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  1. I was correct, atleast with mod organizer you can load the .bsa without the .esm from Fallout 3. This means that using Fallout 3 content in New Vegas is alot easier than expected, altho very tedious.
  2. I'm currently messing around with a similar idea, from my experience unpacking the .bsa files into your new vegas directory, should allow you to import them into statics in the new vegas geck. I'm not fully done testing this approach out but theoretically, when you're shipping your mod, you can tell people to just copy the .bsa file from their fallout 3 directory into their fallout new vegas directory, this is ofcourse a very dumb approach, compared to how Tale of Two Wastelands handles it. However this should remove you from any legal-shittery, as you have not included the actual files in your mod but instead tell people to use their own files. I am interested in hearing if it worked. If this approach doesn't work, doing something similar to TTW might be required.
  3. due to copyright... no First off all, there is no copyright issue as you're making your own engine and require a legit version of the games to import their data. If there was a copyright problem, don't you think OpenMW would have been shutdown by now?
  4. I've been thinking, with OpenMW being a thing, why don't we have something the like for New Vegas & Fallout 3? I'd be happy to be part of a team that would bring that to reality, Fallout New Vegas but in an open source engine! This would obviously improve performance and moddability beyond anything the current game could do. Anyone interested?
  5. Maybe once Bethesda launches their service, you could make it so they get that "cut" they wanted, when someone donates to a mod author, if that would improve the situation at all.
  6. The GECK recently started to nest all condition columns to the left all the time, every time i went into a new window it would do that. It's a pain to click and drag them from the left to the right each time. luckily i found a workaround, there is a windows hotkey for expanding all columns. First you have to select the condition box in the window, then press "Ctrl" and "+ on the numberpad" Now all columns should be expanded fully by themselves. This isn't the solution we all wanted but it sure hell beats dragging it manually.
  7. Nevermind it's in Character -> Actor Values... but it is called "WerewolfPerks" Type: Actor Value, which is alittle confusing as all the others with perktrees are called "Skill".
  8. To get to the normal perktree you'll goto Character -> Actor Values... but how do you find the new werewolf and vampire perktrees?
  9. i have thought of that, but that would be an absolute last resort, there are over 36 different banners, placing them at each different location, would result in 324banners in total, which is unpractical.
  10. i have, it finds the type, but it doesn't care which form the object is, i can't get it to differentiate between a newbanner and an oldbanner.
  11. i didn't explain myself properly, here's the whole function: Function ChangeBanners() BannerCount = 9 ;there are 9 banners in the cell that has to be replaced Stop = False ;finds the current banner in the cell OldBannerRef = Game.FindClosestReferenceOfAnyTypeInListFromRef(BannerList, CustomMarker_BannerColorPicker, 51200) as ObjectReference ;get the base form of that banner OldBanner = OldBannerRef.GetBaseObject() as Form ;get the type in int OldBannerType = OldBanner.GetType() as Int ;get the banner form at this location in this list (selectbanner is defined in another part of this script) NewBanner = BannerList.GetAt(SelectBanner) ;start loop of finding banners, placing them and of deleting old onces. While (BannerCount != 0) && !Stop BannerCount -= 1 ;makes sure that the target is none, so the script doesn't jump over the selecting of new banner part Target = None ;loop to find a new banner, "!(Target.GetBaseObject() == OldBanner)" doesn't seem to work, i have tried multiple ways of coding this part While !Stop && !(Target.GetBaseObject() == OldBanner) ;find a banner of type, max distance of 51200 from a marker i have in the cell Target = Game.FindRandomReferenceOfTypeFromRef(OldBanner, CustomMarker_BannerColorPicker, 51200) as ObjectReference ;if by any means the script can't find anything it needs to stop if !Target Stop = True endif EndWhile ;gets the position and angle of the oldbanner float floatX = Target.GetPositionX() float floatY = Target.GetPositionY() float floatZ = Target.GetPositionZ() float floatAngleX = Target.GetAngleX() float floatAngleY = Target.GetAngleY() float floatAngleZ = Target.GetAngleZ() ;places a new banner on the oldbanner ObjectReference BannerRef = Target.PlaceAtMe(NewBanner).SetPosition(floatX, floatY, floatZ) BannerRef.SetAngle(floatAngleX, floatAngleY, floatAngleZ) ;disables and deletes the oldbanner Target.DisableNoWait() Target.Delete() EndWhile ;this should now happen 9 times on all 9 banners in the cell EndFunction ;---------------------------------------------------------- ; Banners ;---------------------------------------------------------- Bool Stop int SelectBanner int BannerCount int OldBannerType Form NewBanner Form OldBanner FormList Property BannerList Auto ObjectReference Property Target Auto ObjectReference Property OldBannerRef Auto ObjectReference Property CustomMarker_BannerColorPicker AutoThe idea is that; there are banners i want to change in a cell, i want to change between a list of banners, i got the list part working. the part i don't have working is the part i mentioned in the OP, how it is suppose to work is that, the script looks for the current banner in the cell and marks that form of banner. then the script tries to get the banner in the cell as an objectreference, the problem is that the "!(Target.GetBaseObject() == OldBanner)" part doesn't work, it doesn't exclude banners that aren't of the new banner form, it is only suppose to pick oldbanners and not the new one it just replaced.
  12. I'm working on a script that needs to find one specific form in a cell and then make it a objectreference. While !Stop && !(Target.GetBaseObject() == OldBaseObject) Target = Game.FindRandomReferenceOfTypeFromRef(OldBaseObject, CenterMarker, 51200) as ObjectReference if !Target Stop = True endif EndWhile ObjectReference Property Target Auto ObjectReference Property CenterMarker Auto Form OldBaseObjectthis is a small part of the bigger script, but this is the part i'm having trouble with, it can find the objecttype, but the "!(Target.GetBaseObject() == OldBaseObject)" doesn't seem to work at all it will look for the type of object that "OldBaseObject" is pointing to, but not the specific baseobject/form.
  13. Alright, i got it all to work as i wanted. the really big problem i had was that, reset() didn't work when the xmarker wasn't loaded. i made a new quest and then applied my script to it. made the quest start game enabled. now when the quest starts there is a RegisterForSingleUpdate and when it updates it does a .TryToReset() on my reference aliases, now i can reset object/creatures in tamriel without having a xmarker or anything else. when the script is done reseting, it will RegisterForSingleUpdate again and this will keep going on, creating a new reset circle independent from the standard ingame. the only problems i have found are; that i have to use .TryToMoveTo(MarkerRef) to move them to a safehaven so they don't fall through the terrain.(not without minor issues) and the other problem is that i am using this script on dragons, when the dragons are reset (if the player hasn't collected their souls but has killed them before) they will spawn and when they do, the player will take their soul on contact... creating flying skulldragons that will attack the player like regular dragons. i am currently looking for a way to reset an actors attached scripts, to prevent this. and thanks for the help @djjohnjarvis
  14. i know this wont fix your problem, but have you considered making NPCs ingame instead? you can use the racemenu to make a character and then export that character into a file, then import that character-file into the creation kit. the tools to make a NPC ingame are far better in my opinion. More info:http://forums.nexusmods.com/index.php?/topic/572037-character-face-export/
  15. I am working on a script that uses a global variable to set a timer for an onupdate event. the problem is that, i need to be able to change this global variable and the script needs to notice the change and reset the timer. i have tried to manually reset the xmarker that the script is in with a different script to make the timer reset, but it didn't work. in the end my question is this, can you reset a script directly from another script? or have it monitor a global variable and reset itself?
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