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GodofWolves

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Everything posted by GodofWolves

  1. I would say I am aiming to do it sort of on a grand scale. More or less; If an actor(s) lives in a place; when they die, it would not be owned by them anymore. Given the size of the game would take long time to achieve, as well as increased the odds of mod incompatibility; I would agree that this would not be ideal. conceptually the only better solution to this problem I can come up with so far, use a form list for specifically for each cell. It would rely accusing the form list to find out what base items I want ownership changes in said specific cells. It Also on a Conceptual level it seems more elegant and less time consuming then the other solution. Figuring out how I would make it is my current problem but hopefully with in a few days I can figure out something. The key word in that sentence if hopefully since I am sure it will take longer. My mind blanks when try to come up with any other solutions so I hope this idea actually can work.
  2. Wait I think I may have an idea why this is happening. DocMitchellDresserRef has an reference editor id and while almost every other one I checked seem to not have one. So I would have to hypothetically go into each individual object for a cell and add a reference editor id make what ever objects want to have working with the script. This sounds like a highly tedious to say the least.
  3. Ok working on this mod got postponed by a day DocMitchellDresserRef.ClearOwnership If I copy and paste that line into the script then I don't get a syntax error but scn OwnershipKILLTEST int JeannieMayWitch ;variable Begin GameMode if JeannieMayWitch == 0 && JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse SubQueenBed01DirtyR.ClearOwnership endif end the line- SubQueenBed01DirtyR.ClearOwnership is claimed to be the cause syntax error and it's called an invalid reference
  4. I have tried replacing object id with specif id from the particular cell and it still does not accept it. Motivation to work on something can only last so long before get a bit burned out and want to take a break. I am taking a bit of a break from geck and get back working on my mod it tomorrow after noon.
  5. according to geck power up when I put something like sugarbombs1.ClearOwnership, or one for the bed, or a container in the room I get syntax error (only objects and referenced variables are allowed in this context) and thus it the script can not be saved. I guess I may need to add some more variable things on top of the script. I only understood how to kinda use short just a few days ago. I am at the point where I am a bit confused. well I am going dabble a bit in using form lists and see how that works out and mess around with stuff unless has any better suggestions on how to achieve this
  6. that seems pretty time consuming. well I will test out that solution to see if it works. maybe I could use an individual fromlist for each cell? I don't know exactly how advanced that would be; It is just an idea.
  7. I replaced if JeannieMayWitch && JeannieMayCrawford.GetDead with if (JeannieMayWitch == 0) && JeannieMayCrawford.GetDead and it still did not work.
  8. scn OwnershipKILLTEST short JeannieMayWitch ;variable Begin GameMode if JeannieMayWitch elseif JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse set JeannieMayWitch to 1 endif end I tried out my idea of separating it into two lines and it still did not work. Now I am currently out of ideas.
  9. I just realized I typed work, instead of working in the title despite the fact I in my head I though I type the full word. stuff like that happen fairly often for me if I don't proof read what I write or type Anyway I am try to make script that makes objects not owned when the an actor dies and so far I have not succeeded. The script self is structurally sound according to geck powerup since it lets me save the script but its is not doing anything in game. It a quest script already attached to a quest that starts whit start game enabled check and script processing delay on default. I happen not have a great understating of the fundamental of programming. until yesterday I had no clue what elseif did. I am probability missing something important I but lack the knowledge to know what I would need to do. I have tried not using a short and that does not work either. The && is between the variable and getdead since the short to only run once the actor dies seems logical? I will be trying the out the idea of the short variable and getdead being on separate lines. scn OwnershipKILLTEST short JeannieMayWitch Begin GameMode if JeannieMayWitch && JeannieMayCrawford.GetDead SetCellOwnership NovacJeannieMayHouse set JeannieMayWitch to 1 endif end If I could get it working it greatly help my mod
  10. I like to 100% sure about mod permission. I would obviously credit you but would any one have ask permission from you if they used mod for anything other then person use such as using as an asset up there mod and putting it up for download? some people could be very particular about people asking permission to use some they made. It's safer to ask then it is to assume everyone is ok with what ever permission your mod says.
  11. I don't have time to test it right now but it looks structurally sound. It seems like I could apply script like this to actors in general. It may be inefficient to do this for a majority of the owned cells but seems like a possibility. could I do this ActorREF1.GetDead && ActorREF2.GetDead and would it work? Lets say for example the Primm's Mojave Express express cell ownership being reverted to the player only if both Ruby and John Nash are dead. if works and use it in my mod how would permission work? I am pretty loose about having to ask permission to use my mod. as long as I am credited and the person send me message telling my they are using my mod then they can use it. No actual permission is needed.
  12. I am trying to to make a script that make the objects in the house of the person you get boone to kill in the quest one for my baby unowned when they get killed for my mod. all know so far is will need to use SetCellOwnership and GetDead to check if the actor is dead since the quest does not seem set up with individual quest stages for each person being killed. I just don't have the scripting knowledge to figure out how to make the script. I don't know yet if I would need to make separate script for each actor who can get killed or if I could just do all in one script. If using a separate scripts for each actor I know I would have to make sure the script ended when the quest is complete or failed for the ones not killed. The other solution is to make general scripts that effects actors objects and/or cells unowned but I lack the knowledge do that as well.
  13. http://forums.nexusmods.com/index.php?/topic/1752988-massive-object-ownership-revamp-11-help/&do=findComment&comment=15115192 A while ago jazzisparis helped the development up of my mod by making this short bVMS01Done ; Add this with the rest of the script's variables. begin GameMode if bVMS01Done elseif GetStage VMS01 >= 90 set bVMS01Done to 1 SetCellOwnership RocketLabTop endif endI can easily adjust it to work with any quest and cell. the issue is I have not been able to figure out how adjust in a way that changes more then one cell, while still using a single quest script and quest. at some point I tried different ways of get all the interiors cell in camp forlorn hope changed with one script. I could make six or seven quest script and quest to achieve this but it seems inefficient.
  14. I never use it. the first time tried to use it did not work. The quest did not advance after i killed the guy and i failed the bounty due not getting it done in time. when tried get another it did not seem to work it did not matter if it was a few day later or over in game week. I guess I will try it again on on my new charter when ever I reach the point where I start nvb2 again but reaching that point will take long a while.
  15. so I want to make a bat on fire. how would I do that. this is inspired a boss called bad girl in game no more heroes. i would imagine this bat having a very low item health
  16. Ok it works. I was kinda on the right track when came coming up with the script, but I still have lot to learn. I don't understand is what exactly "set bVMS01Done to 1" does for the script. from my current understand short is time related vairable and I have vague idea what elseif does. short visit to the geck wiki at some time that is not 2:30 am will clear up what elseif does.
  17. this is not working either but it works structurally so I can at least save it scn OwnershipRocketGhouls begin ontrigger If GetStage VMS01 == 100 SetCellOwnership RocketLabTop endif end
  18. http://www.nexusmods.com/newvegas/mods/55897/? I made some changes for 1.1 but before I release it I want to make a script that changes the of the ownership the cell RocketLabTop when the quest come fly with me is done. That is the place where objects are marked as owned by the religious ghouls before and after they leave. scn OwnershipRocketGhouls begin OnActivate if RepconLaunchButton SetCellOwnership RocketLabTop endif end this script is doing nothing to achieve said goal. then I figured making it happen when the game considered the quest complete would probably be a better idea. scn ScanOwnershipRocketGhouls begin onTrigger VMS01 == 100 SetCellOwnership RocketLabTop end no matter what script type I choose it refused to save. at this point I think i will check out how someguy made that bounty that relied on three card bounty being completed first.
  19. script extender for FNV http://nvse.silverlock.org/ you can use boss but LOOT is also an option https://github.com/loot/loot/releases. if you are using boss then I would recommend using http://www.nexusmods.com/newvegas/mods/44745/? and I am making mod right now so someone else can help you with the rest.
  20. It is still not working. I am going to mess around with the script and see if it starts working at some point. edit- I changed it to this: scn ScanClearOwnershipScript short bInitialize float fTimer ref rCurrentCell ref rItem array_var aVisitedCells begin GameMode if bInitialize == 0 let bInitialize := 1 let aVisitedCells := ar_Construct Array let fTimer := GameDaysPassed elseif (GameDaysPassed - fTimer) > 2 let rCurrentCell := bInitialize := 0 let aVisitedCells := ar_Null Return endif if rCurrentCell != player.GetParentCell let rCurrentCell := player.GetParentCell if eval ((ar_Find rCurrentCell aVisitedCells) < 0) ar_Append aVisitedCells rCurrentCell let rItem := GetFirstRef 201 while IsFormValid rItem if rItem.IsInList ClearOwnershipItemsList if rItem.GetOwner rItem.SetOwnership endif endif let rItem := TeddyBear01 let rItem := GetNextRef loop endif endif end still none of the items in the formlist was made owned when with out me having to manually change them.
  21. I am using nvse 4.2 beta 4 and I follow those instructions. I will replace nvse 4.2 beta 4 with another copy of nvse 4.2 beta 4 files, recreate the nves geck, delete the script,quest, formlist and follow all the instructions for a third time. edit- I am still working on making the script work. but I have a question when you say "handles oddities such as the one you encountered at the UltraLux's kitchen." , what does that exactly mean? for example if I only want the player to own stuff in the room you get in the ultra lux as a prize for gambling while allow everything else in Ultra-Luxe Hotel Rooms cell is mostly left how obsidian made it. would it consider my purposeful change be considered an oddity by the script? un-modded the Ultra-Luxe Hotel Rooms are owned by the VWhiteglovesocety by default excluding certain objects like the beds used by ncrcitizendialoguefaction. I assume there is a good reason for it to be owned by the ncr citizens so I choose to leave it alone. I can't sleep on a owned bed so I assume they probably would not be able to sleep on a bed the white glove society owned.
  22. I was having issues with geck refusing to save occasionally making the same make changes again so tried using this http://www.nexusmods.com/newvegas/mods/41642/? when try to save the scrip and I say yes to scaning it is now giving me a warning saying line 7: scrip command array_var not found. I was look at the script because I am not sure that it is working from the testing I did so far if it is working or if I followed the directions wrong. the extent of my testing so far is looking at one house on the left of doc mitchell's home a few times and seeing if all the burned books become unowned.
  23. I am the kind of person who does not cares if somebody uses a mod I make as an assets for a compilation or something like that as long they credit me. but since an asset you provided is part of this mod then how does would giving permission for it be used by another work?
  24. so what exactly do I do with this part of the script let rItem := TeddyBear01 let rItem := GetNextRef it looks like I would have to add ids but I don't know what that would exactly do the item id's I added I am not going to even attempt learn how to scripting just to understand how this script works until my last final on the 16th is done. all will be doing mod wise is changing the objects ownership on a individual basis that I don't want universally unowned during a few of my breaks.
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