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AlexScorpion

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Posts posted by AlexScorpion

  1. Hi all,

     

     

    So basically long story short, i have two pieces of hair that use two different cloth havok files. I can equip them at the same time simply adding second as an extra part, but the problem is that game is limited to one havok file per equipped object, so the havok files in extra objects are neglected by the engine. This can be solved by simply equipping a clothing item with the needed havok file. Now i am trying to make this an auto process. I Have set up quest script and created the needed properties but i relly need help with scripting. Basically i need to implement this https://falloutck.uesp.net/wiki/HasExtraPart_-_HeadPart into my script.

     

    When certain type of hair is worn to add and equip a clothing item and remove when not needed. I have started out with this but i surely have no idea on how to set up the script correctly:

    Scriptname AlexLaraHairScript extends Quest







    HeadPart Property LaraHairProperty Auto Const

    Armor Property AlexLaraPhyProperty Auto Const







    Function AlexLaraEquipHair()



    Actor PlayerREF = Game.GetPlayer()



    If (PlayerREF.GetItemCount(AlexLaraPhyProperty as Form) > 1)


    It should go something like:
    detect if hair is worn and if there is no additional clothing piece add one and equip
    otherwise uequip and remove



    Game.GetPlayer().AddItem(AlexLaraPhyProperty, 1, true)

    Game.GetPlayer().EquipItem(AlexLaraPhyProperty)

    Debug.MessageBox("i run")

    EndFunction

    Any help appreciated.

     

  2. In response to post #65051886. #65055226 is also a reply to the same post.


    AlexScorpion wrote: So why a Fallout Miami and not a Fallout Moscow or Fallout Warshaw or some other place outside US, a change would be nice.
    Nexuspre wrote: Moscow will be a Great Location.
    But we already got Stalker and Metro 2033, Games like these.
    But who are we to discuss this its up to Modders :{
    We are just Annoying Bluffs Internet Users that they see us as We are nothing to them.


    I wasn't talking about Moscow per se, just another location with another setting. I think that would be quite interesting.
  3. imported new meshes into the skyrim nif and saved it

    copy/paste over the nitrishapedata in another skyrim nif

    corrected texture paths

    and my meshes appear as exclamation marks ingame

    Don't copy paste nitrishapedatas, it'll wipe UVs.

     

    if it is a static like a sword, just import obj over a vanilla nitrishape. Then delete the mat and texture that gets imported from the mtl then hook up the shader node from a vanilla.

     

    if it is skinned, then you probably should update to the 3.7 niftools and export a skyrim version nif. remember it needs a dismember modifier before export. delete the whole shader block and just take one from a vanilla nif. change the dismsmeber partition body part to one of the numbers, ie 32, instead of bp_torso, Update Tspace, and it should be good to go.

    thanks ... going to try that :)

  4.  

    Precicely how is stealing account info going to force Beth to speed up the release of Skyrim? If anything it could slow it down because they have to pull developers off of Skyrim to fight the feces storm caused by these idiots

     

     

    Actually, that's very unlikely. Reassigning GAME developers to something that can be and should be fixed by WEB developers and WEB security experts would be a plain stupid move.

     

    It seems hackers launched a worldwide campaign against various gaming companies: first it was Sony Online Entertainment, then Codemasters (I received a mail message from them a week ago, saying that due to hackers obtaining certain personal information they shut down several websites related to their games), now it's Bethsoft...

     

    The only positive side effect that I can think about is that companies will pay more attention to securing their websites in the future.

    i'm sorry it was to funny not to quote

  5. Since you've requested advice for getting into scripting, I thought I'd share some of what I've learned.

     

    Starting with the basics, Cipscis has written some tutorials to cover most, if not all, of it at Cipscis.com. Although I've never really gone through his tutorials, many people have learned GECK scripting from there. (Since he wrote it all after I'd picked up the language, I had to browse through the scripts in Fallout.esm to see how it all works.)

     

    After learning the basic structure and some routine scripts, look through the Scripting section of the GECK wiki. Of particular interest is the Functions page. Also of interest, for clarity, is the FOSE/NVSE documentation. (Since that list doesn't contain NVSE-only functions, see the thread at the Bethesda forums.)

     

    Here's some general tips for working out novel, unique scripts:

    • Make a list/tree of what your script will do.
    • Start with the most critical operations. (How do I turn it on/off?)
    • If possible, implement new operations completely and one at a time.
    • Test often; get it functional, then try it out. If it's not working correctly, it'll be easier to find the problem. I made a mod, Auto-QuickLoad, specifically to speed up the script testing process.
    • Keep comments minimal. Leaving comments for ease of finding a certain section, or keeping track of number codes, is good; commenting every line to describe your processes will be more confusing than helpful.
    • Unless opening more than one script editor, keep the entire script within one file until it's too large.
    • Develop your own style to make it easier for yourself to read and write; capitalize, name variables, use parentheses, abbreviate, and indent all how you like. (You're the only one that matters, as long as the script works.)

     

    That's about all I can think of for now. I hope it helps.

     

     

     

    oooo a quick load mod .. where has it been all of these years this will speed up my work by 30 % lol

    thanks

  6. thanks guys ... i should have been more clear lol ..

     

    button press .. well it's actually a menu .. say if button 1 is pressed the global variable AlexAssaultArmor is set to 0 .. and when button 2 is pressed the global is set to 1 and so on ..

     

    now that script with always true line ( it needs to be true so that the formlist will be always set to my formlist)

    if FormListIndex != AlexAssaultArmor || FormListIndex == AlexAssaultArmor  Set FormListIndex to AlexAssaultArmor      Set rArmorRef to ListGetNthForm AlexAssaultAllArmorList FormListIndex endif 

     

    sets the Formlistindex to my global .. if global == 1 then the index will be set to 1 (and under index 1 in my formlist i have armor number 2)

    and then then my armorRef is set to that index and finally i'm adding and equiping that armor ... my problem is that i cannot remove the previously equiped armor from the npc's inventory

  7. hello there again .. i seem to be stuck again :(

     

    so i've been working on my armors level up/outfit menu

    and recently i've switched to form list (eliminates using individual ref for each weapon/armor)

     

    i have a global that goes from 0 to 3 (button press)

    i have a form list with 4 armors

    and i have a script that checks the global and then equips an armor from that list

    if FormListIndex != AlexAssaultArmor || FormListIndex == AlexAssaultArmor
     Set FormListIndex to AlexAssaultArmor   
      Set rArmorRef to ListGetNthForm AlexAssaultAllArmorList FormListIndex 
    endif  
    
    If  rArmorRef != 0 getequiped rArmorRef == 0 && getdead == 0 
      if GetItemCount rArmorRef == 0
            additem rArmorRef 1 1  
         equipitem rArmorRef 0 1  
    endif
    
    
    ;also tried something like this 
    
    If  rArmorRef != AlexAssaultArmor && getdead == 0
         removeitem rArmorRef 1 1
    else 
       additem rArmorRef 1 1
       equipitem rArmorRef 0 1
    endif
    
    
    

    and this where i hit the bump ... i mean ... how do i remove and add armors with the same ref ID without writing down all possible combinations ..

     

    thanks in advance

    Alex

  8. cause none of the methods below have worked for me

    scn AlexSquadAssaultStealthToScript 
    
    ref me 
    Float Timer 
    short doOnce 
    
    
    
    
    Begin OnLoad 
         
                if doOnce == 0 
             set me to getself 
              AlexSquadMarker.moveto me                    ;where AlexSquadMarker is the reference id of the xmarker 
             Set timer to 30 
             set AlexSquadAssaultStealthToMarker to 1 
             ShowMessage AlexMoveInStealthIsWorking 
                   set doOnce to 1 
    
    endif 
            
    End 
    
    Begin GameMode 
    
           if timer > 0 
                   set timer to timer - getsecondspassed 
            
    
           else 
              set AlexSquadAssaultStealthToMarker to 0 
               
                   disable 
                   MarkForDelete 
           endif 
    
    End

     

    ref rSelf 
    ref rSomeOtherRef 
    
    begin gamemode 
    
       set rSelf to getself 
       rSomeOtherRef.moveto rSelf 
    
    end
    
    

     

    ref rSomeOtherRef 
    
    begin gamemode 
    
       rSomeOtherRef.moveto this 
    
    end

  9. yes that was a package destination marker ...

     

    so what would the script look like if i would like to move the marker to the activator ???

     

    scn AlexSquadAssaultStealthToScript 
    
    
    
    Float Timer 
    short doOnce 
    
    Begin OnLoad 
         
           if doOnce == 0 
             Set timer to 30 
              AlexSquadMarker.moveto activator ??
            
             set AlexSquadAssaultStealthToMarker to 1 
             ShowMessage AlexMoveInStealthIsWorking 
                   set doOnce to 1 
           endif 
            
    End 
    
    Begin GameMode 
    
           if timer > 0 
                   set timer to timer - getsecondspassed 
            
    
           else 
              set AlexSquadAssaultStealthToMarker to 0 
               
                   disable 
                   MarkForDelete 
           endif 

  10. so it seems that i have cheered a bit too early ... the squad seems responding with no problems to the vanilla markers .. but the custom ones placed with the command place on do not seem to work

     

    ... i have set up an activater with a code

     

    scn AlexSquadAssaultStealthToScript
    
    
    
    Float Timer
    short doOnce
    
    Begin OnLoad
        
    if doOnce == 0
             Set timer to 30
             PlaceAtMe AlexSquadMarker 1
           
             set AlexSquadAssaultStealthToMarker to 1
             ShowMessage AlexMoveInStealthIsWorking
    	set doOnce to 1
    endif
    
    End
    
    Begin GameMode
    
    if timer > 0
    	set timer to timer - getsecondspassed
           
    
    else
              set AlexSquadAssaultStealthToMarker to 0
              
    	disable
    	MarkForDelete
    endif
    
    End

    which activates a varriable in another script and another script adds a scriptpackage in which MYmarker is specified as a reference

    works fine with the vanilla markers .. has anyone any idea how i can force the npc move to the newly spawned marker ??

     

    thanks

    Alex

  11. ug oh .. it seems that i'm having problems with a multilevel menu

     

    it's one main menu ... with two small sub menus ..looks like this

     

    cancel

    summon

    dismiss

    go silent

    go loud

    follow

    wait

    ==========

     

    commands WAIT open a submenu and command FOLLOW opens a submenu

     

    scn AlexSquadRadioScript  
     
    short ibutton 
    short messageup 
    int iButton0
    int iButton1
    int iButton2
    int iMenuLevel
    int iAlternateMessage 
    
    
         Begin OnEquip  
           showmessage AlexSquadSummonMenu  
            
    end  
     
     
    Begin GameMode  
    
            if iMenuLevel == 0
    
    
                   set iButton0 to GetButtonPressed 
     
                   if iButton == -1        ;Wait until button was pressed 
                           return 
                   endif 
                   
                    
                   if iButton0 == 0 ;cancel the menu  
                           playsound WPNAlienBlasterFire2D  
                         
    
                   elseif iButton0 == 1     ;summon the squad  
                          
                                   set AlexSquadDismis to 0 
                                   placeatme AlexSquadVertibird 1 
                                   set AlexSquadToManySummoned to 3 
                        
    
                   elseif iButton0 == 2     ;Dismiss the squad 
                          
                                   set AlexSquadDismis to 1             ;Dismiss the squad 
                                   PlaceAtMe AlexSquadVertibird 1  
                        
    
               elseif iButton0 == 3  ;Tell your squad to use silent weapons
               set AlexSquadweaponchange to 1
    
               
                   
              elseif iButton0 == 4 ;tell your squad to use primary weapons
               set AlexSquadweaponchange to 0
    
              elseif iButton0 == 5 ;
             
              ShowMessage AlexWaitOptions
              
             set iMenuLevel to 1 
             set iButton1 to GetButtonPressed 
              
    
                 if iButton1 == -1 ; No button has been pressed yet 
                return 
    endif
    
             
            
            if iButton1 == 0
           playsound WPNAlienBlasterFire2D  
    
               elseif iButton1 == 1
              set AlexSquadholdposition to 1
    
              elseif iButton1 == 2
              set AlexSquadWaitRelax to 1
    endif
    
              elseif iButton0 == 6 ;
             ShowMessage AlexFollowOptions
          
    
           set iMenuLevel to 2 
          set iButton2 to GetButtonPressed 
    
    
             if iButton2 == -1 ; No button has been pressed yet 
             return 
    endif
    
    if iButton2 == 0
    playsound WPNAlienBlasterFire2D  
    
    elseif iButton2 == 1
    set AlexSquadFollowClose to 1
    
    elseif iButton2 == 2
    set AlexSquadFollowLong to 1
    
    
    
    endif
    endif  
    endif 
    end
    

     

    after i go into either one of those sub menus .. all buttons stop functioning

     

    thanks

     

    Alex

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