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Everything posted by Maxandmov
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Hello there!
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*presses ~* MaxandmovRef.SetAV intelligence 1 GREETING: *Insert topic here* Maxandmov: Me cri. Ugh!! *presses ~ again* MaxandmovRef.SetAV intelligence 8 Tbh, I am sad. I don't know, it's just as it's been with our social network down here - it wasn't so good at the start, but people always get used to changes. I'll miss your design ye' olde' NexusMods. </3 p.s. Insert all previously named complaints regarding new interface, obviously. I don't want to spoil it to NexusMods lads, they've been doing good as far as I can see for the most of the time.
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Yes. What I am getting to is that this is too lame to leave that prescripted bonus choice, and they should've replaced it with black boog analog with seamless patching into the game. Even I could've done that if CK would work properly.
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It's rather simple, really. One of those Bethesda workers doesn't simply apply Dragonborn look of Herma-Mora to this blue sphere on the exit from Septimus's cavern and let Oghma Infinum be a book with that scripted one-time choice. Somebody shall turn it into a black book analog. Really. Could've done it myself but CK doesn't want to play along for some odd reason. That would be absolutely much obliged.
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Legion since its ability to follow the subordination and discipline is a key to their survival whilst NCR's standard issue 'diplomacy' eats itself alive.
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SetVariable and SetStringSetting
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
Case closed. It appears quest's script parsing delay was supposed to be around what timer's is. -
SetVariable and SetStringSetting
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
BUMP. I still am in dire need. Please? -
SetVariable and SetStringSetting
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
I tried the reference syntax and it hugely argued about this. Probably because it doesn't know whether quest ID or Form ID is contained in ref. As about the first snippet - I think I tried that, too. But I'll try again. It's still not working, yeah. Any other thoughts? -
Those both just refuse to work. I'll quote the code below. Help is much appreciated. 1. SetStringSetting. if Var == 1 let stName := "Name1" SetStringSetting sDefaultPlayerName stName else let stName := "Name2" SetStringSetting sDefaultPlayerName stName endif 2. SetVariable P.S. There are lots of conditions, but it looks like this if to cut short: ... SetVariable "sUseAmount", -1, rTarget ... ;---OR--- ... SetVariable "sUseAmount", 1, rTarget Where sUseAmount is an EXISTANT (I checked via HasVariable function intentionally to verify I didn't mistake anywhere grammar-wise) variable for rTarget reference (that's a system that does some parsing depending on Target's reference ID). I tried with ',', without it, and in other form of function usage. None worked properly. 1) is used in result script in quest, whilst 2) is used in User Defined Function. I also tried to use 2) in around the same form in main script for the system, but it still didn't work. Then again, thanks if you help me solve that riddle! Oh, and in regards of 1). I tried using NVSE's function but GECK wiki for JIP LN NVSE claims that NVSE's function is broken. So I don't know, really, what's wrong.
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[JIP NVSE] ReadArrayFromFile
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
The issue have been fixed. -
[JIP NVSE] ReadArrayFromFile
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
Bump. I need to deal with the issue ASAP. -
[JIP NVSE] ReadArrayFromFile
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
Nope, it starts just like 'Begin GameMode'. Actually, I never even HEARD of overrides. begin GameMode if GetGameLoaded == 1;При каждой загрузке игры считываем файл заного. let cItem := ReadArrayFromFile "Data\menus\MoltenCloudsMCItemDescriptions.ini" let sItem := Ar_Size cItem printC "%z" ItemDesc printC "%.0f" sItem let sItem /= 2 let sItem -= 1;Эл-ты массива от 0 до Size-1 printC "%.0f" sItem endif end Here's the code for you - nothing special, @PushTheWinButton -
Hello, guys. I'm back with another issue w/my code >:C I need to read the file from a certain location so I do it. The issue is, though, that it refuses to be read. if GetGameLoaded == 1;ÐÑи каждой загÑÑзке игÑÑ ÑÑиÑÑваем Ñайл заного. let cItem := ReadArrayFromFile "Data\menus\MoltenCloudsMCItemDescriptions.ini" let sItem := Ar_Size cItem printC "%.0f" sItem endif I check whether game loaded (this check passes since I get PrintC outputs), then I read the array from designed .ini file and check its size. Size is -1 always, no matter whether I rename the file, change its extension or whatever. I even rewrote the contents of the file once. What is wrong? Why it refuses to read? This code is in begin GameMode block. The function is JIP's creation in his JIP NVSE plugin; its page on GECK wiki roughly describes on how-to and my only idea was to use let. :/
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[SCRIPTING] Inventory item click
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's GECK and Modders
Hey, that might actually do it. I'll give it a shot, thanks! -
Hello, guys. As far as (most of you) probably know, there is JIP CCC modification. Jazzisparis wrote some kind of gear override function there, and you were able to pick NPC's gear by clicking RMB on it. The question is simple: How do I detect when I click the item and how do I figure out this particular item's base ID? Thanks in advance.
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Hello, Nexus! I'm back to modding, so I've decided to make something real this time. Got some inspiration after playing NVB. Then I've struck into a problem Let's say, in some situation I enable some reference, change some variable and evaluate packages of the person. The person is supposed to sit his back-spot down on the floor, but it doesn't matter how much I force him to do so (and I mean evp and ResetAI). But once you re-visit the interior, the dude's back-spot is down on the floor, safe and sound. How do I avoid package work's trouble? Any way to apply some certain animation or is there any other way of avoiding this problem? I will show you the script in case you need it.
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Trouble with scripting with [NVSE]
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's Mod Troubleshooting
Now it actually works! Thanks both of you. You can't even imagine how much you helped me, really. Kudos to both of you given. -
Trouble with scripting with [NVSE]
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's Mod Troubleshooting
I will try it tomorrow; it's kinda late today. Thanks for the help no matter if it helps anyways. -
Trouble with scripting with [NVSE]
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's Mod Troubleshooting
SCN NVDLC02JoshuaGunPickupSCRIPT ;DM 1/27/11 - Created ;Removes non-interactable weapons from Joshua's corpse when the player picks up the unique weapon BEGIN OnAdd NVDLC02JoshuaREF.RemoveItem NVDLC02Weap45AutoPistolUniqueMelee 1; NVDLC02JoshuaREF.RemoveItem NVDLC02Weap45AutoPistolUniqueNPC 1; END ;mod lines ahead. ;FOSE REQUIRED!! float GunHealth short GunBaseHealth ;short GunEquipped ;begin GameMode ;set GunEquipped to player.GetEquipped NVDLC02Weap45AutoPistolUnique ;if IsKeyPressed 16 == 1 ;if GunEquipped == 1 ;set GunHealth to player.GetEqCurHealth 5 ;set GunBaseHealth to NVDLC02Weap45AutoPistolUnique.GetHealth ;player.removeitem NVDLC02Weap45AutoPistolUnique 1 1 ;;player.AddItem NVDLC02Weap45AutoPistolUniqueMeleePlayable 1 1 ;player.AddItemHealthPercent NVDLC02Weap45AutoPistolUniqueMeleePlayable 1 GunHealth/GunBaseHealth 1 ;player.equipitem NVDLC02Weap45AutoPistolUniqueMeleePlayable 0 1 ;;player.SetEqCurHealth GunHealth 5 ;endif ;endif ;end begin GameMode if player.GetEquipped NVDLC02Weap45AutoPistolUnique if IsKeyPressed 16 set GunHealth to player.GetWeaponHealthPerc / 100 player.removeitem NVDLC02Weap45AutoPistolUnique 1 1 player.AddItemHealthPercent NVDLC02Weap45AutoPistolUniqueMeleePlayable 1 GunHealth 1 player.equipitem NVDLC02Weap45AutoPistolUniqueMeleePlayable 0 1 endif endif end This is the whole script as it is for now. I've retried the script again. It DOES NOT work. I don't know why, I wish I could know or I wish it wouldn't be bugging my mind. Lots of mods can't be the reason of this happening, can they? :wacko: UPD: I've edited melee version's health even before you've asked. They two have same health. I did it just because I expected the thing to work wrong. -
Trouble with scripting with [NVSE]
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's Mod Troubleshooting
No, it still has zero health while given an item. Hell if I knew what's wrong really. -
Hello again. I've been scripting some interesting script with NVSE, but struck into a problem. I need to have my gun taken from me and given another one with a click of a button. The given one should have the same condition as my taken gun does. I've tried two ways of doing this percentage thing to work, both were a failure. Please help me to deal with this. There are these variants down there. So, first variant. Via mostly NVSE functions (which don't happen to work correctly to me, my given gun gets maximal health instead of the one it got in the variable or something is done wrong here) float GunHealth short GunEquipped begin GameMode set GunEquipped to player.GetEquipped NVDLC02Weap45AutoPistolUnique if IsKeyPressed 16 == 1 if GunEquipped == 1 set GunHealth to player.GetEqCurHealth 5 player.removeitem NVDLC02Weap45AutoPistolUnique 1 1 player.AddItem NVDLC02Weap45AutoPistolUniqueMeleePlayable 1 1 player.equipitem NVDLC02Weap45AutoPistolUniqueMeleePlayable 0 1 player.SetEqCurHealth GunHealth 5 endif endif end Another one is via AddItemHealthPercent and one of NVSE functions. This would even appear to be better than the first one since I'd use this one better than the previous one (because gun used as a melee breaks faster than the same gun used to shoot) float GunHealth short GunBaseHealth short GunEquipped begin GameMode set GunEquipped to player.GetEquipped NVDLC02Weap45AutoPistolUnique if IsKeyPressed 16 == 1 if GunEquipped == 1 set GunHealth to player.GetEqCurHealth 5 set GunBaseHealth to NVDLC02Weap45AutoPistolUnique.GetHealth player.removeitem NVDLC02Weap45AutoPistolUnique 1 1 player.AddItemHealthPercent NVDLC02Weap45AutoPistolUniqueMeleePlayable 1 GunHealth/GunBaseHealth 1 player.equipitem NVDLC02Weap45AutoPistolUniqueMeleePlayable 0 1 endif endif end Remiding you that those two doesn't work as expected.. I'm very thankful for any help you can provide to me.
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Eh, wish I could work with NIFSkope myself, but... So, the idea is pretty basic: Take the merc grunt outfit, attach some light shoulder armoring, probably something like leather or light metals... Some amunition belts over shoulders, knee pads and some waist bags. Adding some light brown worn gloves would be appropriate too. Pretty please, if anybody could do that (which seems to me easy due to these pieces I ask can be taken off other models with some texture editing maybe to fit merc grunt colors...), do it please. Thanks for attention. P.S. If something like that is out there, please tell me.
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Adelphus - Legionary companion and quest
Maxandmov replied to Maxandmov's topic in Fallout New Vegas's Discussion
Oh man, thanks for that really. I appreciate your opinion. -
'The roughness of the desert shaped my body and mind' Companion Adelphus. So yeah, I've finally done working for version 1.0 of my companion an' quest mod, so I'd really like to hear stuff from you. Like what you'd ask? Well let's discuss everything regarding him. Maybe some quest parts bother you? Yeah, I am sure Ryan does... Or might that be his strange accent or voice origin? Me and my partner Vosto here might give you a sneak peak on that stuff. Just note something below and we might say something to satisfy your needs.