Jump to content
ℹ️ Download History temporarily unavailable ×

bjornl

Premium Member
  • Posts

    323
  • Joined

  • Last visited

Everything posted by bjornl

  1. Thank you very much. Your method solved 3 of the 4 things which pointed me in the right direction. I combined this with what MartinPurvis posted and got exactly what I was trying to get. Here is what I used (in case someone else uses google to try and solve a similar issue) SCN BLBoomScript short doOnce short fTimerStarted short iStage float fTimer Begin OnAdd if (doOnce == 0) Set fTimerStarted to 1 Set doOnce to 1 PlaySound blboom endif End Begin GameMode if (fTimerStarted == 1) if (fTimer > 0) Set fTimer to (fTimer - GetSecondsPassed) elseif (iStage == 0) Set iStage to 1 Set fTimer to 21 elseif (iStage == 1) BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 0 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 1 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 2 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 3 BLElvisREF.PlaceAtMe FatManNukeExplosion 0 BLElvisREF.PlaceAtMe FatManNukeExplosion 1 BLElvisREF.PlaceAtMe FatManNukeExplosion 2 BLElvisREF.PlaceAtMe FatManNukeExplosion 3 Set iStage to 2 elseif (iStage == 2) BLElvisREF.PlaceAtMe FatManNukeExplosion 1 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 0 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 1 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 2 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 3 BLElvisREF.Disable Set iStage to 3 Set fTimer to 0 endif endif End The extra explosions are for 'fill' then anything. The 2nd group of explosions creates a split second in the middle of the inferno where suddenly Elvis is and then isn't there.
  2. Thanks man, you rock. I modified it slightly and got just the effect I was hoping for. SCN BLBoomScript short doOnce short fTimerStarted short iStage float fTimer Begin OnAdd if (doOnce == 0) Set fTimerStarted to 1 Set doOnce to 1 PlaySound blboom endif End Begin GameMode if (fTimerStarted == 1) if (fTimer > 0) Set fTimer to (fTimer - GetSecondsPassed) elseif (iStage == 0) Set iStage to 1 Set fTimer to 21 elseif (iStage == 1) BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 0 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 1 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 2 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 3 BLElvisREF.PlaceAtMe FatManNukeExplosion 0 BLElvisREF.PlaceAtMe FatManNukeExplosion 1 BLElvisREF.PlaceAtMe FatManNukeExplosion 2 BLElvisREF.PlaceAtMe FatManNukeExplosion 3 Set iStage to 2 elseif (iStage == 2) BLElvisREF.PlaceAtMe FatManNukeExplosion 1 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 0 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 1 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 2 BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 3 BLElvisREF.Disable Set iStage to 3 Set fTimer to 0 endif endif End
  3. Dangman4ever, do you object to the description or the implementation of the new unit type? I don't see Rangers as shocktroopers but elite troopers. Shocktroops are not elite they are the opposite, they are expendable. Obviously a large amount of them were expended in the battle of Boulder City. I suggest that reference to the swat team be removed as swat includes riflemen, snipers but mostly guys in medium armor with pistols. It does not seem to match your unit. What you are describing is closer to riot control not swat (not that I suggest a reference to that either). If you can implement a shield that would be "riot trooper'ish". Also maybe add a mix of melee weapons. Description wise, I'd use something like... while he NCR is all about combat at a distance, the leadership felt that some form of counter to the legion's shock-trooper tactics was needed. Thus the creation of the riot troopers came to be. Not to change the combat style of the NCR but to be used a expendable troops at the front to hold back the charging hordes of close-combat legionaires while more conventionally equipped troopers pick them off at range. As an added bonus, the NCR discovered that the new grunts were also remarkably efficient at building to building fighting, not enough to replace conventional tactics but enough so that the experiment was deemed a moderate success and allowed to continue.
  4. I have a timed events issue which seems simple but I have tried multiple approaches and have not been able solve it. What I am trying to do. Based on a conversation with an NPC, do the following: play a sound file do something once the sound file is complete disable the NPC I have tried various things without success. http://forums.nexusmods.com/index.php?/topic/1180699-wip-when-elvis-met-johnny-feedbackhelp-wanted/?p=9893394 http://forums.nexusmods.com/index.php?/topic/1180699-wip-when-elvis-met-johnny-feedbackhelp-wanted/?p=9902086 Any scripting guru's with tips on how to do this?
  5. I too bought the ultimate edition. I use the copy of the GECK that jazzisparis linked to. My theory on what masters to include is only include the ones you NEED. But GECK will load with quite a few masters enabled. The way to trouble shoot this is to play that old Sesame Street troubleshooting method. http://www.youtube.com/watch?v=FClGhto1vIg If what works on most systems but not on yours, what is different on yours? Sadly no one is going to be able to read their crystal ball and see what thing is different on your system from working systems, but rest assured something on your PC is different. Isolate that and things will work. Don't bother saying what other things do or do not work since you are not trying to solve for those programs. Check your PC patch your PC virus scan your PC scrub all the temp file folders clean the GECK off your PC, re-DL and re-install. try to check your install with steam (validate the files) That fails, scrub FNV off your system and re-install that. Do you have all the dependencies installed? .net framework? directX? Are you an ADMIN on your PC? Are you sure, check it. Check UAC.
  6. I still haven't sorted out the script issue. So I have been working on other things.... a brief sample. Someone to get things started, Might be utilized a later as well. The outfit is a custom texture applied to the Kings outfit and Ranger hat. Lighter (dirtier) color to the hat, darker band, changed jacket and shoe leather to brown, removed some of the zippers and the gang logo, dirtier pants, and other minor changes. Sound file sample with Elvis voice (Elvis is one of the robots not the old dude pictured above)
  7. I prefer to put object specific scripts in those objects but it should work just as well in the npc script. If it were me, I would try not to use OnGameMode for that sort of stuff as those scripts run constantly. While (for example) an OnAdd script only runs when the NPC is given that object. So in your case you find the lonely duckling with no feathers. Your PC helps it find some feathers. A script which checks if the user of the feathers is a duck and then makes it unequipable should work.
  8. Is UAC interferring? As I recall one ini is installed with the program the other is generated on the first run. Could be wrong as it has been a while. Also suggest uninstalling/deleting it all, rebooting and re-installing (with UAC disabled).
  9. 5 seconds of searching found one. Suggest you invest the same effort.
  10. Try google. Lots of instructions included guided step by step videos.
  11. The NoUnEquip flag would seem to do the opposite of what you want. It is for those times they have an item you want them to keep equipped. You can use it in an object script (for example). http://geck.bethsoft.com/index.php?title=EquipItem Begin OnAdd NPCREF.equipitem "myitemREF" 1 1 end Obviously if they have an item equipped filling that slot already then you indirectly get the effect you want. Another option would be if you want to have a compartment that you want them to carry but not use, maybe give them a carry compartment like Willow or Wendy? This is basically a container that that the player can access via the NPC dialog option but the NPC won't access (or has restricted access).
  12. Lt Albrecht, Thanks for your kind words. In that this mod will include a fair bit of my convoluted humor I'm not sure it'll have that wide an appeal. Still going to do as nice a job as I am able for those few for who this will prove useful. At the moment I am just spinning my wheels. Spending hours trying to figure out the scripting conundrum I mentioned a post before yours.
  13. You really need to look at the files database. There are dozens of body replacers. The most popular is Beware of Girl. There are also a huge amount of replacer clothing and armor. Your tastes aren't mine. So my advice is just look through the files and try a few. The ones which are replacers are generally clearly labeled.
  14. This happened to me once. Scrubbing the system of FNV and re-installing FNV resolved it for me. I suspect that I lack the geck/fnvedit skills to resolve it, but if you want I can attempt to open it to confirm it is the file not your system.
  15. So I tried the obvious. I changed the begin block a GameMode. This fixed the GetSecondsPassed but broke everything else. The sound file was garbled. The script detonated as it should and then in 19 seconds it did it again, and so on.. Since this is an object script, I tried to remove the trigger object (BLElvisRef.removeitem ElvisTrigger 1) and that results in a CTD. Similarly disabling BLElvisRef also results in a CTD. What I am trying to do seems very simple. saying something in a results script wait until that sound file is complete do something disable the NPC (or move them to a hidden cell if disabling is a problem) I assumed the items in the results script ran consecutively. It seems they run concurrently. Which lead me to look for a pause (to allow the audio file to complete). Putting the sound as the reply spoken by the robot does not work. You will not be able to flee while listening to the count down. sigh.
  16. It is how XFO should have been made. It is not something you can do yourself unless you are a reasonably skilled mod creator and scripter. For now, I suggest you just uninstall it. You're not using it.
  17. Timer question. I need a timer to run in an end of conversation script. I used this example: http://geck.bethsoft.com/index.php?title=GetSecondsPassed float timer begin gamemode if timer < 5 set timer to timer + GetSecondsPassed else ;5 seconds have passed, do something special set timer to 0 endif end I created a custom item to act as a trigger (OnAdd), a object script, and add the trigger item to the NPC inventory in the result script. This only partially works. The item is added. The script is triggered. But the timer fails. scn BLBoomScript float timer begin onadd PlaySound blboom if timer < 19 set timer to timer + GetSecondsPassed else BLElvisREF.placeatme FatManNukeExplosion 1 PlaySound WPNEuclidFireImpact set timer to 0 endif end The first sound plays, the 2nd (which is there as a test) does not because the timer does not work. According to http://www.cipscis.com/fallout/utilities/validator.aspx getseconds past should not be used in this sort of Begin since this type of script does not run continuously. But I only want this to run when the item is equipped (or alternately only run in the results script in the dialogue). All I am trying to do is add a delay between when the script starts and when it completes. I would like it to run between 19 and 19.5 seconds. Any ideas?
  18. I'd suggest you uninstall mods you do not use. It is bad (potentially unstable) to have a load order over 120. It is essential to not have one over 140. You are WAY over 140, but I don't know where you are at on the 'active' ones. I am not sure how hard and fast the 140 limit is with regards to inactive mods, but I do know that inactive still play a role in game stability but just not as big a role. XFO, for example, has 69 entries and it seems you are using none of them. Uninstall it. I'd recommend uninstalling XFO no matter what. It just pollutes the load order. the right way to make such a mod is using MCM. WMX, change out for WMXUE (drop/throw away all modded weapons carried by you and your NPCs first) YUP, change out the single files for the 'roll-up' version. Also the YUP author recommends being loaded early in the load order. Maybe use FNVEdit to create a merge patch would help also.
  19. Interesting, but I think you should cut you teeth on something smaller. Maybe just Vashon Island or even Gasworks.... Warren Magnus park would be interesting since it is a old military base. Just place some ruins as blockages.
  20. too many mods. Max is generally 140, problems show up for most people in the 120-140 range. Go through one of the several dozen recent threads about troubleshooting for other steps to try.
  21. Check the pathing info in NIF tools for the texture. I know it means missing mesh, but I have seen it with missing texture too. If that is all in order, try re-setting archive invalidation.
  22. Yes, you can adjust Aggression and Confidence too. For your own NPC you can use SetAV. Here are the value ranges from the wiki for Aggression, Assistance and Confidence. I suggest you go do some tests to see what results you find worth pursuing (set their values in the console and see what they do). Thank you for the info and the link. I had not seen that page (bookmarked now). I found something amusing. I was doing it all along. The problem was this: BLElvisREF.AddToFaction PlayerFaction 1 BLElvisREF.AddToFaction FollowerFaction 1 BLElvisREF.SetPlayerTeammate 1 BLElvisREF.SetIgnoreFriendlyHits 1 BLElvisREF.SetFactionRank TeammateFaction 1 something about the above is different from other very aggressive and frenzied NPCs I tested on. Because I changed Elvis to frenzied in GECK, used the console to stop the combat, added him as a follower and unlike my test case he was nice and polite to everyone. Hostiles where attacked (follows them until they are dead) but neutrals were ignored. I appreciate yours and Scarface7454's input. You were both right. I had a flawed test methodology. What is strange to know is that I can set an NPC to frenzied and it has no effect until the NPC is fired. Raises some amusing possibilities(what you dare to fire me??) but it seems I can't do what I was thinking about. A robot which accepts you as 'root' but has elected to follow the final solution (kill everything that is not the controller). Ah well. Thanks again both of you.
  23. Thanks alot. I appreciate the input. I think the AI data "aggression" must be referenced via a different variable. I just tried several values and the setav aggression seems to be something else from the data AI aggression. SetAV can be set from 0 to 3 but only 0 and 1 have any effect (aggressive or passive). SetAV aggression 3 does set the aggression but their behavior does not change. Data AI also has 4 values (unaggressive, aggressive, very aggressive, frenzied). All 4 values change the NPC behavior.
  24. As long as I am posting drivel that no one seems interested in reading, I'll add another which has stumped me. In GECK on the NPC AI DATA tab there are a number of settings I would like to fiddle with. Most importantly would be aggression. But my preliminary findings are that I can not adjust aggression. This is very disappointing. I first checked Lily because she has this frenzy mode based on her medicine intake. I reasoned that the simplest way to implement this would be to have a timer which changed her aggression from unaggressive/aggressive to frenzied and then return to default once the timer expired. But instead they implemented a new unique state with a new variable. But this does not rule out the possibility of it being scriptable since in Fallout 3 there was a mesmotron which had a 30% chance to send anyone in to a frenzy. I checked the available variables for get/setav on the wiki from here: http://fallout.wikia.com/wiki/Gamebryo_console_commands any skill (without space) any s.p.e.c.i.a.l attribute actionpoints carryweight inventoryweight Karma health healrate xp radresist damageresist damageThreshold fireresist poisonresist speedmult (percentage) ignorecrippledlimbs chameleon aggression meleedamage unarmeddamage critchance dehydration hunger sleepdeprevationBut I found one they left out (assistance). If they left out one, they may have left out others. Does anyone have any insight on how to change this behavior setting? (aggression on AI data). Nice to know I can change assistance... maybe tie to to favor level or something....
×
×
  • Create New...