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DonQ

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Everything posted by DonQ

  1. This isn't my day for getting things to work. So I also updated the Willow mod (had been using 97.3 or something), then started a new character. When I get to her she doesn't launch into her normal opening speech. She just says "Are you ready?" as if we've already talked. Then she won't follow me. She just stays crouched, and immobile. If I fast travel she'll appear next to me, but then will just stay crouched in that spot until I fast travel again. Also the dialogue options seem stunted. I can as her to stay still, to follow, or to check her inventory. That's it. It's acting as if I'd loaded the mod using a save game that already had met her. But I started fresh. I had been playing an older character that had already met her prior to starting over, but I can't see how that would affect the new character. If I could get nvse to run the Geck I could look into it myself, but I cant (see earlier post). UGH. I'm at an impasse her, I really don't want to play with out her.
  2. Okay so even after going through the step by step list I get the same error when using the shortcut: "Launching C:\Program Files\Steam\SteamApps\Common\fall out new vegas\Geck.exe failed (740)" I can fire up Geck by itself, but I'm trying to work on mods that use nvse... and I really need to get into Geck to do so, unfortunately.
  3. Nevermind. Just noticed the plugin directory comes with the zip file. So basically you just install it to the main directory, just like the main geck power up file.
  4. I just recently started having trouble loading Geck with nvse. Some time ago I'd had no problem, just using a shortcut with -editor after the quotes in the target field. Now it's giving me an error. I haven't had Geck power up before (I've take a break for awhile). So after updating nvse and my Geck, I went through your step by step instructions. I'm stuck with the plugin part. I don't have a nvse plugin directory, and never have had one. Should I just make a directory called nvse\plugins in my main FNV folder? Do I need to even install the GECK PU nvse plugin? I'm guessing yes, but I just don't know where to put it. Thanks.
  5. Ok so forgive my stupidity, but I'm having trouble understanding some of the basics here. Running this file from the command prompt is supposed to then allow me to make changes to the DefaultGameCore.ini file? Is there anything else I was supposed to do? I followed the instructions and put 'XCOMModHelper.exe -c EWConfig.xml' into the commad prompt from the directory I downloaded it to. It appeared to run ok. But I'm still not seeing changes made to the ini file...
  6. The way they handled this part of the game is very dissapointing and frustrating. It seems so forced, out of the blue, and is totally lacking depth. I mean, there is absolutely not enough data provided to be able to decide in favor of the blades and feel good about it. They provide almost no justification for their 'demand', and act like little spoiled brats that scream and cry until they get what they want. Parth is clearly reptentant, as someone pointed out before. Whatever evils he did (which you have no way of finding out b/c the blades themselves don't even know, and are just assuming he did some heinous stuff thousands of years ago), he rebelled against his own kind and as a result saved Tamriel from literally being eaten by Alduin. The blades logic is flawed, and their presentation of it suggests they're just not thinking straight and are acting out of paranoia/ignorance. If playing a vital role in saving Tamriel in the past (and again the present) didn't redeem his distant past evils, I don't know what would. And to kill him under the presumption that he's planning on turning againts mortalkind is crazy. How can I condemn someone for something they MIGHT do? Heck, everyone, including the dovakihn, has potential to turn 'evil'. In fact one of my characters IS VERY evil already. I think the blades in Skyrim have suffered from seriously bad writing on Bethsofts part. It seems like they just ran out of time, b/c they start out great then suddenly become ignorant babies. Very dissapointing, b/c Id love to rebuild the blades, but Ill never kill Parth until he actually DOES something that proves evil intent.
  7. I'm an American, and am neither a democrat or a republican. I see the pros and cons to each party, and feel like a sell-out whenever I vote for anyone b/c I hate the guy I'm voting for about as much as I hate the guy I'm voting against. Whenever I meet strongly opinionated democrats or republicans, I feel compelled to play devils advocate and counter their arguments. This isn't to be annoying, but to simply point out that neither side is necessarily the 'best' point of view, and each has serious flaws. Therefore, if you're an ardent liberal, you're likely going to label me as a conservative b/c I'm constantly countering your liberal ideas with conservative ones. You're never going to hear anything but conservative rhetoric from me b/c you are only spouting liberal ideas and denouncing all conservative ones yourself. I'm not sure, but I just thought this might apply here somehow. Welcome to politics people. Its frustrating as hell.
  8. I just got this ring, but I don't understand how it works. I'm wearing it, but I don't see any options to 'eat corpses' whenever I kill anyone, just the option to loot them.
  9. I recently reinstalled F:NV on a new computer, and am having a weird sound problem now. All the sounds work, but the gunshots are all much softer than they had been before, and whenever I start shooting all the other sounds go really quiet. No matter how I fiddle with the sound settings, gunshots are incredibly weak now and don't seem to respond to the in game volume controls (ie; they stay the same volume no matter what, and only change if I change the speaker volume). I'm using Win7, and the majority of my weapon sounds are customized. The archived/default sounds are all as before. Anyone else encounter this problem? EDIT: It seems like anytime a sound plays from outside of the game all the sounds become really quiet as well. Like if something finished downloading in the background and it makes the associated sound, everything will be quiet for a while.
  10. The only way I've gotten people to get knocked back is by using an object effect on the weapon that calls in a script to do it. I think there are scripts already in the game you can use. You can put actor effects in the crit slot as well. The impact force only appears to relate to how hard it will impact inanimate stuff, including dead people. Death impact or whatever its called, a weapon setting, will knock ppl back but only when they are killed by the blow. There's also a game setting (gethitpainmult or something) that makes the stagger thing more or less common, and another setting for how long they stagger for. Increasing these can make projectiles seem more... well.. painful? Can't say for sure the settings are even used but it seems like they are.
  11. Yeah I was sort of wondering exactly how else those sound levels are used in game. So to minimize the changes I made, I spread them out over the three levels, ie; when equiping a gun with a desired range b/w 1-25, I made the change to SoundLevelSilent, from 26-75 SoundLevelNormal, and the louder guns with ranges b/w 76-120 use an altered SoundLevelLoud. That way any given sound level isn't altered by more than 25 points. I haven't really noticed any effects other than the desired ones. But then I haven't been looking very hard. I'll keep an eye out for weird behavior now. Thanks for the heads up. I've got several custom esms my mod depends on so it's not really fit for being released, but if anyone were interested, feel free to release it as your own. I have a few pointers though. 1.) The code above has a few flaws - anytime an NPC equips or unequips a weapon with that script attached, the sound levels will alter accordingly. So slap on a 'Player' after each begin on(Un)Equip line. 2.) If you go from using a gun with a script attached to directly equiping a gun without one, it won't reset the default sound levels b/c it doesn't count it as an unequip, but rather as an equip of the new gun. Further, if you go from a gun with an altered 'A' sound level to one with a new 'B' level, the default 'A' setting won't be reset. A work-around is to add lines setting the sound levels you're not changing to each script, reestablishing their default value. Example: scn aaSound20 (I made one script for every 5 points of sound from 5-120 instead of unique scripts for each gun) begin onEquip Player SetNumericGameSetting iSoundLevelSilent 20 (altered value, in the 'silent' range from 1-25) SetNumericGameSetting iSoundLevelNormal 50 (default value) SetNumericGameSetting iSoundLevelLoud 100 (default value) end You only need to reset the value you changed with the Unequip line though, since if you actually do an 'unequip', then the original idea works. Any weapon that doesn't alter sound levels should have a script reseting all three default values onEquip (10, 50, 100, or whatever your defaults are). 3.) The only other issue I'm having is that whenever you reload a game, the defaults reload as well, and any script on a gun already equipped won't fire until it's equiped again, or unequiped. I suppose adding a 'begin onLoad' block followed by the same three sound levels would do it. Kind of a pain though... not sure its worth it since I'm not releasing it. I'm just unequiping and requiping my guns when I load.
  12. Well that was the problem it seems - I got it to compile once I used 'SetNumericGameSetting' instead of SetGameSetting or SetGS. So thanks for that tip! I don't think I ever would've figured that one out. I also dropped the 'to' s from the code above, btw. I need to test it in game, but since it's compiling okay I don't see why it wouldn't work... right? Oh who the heck am I kidding, even my most basic scripts require at least two hours of shouting at my screen. Wish me luck! EDIT: It works! HAHAHAHAHAA!!! On the first try and everything. I guess maybe the several hours of blind frustration I spent before asking for help carried over to now, in a 'time already served' cosmic-code-karma-kind of way. Anyway, thanks again for the help.
  13. Ahh, well I guess I meant to say that the script I kept trying is giving me a 'this is a console command only' error when trying to compile it. Excuse my semantics, I'm pretty code naive. I tend to just beat my head against the monitor until it sinks in just enough to accomplish my usually pretty simple goals. So anyway. My head was getting sore, so I appreciate the help... I was trying 'SetGameSetting' as well as 'SetGS', both of which give me the error, but that's how I saw it described in the readme for FOSE, and at that link you posted. I haven't tried 'SetNumericGameSetting' however. Maybe I'll give that a whirl. As for the script, its going to be very basic, like : ......................................... scn (nameofgun)script begin onEquip SetNumericGameSetting iSoundLevelNormal to ## ; this ## is to vary depending on the gun end begin onUnequip SetNumericGameSetting iSoundLevelNormal to 50 ; the default value end ...................................... Not sure if thats correct code, but its the general idea. I didn't get very far, so I moved on. In the meantime I devised a crude work-around to make missles and grenades have varying degrees of damage depending on your proximity to the explosion. I just got it working, so I'm feeling really proud of myself, even if my head is frickin killing me.
  14. So I can't seem to figure out how to change a game setting with a script. It seems like a really simple thing, and probaby is, but I can't find anything about it anywhere. I saw on the scripts posted here that you can 'GetGameSetting' with script, but 'SetGameSetting' isn't working for me. The only ways I know to alter game settings are through the geck, or with the console, but you can't use console commands in script for some reason. Any advice would be really appreciated. (alternatively, maybe someone knows a way to help me bypass the setting entirely - the setting I'm trying to change is 'iSoundLevelNormal' ; I'd like it to change when certain weapons are equipped, because I'm trying to broaden the range of noise levels guns make beyond 'silent', 'normal', and 'loud', but if there's some other way to alter a weapons noise level that would be nice to know)
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