Jump to content

jazzisparis

Premium Member
  • Posts

    895
  • Joined

  • Last visited

Everything posted by jazzisparis

  1. 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
  2. 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.
  3. 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"
  4. Are you counting real time (using GetSecondsPassed), or counting frames? Could you post the script here?
  5. 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?
  6. Here, for Notepad++, very up-to-date, by Gribbleshnibit8.
  7. Changes such as this may require a cell reset (in-game) to take effect. Exit the tent, travel to another location, wait three days, return, and you should see the changes.
  8. 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
  9. 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.
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. Nevertheless, here's the link. $9.99 USD, and well worth it.Pirates don't get help here - they walk the plank.
  15. As Roy noted, it is surprising that you were able to save the script, despite the redundant endif. Anyhow, AFAIK, OnClose will not fire unless the actual 3D model of the container/door has a closing animation. Try this, instead: scn ItemDisplayScript short bActivated begin OnActivate if IsActionRef playerRef set bActivated to 1 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
  16. The NIF import/export scripts will only work with Blender v2.49b. You can install both that version, and the latest one. First use the former to import the NIF file and save it as .blend file. Then load that file with the latter, where you can do all the actual work. When done, load the .blend file with the former and export to NIF format.
  17. First do the decent thing and buy a legal copy of the game, ye olde buccaneer.
  18. Neither does GetBaseForm, which in many cases will only return a dummy form - the leveled list container - not the actual base form. Consider using GetLeveledActorBase, which should always return the correct base form (despite its name, the function will work on any actor, including non-leveled). Using NVSE 4.6b1 and PlaceAtMe appears to work fine when called from a UDF. You would assume theBaseForm gets handed off to the PlaceAtMe function code. But yeah - I always loop till it's 3D is loaded before performing any further functions on the PlaceAtMe spawn. PlaceAtMe returns the spawned objectRef, which must therefore be a valid, initialised reference on the same frame the function is called. All functions meant to work on that type of object should (at least in theory) work properly, already on the same frame.I've done something very similar to the OP in CC&C, without ever encountering any issues. RHK - Do you remember which functions you found that may fail unless the object is fully-rendered?
  19. If Player.GetItemCount Stimpak > 0 Player.CastImmediateOnSelf 00AAStimpak Player.RemoveItem Stimpak 1 Endif The above segment is the culprit. The condition is evaluated as true as long as there are Stimpaks in the player's inventory, therefore the script will continuously inject a Stimpak until none are left.
  20. You can simply search for the function name. If no page with that title exists, the results page will present you with the option to create it.
  21. In that case, if you are interested, I published an NVSE plugin yesterday, which adds this function (SetPersistent). :wink:
  22. It behaves differently, depending on whether the object is persistent or not, and on whether the object is at an interior cell or at an exterior: Persistent at an interior: All functions should always work reliably. Persistent at an exterior: If the cell is currently buffered - all functions should always work reliably. Otherwise, some functions will fail (example: GetParentCell). Non-persistent at either an interior or an exterior: If the cell is currently buffered - all functions should always work reliably. Otherwise, all functions will always fail. Would you consider setting references, via script, to be persistent, a violation of the prime directive?
  23. The player doesn't use a script, therefore that variable doesn't exist anywhere. You will have to store the clones' references in some other script. The quest parameter is optional, and should only be used if the target variable is in a quest script.
×
×
  • Create New...