-
Posts
426 -
Joined
-
Last visited
Everything posted by HugePinball
-
Good idea, I've thought of that too. It would also be cool if it marked one as a "suggested" server based on your IP location. And not sure if this would be easily possible, but on the download server page it could check if the download is available, and if not either not show that link or list it as "transfer pending" or something. I know it's not hard to hit Backspace and use another link when confronted with the "this file is still be transferred to the server" page, but I suspect enough people just assume the download is broken at that point. EDIT: Hmm... think I've got a simpler solution for this bit.
-
G.E.C.K won't work with NV?
HugePinball replied to dodger805's topic in Fallout New Vegas's Mod Troubleshooting
I take it you're not using the GECK for New Vegas? (It's the link at the top.) -
They are either hard coded or found in the UI xml, not in the editor. At least I remember there's a sleep_wait_menu.xml file for FO3, but I can't remember if it's actually used or not. But even if those are there, you can only use those files to modify those existing UI elements, you can't really make new ones. So if you find the xml for the message menu (assuming that's what you want), and it is actually used, you might be able to get a slider in there, but as I hinted above you probably would not find the effort needed to get this all working properly (including reading the selected values back into your script) not worth it for what you're trying to do. And this would require OBSE as you would need to use some of the UI functions, namely the Get and Set MenuStringValue and MenuFloatValue commands.
-
I could easily be wrong as I haven't modded Oblivion, but I don't believe you can get a slider without some additional UI modification (editing xml files in the menus folder). You could look at how DarN does it in DarNified UI, he may even have some templates or tutorials somewhere. But even if you did that, I don't think you'd be able to add a slider to a standard MessageBox as you'd like. You'd essentially be adding a new hidden element to the HUD or another existing menu, and trying to make it look and act like a MessageBox. This is not easy.
-
Yes, Adblock and I think most other ad blockers allow you to do this. On Adblock there's an "Open blockable items" option on the menu where you can select page elements to filter. One could hope that if enough people used that feature and blocked only the most obnoxious ads, the ad vendors might figure out that those generate the least revenue and drop them. It's a nice thought, but I don't really believe it would work.
-
I think he's gone rogue - perhaps it has something to do with this thread. ;)
-
Okay, but one more shameless plug before you go, because I assume you want to be able to harvest brains, right?
-
Cool. A lot of those interiors look as if they could have been direct inspiration for some of FO3's design. Take a look through the developer's diaries ("Vault" section on the official site); they may talk about some of that in there.
-
Can Someone Replace The Hunting Rifle With This
HugePinball replied to Darkgman666's topic in Fallout 3's Mod Ideas
That's a cool rifle that would be nice to see made, but there is this (mild spoiler if you haven't played much FO3), and similar one in Point Lookout. -
Don't know why I haven't suggested this yet: http://defaultprime.com/wp-content/uploads/2009/11/Borderlands_Claptrap_Episode1_International1.jpg I'm sure I could take a nice screenshot of one of the blue ones :happy: Personally I still see a Mr. Handy when I visualize Site Bot, but this guy works for me too.
-
Ah sorry ;). Google, forum, or Nexus file searches will usually help you there, but: FOSE = Fallout Script Extender: http://fose.silverlock.org/ Many mods require it (they will usually say so in their docs), and there are few reasons to avoid it (disables GFWL, although many see that as a benefit) so you should just go ahead and download and install it now. The "installation" doesn't change anything and using it is just a matter of launching the game with a different shortcut (see the included readme), so you can always run the game without it at any time. FWE = FO3 Wander's Edition: http://www.fallout3nexus.com/downloads/file.php?id=2761 A popular gameplay overhaul mod for Fallout 3. EDIT: sorry again, GFWL = Games for Windows Live, Microsoft's in-game app for tracking achievements, chat, etc.
-
For the "edited by" note, in the forums that's optional - there's a checkbox below the post edit box, and I think it's state is remembered. On the file sites the "edited by" note has come and gone, I think just due to back-end code changes. I don't think I ever noticed it showing up until the in-page "add a comment" update happened a few months back. Post deletions - assuming there was nothing that would have been subject to moderator deletion (you would likely know if that was the case), occasionally there have been times when some posts were lost due to site issues (some problem requiring a recent db backup to be restored for example), but I think Dark0ne posts a notice if that happens. But it's probably unrelated to the "edited by" thing. MiloHunts problems sound more like either browser issues or changes to page code/css that might require clearing your cache. Pressing CTRL-F5 (a hard-refresh) while on a page will reload all such files from the server if that is the case.
-
There is PIDL-lite, although I never polished it up too much. It's what I did once I realized we'd need new FOSE features to do much better. Here's an image: http://www.fallout3nexus.com/downloads/images/6786-1-1243886578.jpg You can also try Kai's Weaponscanner which I think is more or less the same, but may have been developed further as it was incorporated into FWE.
-
Click the "Go to forum thread" link (right next to the "Add a comment" link), then at the upper-right of the page there is a search box set to search that thread only.
-
http://www.youtube.com/watch?v=4UQvQvu8eL0 :dry: My sentiments exactly.
-
Well it is pleasing, but I guess I don't think it looks enough like a shining blue light. But I went back and did some simple optimization to try to get filesizes down further. 64x64 px: 8.01 KB (original): http://stashbox.org/1046306/HalBlue01_64x64.png 6.41 KB: http://stashbox.org/1046334/HalBlue01_64x64_opt.png 6.05 KB: http://stashbox.org/1046333/HalBlue01_64x64_opt2.png 5.37 KB: http://stashbox.org/1046342/HalBlue01_64x64_opt3.png 5.02 KB: http://stashbox.org/1046347/HalBlue01_64x64_opt4.png 80x80 px: 10.97 KB (original): http://stashbox.org/1046305/HalBlue01_80x80.png 8.15 KB: http://stashbox.org/1046350/HalBlue01_80x80_opt.png 7.77 KB: http://stashbox.org/1046351/HalBlue01_80x80_opt2.png 6.89 KB: http://stashbox.org/1046352/HalBlue01_80x80_opt3.png By the way, I won't be hurt or disappointed in any way if these are not used, or if SB is not given any avatar at all.
-
why not? does the ref fail at runtime? Because their scope is extremely limited. Result scripts only "live" for one iteration and when that's complete those variables are destroyed. So if you assign a value to a local variable, if that script runs again (like if that dialog option is triggered again) the previous value is not maintained. Meaning the usefulness of local variables in result scripts is also extremely limited. The only cases I can think of would be if you need a single variable or variable type as a parameter or to call a particular function. But those cases would be rare, and I think usually could be done in better, more efficient ways anyway. You may notice that above, I more or less said that what you were trying to do with: set self.changePackages to 2 ...WOULD have been one of those acceptable cases, IF a variable was allowed in that syntax. But it is not, and if anyone is still paying attention, that's the answer to your original question of why your script doesn't work.
-
It's not necessary, but I can confirm it's always been this way - at least since I started to pay attention to that stuff (a bit after Fallout 3's release). Maybe you (Gunmaster95, I mean) were confused by the switch from numerical ratings to endorsements, but FotM votes and endorsements/ratings have always been different things. I think if there's a tie in number of votes then endorsements come into play in the FotM ranking, but that's only my guess based on a few observations; I think # of downloads might be in there too. I don't really need an answer here, just slightly curious because I like to analyze things ;)
-
If I can ask one thing, if you go with the HAL eye, please don't animate it. His steady, unwavering eye is an iconic image and turning it into an animated gif... well, the jarring transition from iconic to tacky is almost enough to make me gag. Actually, I'd further ask that any avatar given to Site Bot not be animated. In my opinion the acceptable number of animated gifs on a page can be counted on one hand, preferably if you're a careless sawmill worker. Adding one to the top of EVERY file and image thread on the site pushes that threshold a bit. While I agree with Vagrant that the HAL eye has been overdone, I gave the blue one a go as I'd prefer that to a big red dot on every thread. I'm not quite sure about the hue though: 64x64: http://shup.com/Shup/450395/HalBlue01_64x64.png 80x80: http://shup.com/Shup/450394/HalBlue01_80x80.png 150x150 (profile photo size): http://shup.com/Shup/450393/HalBlue01_150x150.png And a big one for others to play with: 300x300 After posting these I realized I'd forgotten all about HAL's twin, SAL 9000. Now using a blue eye seems kinda hipster, where the red one is cliche :pinch: EDIT: Wow, ninja'd by about five people! I guess I had that window open a long time. BTW, I went searching google images for some originals... turns out the guy who married a video game character also calls himself SAL 9000. Ah, the internet. You've got to love it and hate it at the same time.
-
Unusual but related scripting questions
HugePinball replied to HerrBaron's topic in Fallout New Vegas's Discussion
Because it's not up to me, and not definite yet. -
Unusual but related scripting questions
HugePinball replied to HerrBaron's topic in Fallout New Vegas's Discussion
Basically something like that, yes. I'd probably set up an if/else block, so using that given example it would be something like: if DoEnable == 0 myObject.Disable myObject.MoveTo myMarker set DoEnable to 1 Return ;only needed if there is more code after this if/else block elseif DoEnable == 1 myObject.Enable 0 set DoEnable to 2 endif Obviously that may have to be changed around a bit depending on how you're using it, but the idea just not to do both commands in the same script iteration. -
That's not a Nexus icon, it's the icon for IPS which is just the default for this forum software. Maybe start a contest for a general Nexus favicon - it's long overdue :whistling:
-
Short answer: No. Unless something new was added to NV to allow this (which I wouldn't know, but I guess is unlikely). You can try to clear their aggro, but it's a bit tricky and never seems to be perfect. I'd suggest looking over The Groovatron. That's what I did, although the best result I got was this (warning, loud and crappy audio): http://www.youtube.com/watch?v=3En4r2XTb_E I don't think the Groovatron had those problems anywhere near as bad, but I never used it in game so I'm not sure. There may be other methods and mods that do this, but as far as I know you can't actually avoid them going hostile from a weapon hit in the first place; it's always a matter of making them (and any alerted NPCs nearby) friendly again.
-
Unusual but related scripting questions
HugePinball replied to HerrBaron's topic in Fallout New Vegas's Discussion
Try using this, but create a new door. I am not sure what they mean by Pre-Loaded furnitures. Try it wil This door I know it doesn't fit, but will work for testing. Thanks, Interfero; found something similar on the GECK wiki, but oddly, the door I'm using won't move consistently, only sometimes... pretty odd. Even tried using SetPos instead of MoveTo; no joy. What is meant by "pre-loaded furnitures" are Furniture objects that are placed in the editor. Unless they are created dynamically at run-time (with PlaceAtMe) SetPos and MoveTo have no effect on them. Statics are the same, but I don't think Doors have this problem (EDIT: just checked, and no they don't). To get the havok collision to update properly after moving (fixed) objects, Disabling then Enabling should be enough, but depending on what's going on you may need to wait a frame between those commands. Also, if you use "Enable 0" instead of just "Enable" you should be able to avoid the fade-in effect in most cases. At the risk of jinxing it, doing NVSE checks may get A LOT easier (and work better) relatively soon. Keep your fingers crossed. -
Alright, I've never really worked with Actors and Packages, so I can only point out the structural problems with your script (not whether it will do what you want). First as RickerHK said, you shouldn't define variables within result scripts. If you need variables there, either use globals, quest script variables, or persistent object script variables. But the second thing is you DON'T need a "self" variable here. You're in a dialog result script, so the actor reference that GetSelf would return is already the implicit reference. So instead of: self.AddScriptPackage 11BaseTargetPractice1 ...you should just be calling: AddScriptPackage 11BaseTargetPractice1 Next, by the way you're trying to use it I'm assuming that changePackages is a variable defined in the script of the base Actor used by someGuyRef (and someGuyRef is a persistent RefID). Maybe it was at this point you thought you needed the "self" variable in order to set a variable on the actor in dialog, but you can't use a variable in this syntax: set self.changePackages to 2 It needs to be a persistent RefID (like someGuyRef ) or an EditorID (like a quest EID if it was a quest script variable). I didn't actually know this because I never tried using a ref variable in that way, but Cipscis says so and I trust him ;). So how to change that variable on that actor ref? The most straightforward way is to use its persistent reference ID. Again, I haven't done much with actors, but I thought that's generally what you had to do (don't all the NPCs have placed refs somewhere?). If you're trying to make followers that are dynamically spawned or something (not sure if you can really do that), you'd have to go about it in a more complicated way, like launching a quest script from that dialog result script or something. Also, in your last line you're missing a "to". The coloring you see here has nothing to do geck script. It's a feature of the forum's code tag and I'm not sure what language based on (I think C). We should really get that disabled because it's not useful here and slows down page rendering.