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jazzisparis

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Everything posted by jazzisparis

  1. I would be very surprised if it does. You will most likely need to delete each child reference, individually.
  2. Firstly, you should never run the game with more than 139 active plugins/masters. Any more than that and you are guaranteed to have issues with your game - sooner than later. Right now, your game crashes before reaching the main menu - this may be UI-related, but not necessarily. Did FNVEdit report any errors when loading (such as Code: 2 - indicating there are missing masters)? Did you follow 2much4l1's suggestion and installed UIO?
  3. If you have issues with-/have questions concerning a specific mod, you should post it in the comment section on the mod's page - you're much more likely to get a response there. :smile: As for your issue - it sounds like the mod is not installed properly and/or there are outdated/missing files. Firstly, make sure you have the latest NVSE version (currently 4.6b1) installed. Uninstall JIP CC&C, then re-install it. Open the game's installation folder (by default: C:\Program Files (x86)\Steam\SteamApps\Common\Fallout New Vegas). From there, go to Data\NVSE\plugins. Make sure the file ccc_plugin.dll exists. If it's not there, then Windows and/or some other program may be preventing you from installing this file.
  4. Immediately before calling GetAV, try executing ModAV DamageThreshold 0 This should force the game to re-calculate the DT value. I found it solves the problem of incorrect DT return values when switching gear.
  5. Make sure you are not running the game with more than 139 active plugins/masters, in total.
  6. 1. Load the mod in the GECK. 2. Find the weapon in Items > Weapons, and open it. 3. Switch to the Art and Sound tab. 4. Look for Hand Grip and set it to HandGrip4.
  7. Simple answer: 1. Load your mod in FNVEdit, 2. Right-click your mod file (on the left-side window) and select "Clean Masters", 3. Close FNVEdit and save.
  8. Try this: scn ASNexywoodScript ref PlaceMagazine begin OnActivate if IsActionRef player set PlaceMagazine to PlaceAtMe ASNexywoodP1 1 PlaceMagazine.SetOwnership Disable MarkForDelete endif end I also removed all the positioning part, as I think it's redundant (PlaceAtMe object should, by default, inherit the 3d positioning of the object it is placed at).
  9. The variable name must be in double-quote. Try: set loc to npc.GetVariable "rndLoc"
  10. Applied how? Is the script attached to the actor by default, or are you using the SetScript command to attach it? If the latter, then the issue you're describing is to be expected, as SetScript doesn't work properly (as of NVSE 4.5b7).
  11. Those grey stains are known as artifacts, and are the main side-effect of compressing an image. The smaller the image, the more noticeable the distortions will be. There is absolutely no reason and no advantage in compressing an image that small, as in your case. Don't use DXT - save the file as 24-bit RGB, or as 32-bit ARGB if you need the alpha channel.
  12. If only there was a proper reload animation for belt-fed MGs. :(
  13. An interesting sidenote: Any NPC that is toggled as a teammate will always follow the player when he/she fast-travels/moves to another cell, regardless of its current AI package, unless that NPC has a script, and in its script there exists a variable named "Waiting", that is set to 1. Moreover, when "Waiting" equals 1, the NPC will not follow the player when fast-traveling/switching cells, even if the NPC is on a follow package. This is all new to F:NV, and is part of the mostly hardcoded companion-wheel system.
  14. Belthan, I am aware of your general reluctance of using NVSE scripting unless there are no other feasible options. The following is the best approach I can think of at the moment. It should be able to handle both vanilla and 3rd party-made companions. This segment should run from an activator/quest script, just before entering the simulator. It scans the nearby cells for teammates who are currently following the player, and makes them remain at their position. TempWaitingList is a standard form list; TempGuardPackage is a standard Guard-type AI package, both of which you will have to create. set rActor to GetFirstRef 200 3 0 while IsFormValid rActor if rActor.GetPlayerTeammate == 0 elseif rActor.GetCurrentAIPackage == 1 AddFormToFormList TempWaitingList rActor if rActor.HasVariable "Waiting" rActor.SayTo player FollowersWait else rActor.SetPlayerTeammate 0 rActor.AddScriptPackage TempGuardPackage endif endif set rActor to TeddyBear01 set rActor to GetNextRef loop Later, once you exit the simulator, run the below segment to re-gather them to follow you again: while rActor := ListRemoveNth TempWaitingList 0 if rActor.HasVariable "Waiting" rActor.SayTo player FollowersLetsGo else rActor.SetPlayerTeammate 1 rActor.RemoveScriptPackage rActor.EVP endif loop
  15. Are we talking about FO3, or FNV? The only reference to this form list is in The Pitt, by some miscellaneous combat barks. Like many FO3 assets, it was passed on to FNV, but is not referenced by any vanilla asset. You can probably ignore it.
  16. If the crashes are random, NVAC can alleviate the problem.
  17. I don't think any special handling is required with those topics - simply add them in the Topics tab of your quest, create a response and set the conditions + flags.
  18. Create a Follow-type package for every NPC following the Paladin. To get them to troop along in single file, make the 1st NPC follow the Paladin, the 2nd NPC follow the 1st NPC, and so on (in the package settings: Follow Target > Specific Reference; also set a Follow Distance). An alternative (and less reliable) method is to link-ref the NPCs in a chain form, then have them all use the same Follow package, with Follow Target set to Linked Reference.
  19. Try this: ref rCont ref rItem begin OnAdd set rCont to GetContainer set rItem to GetBaseObject end begin GameMode if rCont == 0 elseif rCont.GetEquipped rItem == 0 elseif rCont.GetHealthPercentage < 0.7 set rCont to 0 DropMe endif end GetSelf will not return a valid value when called by an inventory reference; GetEquipped expects a base object, and will otherwise break the script. Only use NVSE notation (let X :=, instead of set X to) with expressions referencing array/string variables - it needlessly adds another level of processing, and is therefore slower.
  20. I got NMM for free, but only because I know how to work the system. :cool:
  21. ref rCont short bEquipped begin OnEquip set rCont to GetContainer set bEquipped to 1 end begin OnUnequip set bEquipped to 0 end begin GameMode if bEquipped == 0 elseif rCont.GetHealthPercentage < 0.4 set bEquipped to 0 DropMe endif end
  22. Remove the NVSE check as it very often causes errors. In general, keep the script as simple as possible - no fancy installation forms (you don't really need one if the only options are Install and Cancel).
  23. For each idle animation, if you want it to use an object, you need to create an anim object (Miscellaneous > Anim Object) and associate it with the animation.
  24. This can happen if fAutoAimMaxDegrees (a game setting) is set to a value lower than the default (3.0). If you have Project Nevada - Rebalance, it sets it to 0.1 by default, though you can set it back to 3.0 via MCM.
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