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ePath

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About ePath

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    Venezuela
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    Fallout: New Vegas
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    Mass Effect

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  1. I am looking for a mod to be made that I will be using on stream. I felt like it was pretty explanatory That's what you want the mod for, not what the mod would be. You don't even describe what kind of mod you want, not every mod maker knows to do everything. You'd be better off giving a description of what you have in mind.
  2. I'm yet to test it but the tutorial does state that you need the Start Game Enabled checked. However, by testing I've seen that yes as you've said the delay is not important. I have a Quest Script that after running once, it temporarily sets the delay to one hour if GetGameRestarted ;Do Stuff else SetDelayElapsed 3600 endif It is a naïve attempt at optimization really, which probably isn't doing what I meant it to do, but to the point, SetDelayElapsed temporarily overrides the Quest Delay, so it'll always run once each hour in the current game session after the first time it runs. But in this quest I have 2 variables that I access from another script, and even though the quest doesn't run the variables can be used, so that answers my initial question. Now the thing about variables being able to be used and or modified with the Start Game Enabled box unchecked is something I'll test whenever I have time, though if the tutorial is explicit about checking it, my guess is that it is necessary.
  3. Took me a whole month to see this. Variable Reservoir, a Quest whith a Quest Script which sole purpose is to store variables to use among other scripts. Although I guess it doesn't really matter if the script does anything else.
  4. Thank you for this!. Well personally instead of "Run On: Player" I'd write "Run On: Reference (PlayerRef)" because in the GECK you first open the Run On dropdown to pick "Reference" and then you click on "select" and pick "PlayerRef ('Player')" from another dropdown menu, thus making the sentence a little easier to follow if one is looking at the GECK. And instead of: "With a Menu using the Run On Subject condition combined with the GetItemCount function," I think "With a Menu using the GetItemCount function as a condition" would be easier to understand. I'm not a native English speaker though, so that might be part of it and I apologize for any grammatical error in that sentence. Btw there's a typo below in "ferreting out this reference scrit"
  5. Instead of running it on the subject, run it on a Reference, and select the Player as the reference. Thank you! Check if the player has the item that can be displayed so the option to display it shows up in the terminal. So: When deciding what messages appear. Which is why I was using the option's conditions: If the player doesn't have the item, the option won't show up. Like I said, just to get over with it I deleted the GetItemCount conditions and just let all of the options display, but if the player doesn't have the item to be displayed (checked with an If statement in the result script) then nothing will happen. Works like a charm but now I'll try to do as MadMongo says so I know how to do it properly next time. In fact, now I liked it more this way because there are several submenus and if I use GetItemCount in the option's condition list and the player doesn't have ANY item then there'll be several sub menus with only >Next and >Back on them, which looks kind of lame.
  6. So... how do I get this condition to check the player's inventory for terminal option conditions? I've been banging my head with a display menu, the display options were not working because of the GetItemCount which I used as: GetItemCount, Run on: Subject, (item), >= 15 for example. The display options have both GetItemCount and GetDisabled conditions, while retrieve options have only GetDisable conditions. Since only Retrieve options were working, I tried a display option without the GetIemCount and it showed up, so that condition is the one to blame and I suppose I'm setting it wrong or it is just unusable in terminals, but since I can't find any mention to that last possibility I guess it's me. For now, I'll manage without the GetItemCount and I'll just check for the player inventory in the result script, so if the player selects the option but doesn't have the item nothing will happen, but I'd like to know how to use it properly.
  7. No no, I'm not making an options menu, just linked because that's where I'm reading about VRs
  8. I see... Thank you! and yes, I've scripted blocks that fire every game launch before, and still do, but I'm making a script that will manipulate a lot of objects in the Villa in Dead Money and wanted to know if there was a way I could make it so my script had to run only once and then stop the quest for the rest of the playthrough instead of having the script checking every frame for the majority/whole game... But oh well, although maybe I can make the quest stop for the rest of the game once the player goes back to the mojave
  9. So, I want to use the "ref.Lock" function from the GECK. I've been using mostly simple JIP LN NVSE functions, and the Nexus' GECK tutorial states that Lutana functions must be executed every session or load. Is this true for those functions only? Which would mean I can use any other functions from the GECK or NVSE with a DoOnce variable or something to execute them only once, right?
  10. What is the ideal delay a VR quest should have? must it be a fast quest or is it ok te leave the quest with the defult delay? Looked into TIP Best Practice Sharing Variables between Scripts and Adding an Options Menu, there's no mention to it so I guess it doesn't matter, but just to be sure...
  11. I've been reluctant to use IsInList since one of my mod's scripts has a TON of Removes and didn't know if it would be efficient and never caused any problem, although it does run only once per game session so maybe it wouldn't be a big deal?...
  12. Hi! Say I have 3 lines of code (not necessarily valid, just an example I made here on the fly): LLRemoveForm WeaponList Rifle LLRemoveForm WeaponList Pistol LLRemoveForm WeaponList Shotgun BUT there's no "Pistol" inside "WeaponList" only "Rifle"and "Shotgun". Will my script burn and die and stop right there? or would it just continue and remove "Shotgun" from the list? Also, assume that that script is an UDF, lets say it's "RemoveUDF", which is called inside a script such as: call AddUDF call RemoveUDF call ExecuteUDF In the case that "RemoveUDF" does stop working, would it stop the script where it is called too? or just continue and run "call ExecuteUDF" line?
  13. Thank you, in any event i don't think i have any good advice but 'TIP Level Lists and GetBaseObject versus GetBaseForm' does feel like out of my reach, still im sure its because there are basics i've got yet to cover and memorize. After all you can't be explicit in every single and little point and i think most of the users would understand easily enough what they can or can't do. My problem was that i didn't read the wiki's example carefully enough. AddItem syntax example says ''ActorID/ContainerID" so i ran to the geck and tried it with NCRTrooperAAMTEMPLATE (something like that) and of course didn't compiled, then looked a little lower and saw the next example "buddyref.additem" so yeah, most than likely my doubts are only because of lacking attention. After researching for geck functions found lutana's BaseAddItem which solved my first problem of adding items to "base" containers instead of ALL its instances one by one. Right now i just tried declaring a refHeavilyArmoredFella, and setting said Actor to that ref, then using additem with it, it compiled but didn't worked. So, since the forum does have entries on LeveledActors/creatures, on how to add item to Actors but only its references and how to add items to leveled lists, but nothing about adding items to "base" or non-referenced actors i suppose it is just not possible. im still going to google the s#*! out of it tho.
  14. Thank you! Just found out about BaseAddItem function from nvse, and i must be really dumb because i read those before but still wasn't sure. Might be my english tho.
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