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HellFencer

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Everything posted by HellFencer

  1. Okay, I got the script to work but modified it at bit: XMarkerRef.moveto currentObject set NPCRef.IsTraveling to 1 ;activates travel AIpackage to XMarkerRef This is successful. The NPC now walks to the object and interacts. However, immediately after doing so I CTD every time. I can only think that I am creating some kind of endless loop or something that eats all the memory. I am running the script on the NPC via equipping an item. Does the following setup cause issues? IE doing nothing when combat is initiated to try to save on system resources. begin gamemode if player.isincombat else ;not in combat ;Code endif ;combat end ;gamemode
  2. I created a new XMarker (by dragging XMarker into a cell) and gave it that reference. I assumed I would need to know a specific xmarker, given there are various ones all over cells already (and this script is meant to be used all over the place). However, you are right; I was creating objects, not moving them. You solved my issue, only backwards. :) XMarkerRef.moveto currentObject ;some other code to activate a travel AIpackage to XMarkerRef. Its late at the moment. I'll let you know after I've tested tomorrow. Thanks!
  3. I am using New Vegas Script Extender (most current edition). Alright, here is what I am trying to achieve: NPC joins you Access object finder through "hired" menu options Tell NPC to begin (setting a variable) NPC equips item with attached script Script locates nearest object Script moves / generates an xmarker to get NPC to walk to location NPC handles object once within a certain distance NPC returns to player Where I am having trouble is getting the xmarker into the world and then moving it to the location. Here is the broken code: set placedObject to Player.PlaceAtMe XMarkerRef 1 currentObject.placeatme placedObject 1 Shouldn't this pace an xmarker at the player as placedObject, which can then be moved to the currentObject? I very much appreciate any help that the community can give!
  4. You know, I wondered why the vanilla esm had them as blank. If they aren't being used, why am I sometimes seeing it in conversation with followers (before they are following me)? Yes, I know the prompt is optional. Without something there, I am having (for instance) Boone give me the option to say this to him during the talk where you receive the quest for One For My Baby. I'm concerned mainly because there are voices and lip files and everything for these dialogue lines, which leads me to believe they ARE in the game, somewhere. Of course, there was a lot of cut content too, so maybe its just that. Either way, I'm still seeing these options in dialogue BEFORE someone is my follower.
  5. So, I've been messing around in the GECK and made a new companion. I'm still flushing it out but it works, wheel works, etc. However, in giving him some dialogue I ran across a very strange issue. In the VNPCFollowers quest, all the prompts for all companions on the topic FollowersAcknowledgeMyOrder are blank! I've tried opening up the vanilla new vegas esm but somehow they are blank there too. I've searched here, google, youtube and the wiki for a simple list of what the original prompt was for this topic, to no avail. So, if anyone could just tell me what is supposed to be there vanilla, I'd be most thankful!
  6. Ahhhh, I see what you are saying. The LOD for the outside areas of the map may not be already generated... I hadn't thought of that one. I'll have to go in game and test settings to see if its done or not. Thanks for the replies everyone!
  7. Um, bump, as my question has still not been totally answered. Any more info you guys have would be great. Thanks!
  8. Perhaps I'm not fully following. Cyber said: You can regen the LOD for things such as buildings, trees, etc. Chuck said: Why only do half the LOD? So, if I am ONLY adding new buildings, trees, NPC's etc, don't I only NEED to regen the "low-level LOD" as Cyber mentioned? I mean, if I'm not adding any new terrain, why regen the terrain? (Unless navmeshing the outside of the map would require LOD regen?)
  9. Hmmm. Using fog as a means to cover up the LOD issues seems a bit like something you'd see programmers on the PSOne do ;) I think I'll perhaps take some time to navmesh the outside areas of the map (to a certain point; the game breaks after so many cells) and release it as its own mod. I think enough people would find it very useful, myself included. As to the LOD issues involved in creating new places, do you know if that problem occurs with brand new worldspaces as well? IE if I link a portal on the main map to a new exterior map, will there still be LOD issues?
  10. Hmmmm. Well it appears that I won't be bothering with LOD regeneration at this time, then. I didn't realize you'd have to redo the entire thing; I figured it was handled cell-by-cell. I reeeeeally don't have the PC setup for extreme rendering and things of that nature, so it may not even be possible for me to try. I guess this is why people build brand new worldspaces that you travel to. Still, LOD issues aside, I think it would be a great addition to have more towns / dungeons / whatever on the edges of the NV map. Does the community in large look down on ignoring LOD issues or are they usually understanding since its not been successfully done before? I don't really want to put a bunch of time into something, just for people to automatically say it sucks because of the LOD (>_<)'
  11. Thanks for the quick responses guys. Much appreciated. Adman: I figured the hardest part and biggest challenge to overcome would be the navmeshing, since its a huge area with 3 dimensions to worry about. Its something I'm definitely interested in doing (and doing well). The LOD issue is something I've heard about, which is a bit disconcerting. I've watched some of the Warzones videos to see such things in action. Its not game-breaking or anything, but it IS a bit annoying. Cyberlazy: Is it possible to tell what does and does not have the LOD data, from within the GECK? Also, I've not heard of the term "regenerating the object LOD" however; can you elaborate?
  12. Hello all, I'm new to the modding world of New Vegas, but not modding in general nor programming/scripting. Its all just a matter of syntax once you know how to think in computer logic. Anyways, I'm already able to make some changes and so far nothing has been beyond me in terms of being able to figure out through trial and error. So there's my level of experience. My question is this: Provided one were to create nav-meshes (done right) for the areas on the edges of the map, is there large potential to crash the game if I build structures and NPCs and whatnot? I've experimented walking all around the edges of the map and it doesn't crash just from being there. Granted there's no nav-meshes or things to do, but they've got like... I don't know, a half-mile worth of terrain that is shaped and halfway textured (needs variety, stat!) just begging to be used somehow. The only problem I foresee is players trying to wander off in an unmoded section where the terrain eventually does kind of stop or something... Its a very strange out there. I could just encircle the area with more rocks and just warn player not to tlc off into nowheresville, I guess. So, what do you think? Has anyone tried this? Also, I apologize if this has been asked before; didn't find it in a search though.
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