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IntenseMute

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Everything posted by IntenseMute

  1. Oh boy! That's some complicated stuff right there. Just keep asking questions and I can try and help. If you are editing HUDTemplates.xml, you don't have to do anything special but if you are using InjectUI functions, then you need to do... If IsModLoaded "TheHUDEdutir.esp" == 1 InjectUIComponent "HUDMainMenu\AP_Wrap\ActionPoints\justify_right_text:1" "BlahBlahBlah" EndIf...and correct it for any mod that edits the path. You might find this link helpful "Category:Oblivion XML", specifically the categories at the end of the page.But the best way to learn is to look at other peoples XML file edits.
  2. All the games .dds files are located in "Data\Fallout - Textures.bsa" and "Data\Fallout - Textures2.bsa". To extract the files contained in a .bsa file you will need a bsa extractor, I personally use "BSA Browser". To modify a .dds file, I personally use "Paint.NET".
  3. If you wanted to manipulate the element using SetUIFloat you would use: SetUIFloat "HUDMainMenu\ActionPoints\justify_right_text:1" Now, you may be asking: "There is no element called justify_right_text" If you look inside HUDMainMenu.xml you can find this text: "<include src="HUDTemplates.xml"/>", that xml file is where most of the HUD is located, it contains a bunch of templates. If you were to edit "justify_right_text" you would be successfully editing the ammo count, but you would also be editing all this as well. There is a way to get around that though.
  4. Their dialogue is in the quest "VFreeformFreeside", the topic is "GREETING". Once you are on that topic, you can sort the list by "Speaker NPC" and look for NPCs named "VHSKingGroupie"
  5. Hopefully this is still relevant to you. GetUIFloat "InventoryMenu\GLOW_BRANCH\IM_MainRect\IM_InventoryList\lb_scrollbar\_current_percentage"Did you also want to know how to identify the highlighted item too?
  6. Go to settings and change your texture size to High, see if that fixes it.
  7. I actually got a request to do this exact mod, here is the link to the thread. It was about a year ago so I can't remember what kind of tests I did, but the conclusion was that crits do indeed bypass armor. I wouldn't doubt myself if my tests were jank though.
  8. They stay pending for 3 months to verify that the unique downloads are legit
  9. Just thought I'd let you know that the body/face mismatch coloration glitch can be fixed with the following script: If GetGameLoaded == 1 Con_SetINISetting "bLoadFaceGenHeadEGTFiles:General" "1" EndIf
  10. Here you go: https://www.nexusmods.com/newvegas/mods/67319 Download the file called "IanJeffy - 001" Requires NVSE
  11. Here is a script that gets the name of the highlighted item ScriptName aaTestScript String_Var TemporaryString BEGIN MenuMode 1002 Let TemporaryString := GetActiveUIComponentFullName Let TemporaryString += "\string" Let TemporaryString := GetUIString $TemporaryString Print $TemporaryString END Getting the names of the highlighted items through this method also means you get the quantity as well, for example: Throwing Spears (10) You can use the sv_RegExReplace function to remove that, I don't know how adept you are in making regular expressions, I can probably make it for you if you need, though I'm not great at it either. To get the Base ID from a name is a little complicated to explain so once you have the regular expression figured out, I will tell you how. EDIT: Also try GetMenuTargetRef, I haven't tested it but "GetMenuTargetRef 1016" might be exactly what you are looking for.
  12. This is what I personally use and it works great: YARF - Yet Another Readable Font
  13. Project Nevada adds a feature to the game that grants certain energy weapons the ability to charge up, Vault 22 has a weapon called "AER14 Prototype" and it does have this ability. Disabling this feature will also disable the crosshair, here is how to do this: https://imgur.com/a/F9XzY62
  14. Literally wasted about 4 hours trying to figure out what was going on, the real hair puller was not knowing that one of the issues lied within the "Date Modified" info, everytime I would edit and save the ESP with the GECK, the problem would be solved which made me think that what ever I just edited was the problem, but what was really going on was the "Date Modified" info was just getting updated to todays date (Which gave it a lower priority), and the problem would reappear when Vortex reorganizes the load order (Which edits the "Date Modified" info back to what it was).
  15. Alright, I did some more testing and found out that this is no bug. I didn't realize that both mods had the same quest priority and quest delay, which made it so both functions would run on the same frame everytime. This is where the load order decides what mod gets what priority (The ESP that has the higher "Date Modified" date will have a lower priority which makes the script execute last within that frame).
  16. Edit: Made a mistake, no bugs here! Just thought I'd post this bug I discovered with the function EnablePlayerControls and SetUIFloat. If a mod uses the function EnablePlayerControls to enable the RolloverTextFlag... EnablePlayerControls 0 0 0 0 0 1 0...and another mod higher in your load order uses... SetUIFloat "HudMainMenu\..............\visible" 0...the function above will do nothing. Note 1: SetUIFloat must edit a child of HudMainMenu and must be editing the visible trait to 0 Note 2: No matter what Vortex/Loot displays your load order to be, what really matters is the Date modified info that is stored within the ESP files. That is what decides whether this bug will occur or not.
  17. That crosshair looks like it comes from Project Nevada, what is the name of the weapon in your image? Does it charge up when you hold down the button to fire?
  18. Try this script, it gets called by the SetOnCraftingEventHandler function: ;This script gets called by the following event handler: SetOnCraftingEventHandler ScriptName AASchematics9mmPistolItemSCRIPT Ref ItemRef Short ItemQuantity BEGIN Function {ItemRef, ItemQuantity} If ItemRef == AASchematics9mmPistolItem ; <-- Your schematic item here Set AAUnlock.9mmPistol To 1 Set AAUnlock.9mmPistolScope To 1 Set AAUnlock.9mmPistolExtMag To 1 Player.RemoveItem ItemRef ItemQuantity EndIf END Tested it myself and it works for me.
  19. Change the variable names so they don't have a number in the front.
  20. Just thought I'd let you know, I reinstalled the steam version (Unrelated) and got the [LAND:00150FC0] error. https://imgur.com/a/0zQzF9h Also Merge Plugins works fine for me and I use the GOG version.
  21. I actually already made a mod that patches Project Nevada sprinting. I just updated it to include this bug fix and much more: Project Nevada - Better Sprinting
  22. Player.GetAV CarryWeight for some reason doesn't get updated by the hoarder trait. All I did was: If Player.HasPerk NVDLC03TraitHoarder == 1 Set ActualCarryWeight To Player.GetAV CarryWeight + 25 Else Set ActualCarryWeight To Player.GetAV CarryWeight EndIf
  23. Here you go: https://www.nexusmods.com/newvegas/mods/67319?tab=files (The download name is "Swordsguy2010 - 001")
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