installed after oHUD (and by implication: MCM). It replaces oHUD's "menus\prefabs\flashlight_battery.xml" file. (Other XML mods may also need to fall into this place in the install order. If some similar mod isn't working, this is the first thing to try.)

     

    4. UIO needs to be installed last. This is so it can stitch together all the various XML files from various mods into a combined "User Interface".

     

    If a UI mod doesn't indicate that it supports UIO, the Nexus download page has easy instructions on how to add that support yourself with a simple text file.

     

    TL/TT;DR Summary:

     

    Most mods that add XML files should be installed before the following. Check their instructions carefully to determine which order is recommended by the author. You should determine they are basically functioning correctly or adjust their install order prior to introducing the following. Note you will probably not be able to "adjust" any of their settings until the following are installed.

     

    1. [MCM]

    2. [MCM Bugfix 2]

    3. Your override package of the DarnUI "start_menu.xml" file if applicable. See the link in the second paragraph of this article.

    4. [oHUD]

    5. [FlashlightNVSE122] (and other exceptions to the general rule of installing before these.)

    6. [UIO]

     

    Note also that you should reinstall all of these after you install/uninstall any other HUD/UI/Menu mods because these in particular need to see those earlier mods' XML files at the time these mods are installed. Just deactivating and reactivating doesn't always work. As a general rule of thumb, all other HUD/UI/Menu mods should be installed prior (i.e. higher / lower numbered order) to these. Of course there are always exceptions (such as FlashlightNVSE) that you won't know about until they give a similar problem or just won't show up. In those cases, initially try placing them after oHUD but always before UIO.

     

    -Dubious-

     

     

    --------------------------------------------------------------------------------------------------------

     

    are you trying to install NVAC mod?? http://www.nexusmods.com/newvegas/mods/53635/

  5. my script is the same that a aliendisintegrator changing anything why dont compile?

     

    ScriptName radioactivityDisintegrationEffectScript
    Float Timer
    Short DoOnce
    Short IsPile
    Begin ScriptEffectStart
    SetCriticalStage DisintegrateStart
    PMS RadioactivityFXShader
    PMS effectspellradioactivity
    Set Timer to 1.8
    Set DoOnce to 0
    Set IsPile to 0
    End
    Begin ScriptEffectUpdate
    If DoOnce == 0
    If IsPile == 0
    If Timer <= 0.5
    RadiactivityAshPile
    Set IsPile to 1
    EndIf
    EndIf
    If Timer <= 0
    SetCriticalStage DisintegrateEnd
    SMS RadioactivityFXShader
    SMS effectspellRadioactivity
    Set DoOnce to 1
    EndIf
    Set Timer to (Timer - GetSecondsPassed)
    EndIf
    End
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