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StealthDick

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    stealthdick
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    United States
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    Fallout: New Vegas

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  1. Warm up with some Mongolian throat singing, and then have at it!
  2. I basically just need to disable the sNoTalkUnConscious game setting, I believe.
  3. I'm looking to create a mod akin to this one https://www.nexusmods.com/newvegas/mods/65955?tab=files I have a mod that allows the player to interact with unconscious characters, the only issue is, when the player interacts with them a "... is unconscious" message. The mod still functions properly, I just don't feel like it's necessary to have the message pop-up whenever the player tries to access the NPC. I feel like it would be simple enough to make a dll file that'd disable these unconscious messages, my only issue is the fact that I can't open up the .dll file that comes with the mod linked above, and when I manage to, I can't decipher what it even says. I can't find any templates or tutorials for creating a nvse .dll, but so many people have mods that include them, so I feel like I'm just not looking in the right places. Can someone point me in the right direction? Thanks, StealthDick
  4. Give them a travel package, set the package destination to an XMarkerHeading, have the arrow on the XMarkerHeading point towards the direction youd like the NPC to face. Under the flags of the package, tick Must Reach Location Continue if PC near Headtracking Off Continue During Combat, and untick Enable Fallout Behavior. In whatever quest your working out of, head over to the conversation tab and create a dialogue item to hold the that you would like for the NPC to say when activated. Give the NPC a script, the script should hold an OnActivate block. Have something like: Begin OnActivate If getActionRef == player say blankConvTopic endif End I didnt test this out on my own, but this is the course I would initially start with to replicate what you are trying to do. Hope this helps! Edit: just noticed you were able to get it to work, whoops lol, good job!
  5. Yup, that’s precisely what happened. I just assumed they would follow the same file path logic for some reason. It works like a charm now, I’m very happy with my results. Thank you for the reply, I should have elaborate more in my previous resolution.
  6. The file path I was using was "Config\MyFolder\MyFile.txt", it was supposed to be "Data\Config\MyFolder\MyFile.txt"
  7. Hello everyone, I'm facing an issue with the ReturnStringFromFile function in my code. Whenever I call the function, it consistently returns a null value (""). I have confirmed that the file actually exists by using the FileExists function, which returns true. I'm a bit uncertain about the correct format for the contents of the .txt file that I'm trying to convert into a string. Should the file content be preceded by a $ symbol, or should it be enclosed in quotation marks? I've tried both approaches, including not using either. I would appreciate any guidance or suggestions to resolve this problem. Thank you in advance for your assistance! - StealthDick
  8. The issue was the fact that I didn't create a .txt file for my mod within the Data/uio folder.
  9. Hello, I'm taking a crack at adding a one-off menu to the game that allows the player to set up their birthday. The only problem is, I don't have any experience with using XML. So, I've been looking at how other modders have done it in the past and looking over the documentation on the geckwiki. The documentation I'm using: https://geckwiki.com/index.php?title=Tutorial:_Understanding_XML The mod I've been looking at (JIP Fast-Travel Anywhere): https://www.nexusmods.com/newvegas/mods/52129 Here is the XML File I have cooked up: <rect name="PlayerBirthdayMenu"> <x>0</x> <y>0</y> <visible>false</visible> <width>800</width> <height>600</height> <systemcolor>nosystemcolor</systemcolor> <!-- Background image --> <image name="BackgroundImage"> <filename>StealthDick\interface\background.dds</filename> <x>0</x> <y>0</y> <systemcolor>&hudmain;</systemcolor> </image> <!-- Title --> <text name="TitleText"> <x>100</x> <y>50</y> <string>Player's birthday</string> <font>3</font> <size>24</size> <color>#FFFFFF</color> </text> <!-- Day --> <text name="DayText"> <x>100</x> <y>100</y> <string>Day: 1</string> <font>3</font> <size>18</size> <color>#FFFFFF</color> </text> <button name="IncrementDayButton"> <x>200</x> <y>100</y> <width>30</width> <height>30</height> <image>interface\shared\arrow\adjust_increase.dds</image> <systemcolor>&hudmain;</systemcolor> </button> <button name="DecrementDayButton"> <x>240</x> <y>100</y> <width>30</width> <height>30</height> <image>interface\shared\arrow\adjust_decrease.dds</image> <systemcolor>&hudmain;</systemcolor> </button> <!-- Month --> <text name="MonthText"> <x>100</x> <y>150</y> <string>Month: 1</string> <font>3</font> <size>18</size> <color>#FFFFFF</color> </text> <button name="IncrementMonthButton"> <x>200</x> <y>150</y> <width>30</width> <height>30</height> <image>interface\shared\arrow\adjust_increase.dds</image> <systemcolor>&hudmain;</systemcolor> </button> <button name="DecrementMonthButton"> <x>240</x> <y>150</y> <width>30</width> <height>30</height> <image>interface\shared\arrow\adjust_decrease.dds</image> <systemcolor>&hudmain;</systemcolor> </button> <!-- Year --> <text name="YearText"> <x>100</x> <y>200</y> <string>Year: 2260</string> <font>3</font> <size>18</size> <color>#FFFFFF</color> </text> <button name="IncrementYearButton"> <x>200</x> <y>200</y> <width>30</width> <height>30</height> <image>interface\shared\arrow\adjust_increase.dds</image> <systemcolor>&hudmain;</systemcolor> </button> <button name="DecrementYearButton"> <x>240</x> <y>200</y> <width>30</width> <height>30</height> <image>interface\shared\arrow\adjust_decrease.dds</image> <systemcolor>&hudmain;</systemcolor> </button> <!-- Submit button --> <button name="SubmitButton"> <x>100</x> <y>250</y> <width>80</width> <height>40</height> <image>interface\shared\button\frame_idle.dds</image> <systemcolor>&hudmain;</systemcolor> </button> </rect> I'm not sure if it works, mainly because I don't know how I'd toggle in within the game/geck. I tried using SetUIFloatAlt "HUDMainMenu\PlayerBirthdayMenu\visible" 1, but it doesn't do anything. I did use ChatGPT to make the XML file and I did make some additions to it to try to get it to work, but I'm certain that I've done something wrong somewhere. If anyone has any idea what I've done wrong please let me know. Thanks!
  10. If you want the NPC to guard a specific point (marker, item, or just a reference in general): Create a guard package, and set the reference to guard as the chest - or set the guard’s reference to guard as their linked reference. In order to use a chest or whatever as your specified reference - you need to set it as a “persistent reference” if it’s not already one by default. NPCs should take cover behind items by default if cover has been generated in the navmsesh menu. If cover HAS been generated, but they aren’t taking cover - make sure that the NPC’s package has “Fallout Behavior” enabled.
  11. When youre writing your NPCs dialogue, you should notice a Result Script Begin/End at the bottom. Begin runs at the beginning of the dialogue, End runs at the end. Lets say you want to have the NPC pay the play 25 caps for every Scrap Metal the player has. To do this, put this in either the begin or end result script: int iCaps set iCaps to ((player.getItem spareparts) * 25) Player.removeitem spareparts (player.getitem spareparts) Player.additem caps001 iCaps This should be what youre looking for.
  12. In their AI package, check Continue During Combat on. That should help.
  13. Does the game say that youre still wearing it even though its unequipped? When you equip it initially do you use a script? And if so do you use something along the lines of player.equipItem?
  14. Under misc items, look for: HeadCookCook, HeadDriverNephi, or HeadViolet. Each head has a script to explode their owners head and update the quest if active. There are mangled variants of the heads aswell, they share the same scripts as the unmangled versions.
  15. elaborate? are you trying to add an effect to only the player's bare fists? or every use of bare fists? "fists" are shared by every creature/npc that uses "unarmed" attacks. meaning, fists == NPC/Players using fists, dog bites, gecko scratches, deathclaw attacks, supermutant punches, ghoul attacks, etc. If you want the player to do (for this example) fire damage with every punch, you'll need to make a new unarmed weapon with no model attatched and add the effect you want to it. I hope this helps.
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