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MikePayne307

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About MikePayne307

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    Tale of Two Wastelands

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  1. Apologies if this has been answered before, but I have not managed to locate it through searching any keywords that come to mind. Does anyone know what the limits are on the number of recipes, lists , etc that can be added in an ESM?
  2. Thanks guys. Finally got it all working :smile: I've added my new scripts here in case it's useful to anyone in the future scn AAJunkSwitchoutScript ref rItem ref rActor ref rItemBase begin Function { rItem, rActor } if IsReference rItem let rItemBase := rItem.GetBaseObject if GetObjectType rItemBase == 31 set AAJunkSwitchoutQuest.ReadyFlag to 1 SetQuestDelay AAJunkSwitchoutQuest 0.5 endif endif end scn AAJunkHandlerQuestScript short index short ReadyFlag short SearchCount short SearchIndex ref SearchItemBase ref Ref_Item ref Ref_ItemBase string_var OriginalObjectName string_var SearchItemName Begin GameMode if getGameRestarted SetEventHandler "onAdd" AAJunkSwitchoutScript "second"::playerref endif if ReadyFlag == 0 ;printc "Junk Handler Script is IDLE" return elseif ReadyFlag > 0 ;Process Items In Inventory ;reset the ReadyFlag set ReadyFlag to 0 ;printc "Junk Handler Script is ONLINE" let index := Player.GetNumItems while index > 0 let index -= 1 let Ref_Item := Player.GetInventoryObject index if (GetType Ref_Item) == 31 set OriginalObjectName to GetName Ref_Item Set SearchIndex to -1 Set SearchCount to ListGetCount AAScavengeJunkList while (SearchIndex += 1) < SearchCount set SearchItemBase to ListGetNthForm AAScavengeJunkList SearchIndex set SearchItemName to GetName SearchItemBase if eval OriginalObjectName == SearchItemName Player.additem SearchItemBase 1 1 Player.removeitem Ref_Item 1 1 endif Loop sv_destruct OriginalObjectName SearchItemName ;Remove strings from save file endif loop SetQuestDelay AAJunkSwitchoutQuest 2 endif End
  3. @GamerRick Apologies. I may be being a bit thick, but I can't see how that script connects to a quest script could you show me what you mean please? I did try adding a similar script to objects when picked up which was fired successfully on all subsequent pickups but I couldn't get it to run on the first instance. Perhaps I am better off scanning for all items from a startquest? @WarMachineDD7 I added a ref and a short to fire a gamemode block in my main quest script and pass it the current rItembase reference, but to no avail so I am not sure if I am interpreting your suggestion correctly?
  4. Thanks for you help, I tried using that and RemoveMeIR as well for good measure but the result was the same.
  5. **** I fully expect I have missed something stupid, but I can't for the life of me see it **** Having made collectible versions of all the movable statics so that players would be able to break them down for more crafting material options, it occurred to me that a lot of mods that add locations also add in their own versions of the objects. I had the idea of swithcing out these items when the player picks them up to hopefully provide a seamless experience without needing to create patches for every situation. I have an onAdd event handler implemented like this: SetEventHandler "onAdd" AAJunkSwitchoutScript "second"::playerref and the main script: scn AAJunkSwitchoutScript int SearchIndex int SearchCount ref SearchItemBase ref rItem ref rActor ref rItemBase string_var OriginalObjectName string_var SearchItemName begin Function { rItem, rActor } if IsReference rItem let rItemBase := rItem.GetBaseObject if GetObjectType rItemBase == 31 set OriginalObjectName to GetName rItemBase Set SearchIndex to -1 Set SearchCount to ListGetCount AAScavengeJunkList while (SearchIndex += 1) < SearchCount set SearchItemBase to ListGetNthForm AAScavengeJunkList SearchIndex set SearchItemName to GetName SearchItemBase if eval OriginalObjectName == SearchItemName Player.RemoveItem rItemBase 1 0 Player.additem SearchItemBase 1 0 endif Loop endif sv_destruct OriginalObjectName SearchItemName ;Remove strings from save file endif end But whilst it will happily add in the replacement items correctly, it won't remove the original. I think I am failing to capture the baseobject (if that makes sense?) but having tried GetBaseObject, GetBaseForm, and a few other methods I haven't been able to make it work.
  6. You are most welcome. Glad I was able to help :happy: Cool guns by the way.
  7. Thanks guys. The new method worked and also gave me the idea to be able to control what the player receives materials-wise when breaking down items based on character stats (Only 870 recipes to process) :D I got a massive 22 second delay when using it in conjunction with JIP Improved recipe menu, though. The delay disappeared when I changed to an OnMenuClosed handler pointing to the recipe menu, but I can't find any documentation relating to that mod. Perhaps this is something I need to ask Jazzisparis himself about it? EDIT: It appears I've fixed this by changing the script processing delay to match the one from JIP Improved recipe menu
  8. Thanks IntenseMute, I tried altering as you suggested, but got the same result. I've just read, items added through crafting will not execute without first being dropped and picked back up, and may not be guaranteed to work if I shift them to another container, so would something like JIP's SetOnMenuCloseEventHandler be a better solution?
  9. I just had a fiddle with your Saiga 20 from your mod. I additionally changed the Semi-Automatic fire delay to 0 as per the Assault Carbine Settings and it worked for me (mouse and also controller methods) so perhaps that's the issue, but I'm no expert.
  10. I've been beavering about with a crafting mod for a while now (yep, another one :teehee: ) mostly for the learning experience. I had the idea of making it so the player could learn from breaking down weapons as they appear to do in '76. I've been trying to avoid adding heaps of notes to the inventory and thought of having schematics which would set variables before deleting themselves but I can't get the script execute correctly: it either deletes itself without setting any of the variables or adds itself to the inventory, but will work correctly if I drop it and pick it up again. My script is pretty basic, being based on the ammo box scripts but I'm not sure what the issue is after trying various iterations of blocktypes and Scriptwait commands. scn AASchematics9mmPistolItemSCRIPT int killme BEGIN OnAdd Player Set killme to 1 END begin GameMode if (killme == 1) set AAUnlock.9mmPistol to 1 set AAUnlock.9mmPistolScope to 1 set AAUnlock.9mmPistolExtMag to 1 ScriptWait 10 ;Remove this item from inventory removeme endif end Any help anyone can give me would be much appreciated. Is it even something that can be launched directly after a recipe menu?
  11. Hi there, It's a little unclear whether you are trying to make a completely new Alien Blaster or only re-texture the original. Assuming it's just a re-texture then you must save your texture under the same name and file-path as the original. In this case that would be: textures\weapons\1handpistol\AlienBlaster.dds If you are creating a new weapon or need to use AlienBlastermk2 filepath you have specified for whatever reason, then your best bet would be to open up the mesh in Nifskope, find the original texture and change it to your new one there. Hope this helps, and shout if you need any further info :smile:
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