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orkel1215

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Posts posted by orkel1215

  1. It

     

     

    I mean an Event Handler. A feature from NVSE that allows you to have a UDF fire when a defined event is detected to happen. It does not involve scripting directly any of the reference involved. Look up Event Handling in the wiki and you should find a reference on how to use them the events you can detect.


    Wow I guess I was looking at the JIP events. I believe this is what I needed thank you. I'll test it out and I'll let you know if it worked.

     

    It worked perfectly. Thank you for pointing out the obvious. (Seriously I don't know how I missed this.)

  2. It has probably become obvious by now, but just in case: UnvalidUserName and I are talking about the same combination of techniques. The OnDrop EventHandler is where, when the ref object was your PA, you would check for the presence of the PAtoken and return without doing anything if it was still present in the Inventory. Only if the PAtoken was absent would you then proceed to drop the PA. Other objects would be handled as normal.

     

    Similarly you could use the OnEquip EventHandler to add the PAtoken. But from what you have said so far, have you considered how you intend to permit the player to eventually remove the PA at some point if not by unequipping? You need some mechanism to remove the PAtoken. Unless you intend to make the PA a "cursed" item that can never be removed.

    Â

    -Dubious-

    Yeah basically I'm making an updated version of immersive power armor. So the player can not actually drop the power armor. Now that I know that this is available (I completely overlooked the script extenders event handlers) I just want to drop the PA in a different way. Thank you for clarifying.
  3. I mean an Event Handler. A feature from NVSE that allows you to have a UDF fire when a defined event is detected to happen. It does not involve scripting directly any of the reference involved. Look up Event Handling in the wiki and you should find a reference on how to use them the events you can detect.

    Wow I guess I was looking at the JIP events. I believe this is what I needed thank you. I'll test it out and I'll let you know if it worked.

  4. Have you considered using a "token" (unplayable, invisible, weightless piece of "armor")? Add the token to the inventory when equipping the PA, and only remove it when the PA is "properly" unequipped. Then just check for the token in the inventory.

    Â

    -Dubious-

    I never thought about that. I would like for the player to unequip normally but be unable to drop the PA. Can you go into a little more detail on how I would prevent the player from dropping the item?

  5. Im making a mod and I want it to be as compatible with other mods as possible. I want to prevent the player from dropping Power armor without setting it as a quest item and without attaching a script. The way I'm trying to get this to work right now is when the player is in the pipboy menu it iterates over there inventory and compares it to what was in there inventory to what is now in there inventory to detect when the player drops an item. Then I get refs in cell that are apparel items and then compares all of the items that have the same base id and then adds the closest item back to the players inventory. This is alot of foreach loops. My computer can handle it no sweat but I'm worried that other people might have frame rate drops. Is there a better way to do this?
  6. I have a companion that will only accept 1 weapon and ammo from the player. I have code that adds the weapon and ammo that the player gave him to the proxy container and then the script activates the container on the players behalf ( ProxyContainer.activate player 1 ). The filtering portion of the script works but Only works when I'm outside. I assume that it is because the container is placed outside. How can I access a persistent reference while indoors?

     

    Edit: Okay, so with some more experimenting I found that If I travel to far the dialog for the Locker will still open but the items wont be processed correctly...

  7. So I tried the Invisibility and it didn't work for me at all. And no matter what I did with the textures they never worked as intended, When there where no textures listed they just turned into purple heads (I'm lame at textures :sad: ) What I did to Solve the issue is check what equipment slots the actor has equipped and equip "Dummy items" that have no model but take up 1 or more equipment slots, so the game engine removes those parts of the model for me. Thanks for the responses.

  8. Let me preface this with: I don't really know anything about textures, I don't normally deal with textures or models at all. However a mod that I'm working on requires a invisible NPC, or at least the appearance of being invisible. Im making an NPC act like a armor stand basically so if they are wearing armor than I don't want to see there head. If that makes any sense.
  9. Try using "this" keyword as reference then. And yes use, Player.AddItem object ID 1 1. The last 1 means it will hide the item added message

    So I found that using implied references works.

    let rSelf := GBO
    let fCondition := GetCurrentHealth
    player.addItemAlt rSelf 1 fCondition 0
    

    "This" Also didn't work it actually through an error for that.

  10. Attach a script to the item with an OnDrop block. Make the block Disable and MarkForDelete the item when dropped and add back another copy of it to the player's inventory.

    How do you add back the object? Player.additem <ObjectID>, How do I get the ref? Getself always returns 0

  11. I'm not really sure what your trying to do, however I NEVER edit the original esp of a mod. I right click at the top on one of the columns and click override record, then I just drag and drop the bits that I want and load that after all of the other mods. In other words I make a Merge Patch. Or if your trying to make a entirely new edit, I would go into the geck make my edit, then use FNV to make sure the edit is not conflicting with something else. If it is then do as I said above. If this didn't help you let me know.

  12. I have used Vortex and NMM and I honestly prefer Mod Organizer 2 IMO. It keeps your game files clean so if (And when!) you mess something up you can just untick the mod and go on about your business. It really helps not have to reinstall the game every couple of months. I remember starting out my modding adventure with NMM and it was good, there are a lot of tutorials on it (There are a lot for MO2 now too). I would also get familiar with FNVedit Its EXTREMELY useful to make a stable game. You really just have to press like 5 buttons and it makes a merge patch for you (So other mods play nice together). Those are the basic tools that I use on a every day basis.

     

    TLDR: Mod Organizer 2 (Yes it works for FNV) is Much better option IMO. You are also going to need to use FNVedit for a stable game / so mods can all work together. Enjoy your modding adventure!

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