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About jazzisparis

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Netherlands
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Fallout 4
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Planescape: Torment
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Player.Additem Caps001 (75 + RandomCaps) 1 You cannot normally pass arguments as parameters when calling a function, only explicit values or variable names. (75 + RandomCaps) is an argument, and is therefore invalid in this context. GetSelf.PlaceAtMe JarEmpty 1 GetSelf.Disable GetSelf.MarkForDelete GetSelf is a function. You cannot use a function as the calling object of another function. Try this fixed script: scn JarCapsActivatorScript short DoOnce short Button short RandomCaps begin OnActivate if IsActionRef playerRef set DoOnce to 1 ShowMessage JarCapsActivatorMessage endif end begin MenuMode 1001 if DoOnce set Button to GetButtonPressed if Button == 0 set DoOnce to 0 set RandomCaps to GetRandomPercent if RandomCaps < 25 set RandomCaps to 75 + RandomCaps elseif RandomCaps < 50 set RandomCaps to 100 + RandomCaps elseif RandomCaps < 75 set RandomCaps to 125 + RandomCaps else set RandomCaps to 150 + RandomCaps endif player.Additem Caps001 RandomCaps 1 PlaceAtMe JarEmpty 1 Disable MarkForDelete endif endif end
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G.E.C.K. Issues - Missing Variables (Due to mods?)
jazzisparis replied to Bagetti's topic in Fallout New Vegas's Discussion
Everything is blank/empty because you haven't loaded any data files. Click Files > Data... and tick at least FalloutNV.esm There are some good GECK tutorials for beginners, available on YouTube. You might want to check those out to learn the basics. -
In the year 7510, if someguy's a-coming, he oughta make it by then, maybe he'll look around himself and say:"Guess it's time for NVBIII"
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God bless you.
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someguy2000 was seen eating a cheeseburger in Detroit. Does this mean NVBIII will take place in the Michigan wasteland, and will George the Molerat a.k.a. "Cheeseburger" be the main antagonist?
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Here, for Notepad++, very up-to-date, by Gribbleshnibit8.
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Need help setting up an Event Handler.
jazzisparis replied to silentDrew2's topic in Fallout New Vegas's Discussion
Just to further clarify/add to what Fallout2AM said: You actually need to register an event handler only once, as it persists and remains active for the duration of the game session. Use a quest script and toggle Start Game Enabled. scn OnHitHandlerRegisterSCR begin GameMode if GetGameRestarted SetEventHandler "OnHit" myOnHitEH "ref"::rTarget "object"::rAttacker endif end- 10 replies
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Fixing textureSet Sideways Hat
jazzisparis replied to DaemonGrin's topic in Fallout New Vegas's Mod Troubleshooting
Load your mod in FNVEdit and find the record of your hat. Under MaleBiped Model, right-click the blank space next to FaceGen Model Flags, and select Add. Right-click it again, this time select Edit. Type in 1 and confirm. It should change to Head. And you're done. -
Result script in quest stage doesn't save
jazzisparis replied to ilayoeli's topic in Fallout New Vegas's Discussion
It probably means there are errors in your script. Even if you click compile, it will give you no indication whether there are any problems, and the next time you view the result script, it will simply become blank. As Fallout2AM suggested, when editing result scripts, click the Edit button next to the box. Next, type in the script. When done, click OK. If the Edit Text box closes, it means the script was compiled successfully, with no errors. Otherwise, the box will remain open - indicating errors were found. -
Ah, sorry, I forgot to add Activate: scn ItemDisplayScript short bActivated begin OnActivate if IsActionRef playerRef set bActivated to 1 DisplayBoxREF.Activate playerRef endif end begin GameMode if bActivated set bActivated to 0 if DisplayBoxREF.GetItemCount WeapLaserRifle if LaserRifleREF.GetDisabled LaserRifleREF.Enable endif elseif LaserRifleREF.GetDisabled == 0 LaserRifleREF.Disable endif endif end This script should work regardless of which base object you select for the container, and whether or not it has the required animation sequences. As for the redundant endif in the original script: remove the one just above end (second to last line).
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Another plugin limit inquiry.
jazzisparis replied to samm091990's topic in Fallout New Vegas's Mod Troubleshooting
Correction: You cannot use more than 139 active and loaded masters+plugins. Any more than that and, sooner than later, you are guaranteed to have very serious, game-breaking issues. This is due to a bug in the Gamebryo engine, and it will become worse and more noticeable as you progress in the game. The most common workaround is creating merged-patches. Search the forums/Google it and you will find plenty of information. -
Seeking mod stability from the beginning
jazzisparis replied to Azworai's topic in Fallout New Vegas's Mod Troubleshooting
Fallout: New Vegas is practically a giant expansion of Fallout 3 -- which was developed by Bethesda. As with any Bethesda game, random crashes and general instability problems are quite common. While I'm not in any way an expert on load orders, yours looks pretty solid to me. Some of the mods you were using were updated during the last few months, so make sure you update what needs updating. Most important, however, are the New Vegas Anti-Crash (NVAC) and 4GB Fallout New Vegas - both should vastly reduce crashes and improve stability. Unless you already do, I highly recommend using both.