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Everything posted by IntenseMute
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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.
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New Modder Question (DDS Files)
IntenseMute replied to ChrisMeme's topic in Fallout New Vegas's GECK and Modders
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". -
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.
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Can't find King groupie dialogue
IntenseMute replied to CinnamonMods's topic in Fallout New Vegas's GECK and Modders
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" -
Way to dictate cursor position in PipBoy menu?
IntenseMute replied to Asterra's topic in Fallout New Vegas's Discussion
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? -
Windowed mode?
IntenseMute replied to firsTraveler's topic in Fallout New Vegas's Mod Troubleshooting
Try the OneTweak mod. -
Help me understand DP
IntenseMute replied to UnvalidUserName's topic in Fallout New Vegas's GECK and Modders
They stay pending for 3 months to verify that the unique downloads are legit -
Mod to give the Destroyed Collar a DT of 3
IntenseMute replied to IanJeffy's topic in Fallout New Vegas's Mod Ideas
Here you go: https://www.nexusmods.com/newvegas/mods/67319 Download the file called "IanJeffy - 001" Requires NVSE -
NVSE function returning ref in pipboy
IntenseMute replied to rlavlfwo0911's topic in Fallout New Vegas's GECK and Modders
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. -
Increasing Font size for Darnified UI?
IntenseMute replied to marieruth's topic in Fallout New Vegas's Discussion
This is what I personally use and it works great: YARF - Yet Another Readable Font -
EnablePlayerControls has bugs
IntenseMute replied to IntenseMute's topic in Fallout New Vegas's GECK and Modders
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). -
EnablePlayerControls has bugs
IntenseMute replied to IntenseMute's topic in Fallout New Vegas's GECK and Modders
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). -
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.
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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.
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FNVEdit - Problem with GOG
IntenseMute replied to a topic in Fallout New Vegas's Mod Troubleshooting
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. -
Introductions with Doc Mitchell
IntenseMute replied to Swordsguy2010's topic in Fallout New Vegas's Mod Ideas
Here you go: https://www.nexusmods.com/newvegas/mods/67319?tab=files (The download name is "Swordsguy2010 - 001")