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BarbyFN

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Everything posted by BarbyFN

  1. All what I’ve learned about modding came from here, asking freely, and modders helped me freely, if money would be involved I think it would be harder to learn secrets that modders teach, or to copy shared scripts, because I would be a potential competitor, right? I’m sure most modders are in my situation, adding money to the equation never improves a situation in which everyone is a collaborator, instead a competitor. How less modders will be if it became a job? My mods are perfect to me, because I made them from me, to me, hoping nothing from other people, just to satisfy myself. If I were "working" to earn money, probably my mods would be worse, a fast product launched with hurries. That is what is modding about, not about a job, it is a hobby. The problem is that Bethesda noticed that they really are good in making toolsets and wanted to monetize that. There is a saying: "If something is not broken, don't fix it". Mods are perfect as they are, each attempt to earn money with them will only corrupt the concept for bad. I love Bethesda's modding tools, please, don't follow the path of other enterprises that has destroyed their games to earn few dollars more.
  2. Please, does anyone know what mod is this weapon? http://static-2.nexusmods.com/15/mods/120/images/2654-1-1275747119.jpg
  3. I have made a "General Switch" that turns off all lights, also I have made it to activate their switches (to match their status, red: off, green: on), this is the script: if LightUtility.GetDisabled ;Do nothing else LightUtility.Disable SwitchUtility.Activate endif The General Switch works perfect, if the lights are off, it does nothing, and if any lights are on, it turns off these lights and changes its switches to red. But I have a particular issue, if (since I load the game), I haven't trigger a switch, this switch is not affected by the script. For example: I load the game and turn some light on, or off (is the same), then I activate the General Switch and all the lights turns off, no matter if I have interacted with them in this session (this part of the script works perfect), but only the switches I have triggered are changed to red, the rest of the switches that I haven't touched remains green. To resume: If I trigger ALL switches in this current session, all of them turns to red with the General Switch. But if I have not triggered a switch, its light will turns off anyway, but the switch will not be affected (it remains green even with the light off). Am I doing something wrong or is a problem of the game itself?
  4. Thanks for the warning. This issue that you have solved by "additem" (I think it was "addnote"), is solved by my devices too, if you don't have a key note, you can return to your home and recover all your notes (to be sure), the script works with the "addnote" command, so is exactly the same that you have done). For now I'm more worried about other kind of bugs that can't be fixed by re-adding the note.
  5. To play a sound I use this: PlaySound <sound> Then I need to stop the sound, for example: StopSound <sound> But this doesn't work. By searching the GECK functions, apparently there isn't a function to stop sounds. How can we stop a looping sound that we have called trough PlaySound?
  6. mmm there are no notes marked as "quest" in Geck, also I'm only managing notes mentioned in this wiki, it seems safe but if anyone knows a way to bug the game trough removing notes, please tell me.
  7. Thanks, but as I commented in my other thread, I've solved that by splitting the script in two and using two devices, this was the best, simple and more flavored solution. All in this thread was solved except the 4th point, I want to know if this could be safe, I've experimented a lot with no problems, also some notes (as blueprints for crafting) were not removed and I really like my Pip Boy free of useless notes (that Birthday Poem ha!), but I want to be more sure before re play again with this new feature.
  8. Thanks Pixelhate and Fallout2AM, after considering all solutions, for this situation I've solved better by using two separated activators (one for text notes and other for audio and video), and it results even better because is easier to find them later according what I want to find (also looks better because I can fill with more devices my home :smile: )
  9. This would be perfect but how? This is my script working: scn A1DataScript Short Button Begin OnActivate ShowMessage A1DataMenu End Begin GameMode set Button to GetButtonPressed If ( Button == 0 ) Activate Endif If ( Button == 1 ) Playsound OBJComputerTerminalForward If Player.GetHasNote AWMNoteFFStashLocation ==1 Player.RemoveNote AWMNoteFFStashLocation A1TapeMachineREF.AddItem AWMNoteFFStashLocation 1 Endif If Player.GetHasNote AWMNoteMercenary ==1 Player.RemoveNote AWMNoteMercenary A1TapeMachineREF.AddItem AWMNoteMercenary 1 Endif If ... ; and 350 more if/endif blocks that I can separate in 2 scripts. Endif Endif End Is attached to the container, but I don't know commands to trigger scripts from other scripts, even in GECK official tutorial page.
  10. Activators can only have 1 script in GECK, but apparently GECK has a limitation in the length of single scripts, so I divided my long script in two smaller scripts (the script is short but manages too many items). How can I call 2 scripts from 1 activator?
  11. Well, I have finished the script and apparently there is a limit, the script is too long and I can't paste it in the GECK, but I can split it in two scripts, the problem is that the container can use only one script and I need to figure out how to call 2 scripts from 1 object (or make 2 objects, but I prefer to have only 1 object for aesthetic reasons). The other questions are less important, just the 4th still worrying me, I'm experimenting without problems but I prefer to be sure if this is safe.
  12. I always hated the disorder in my Pip-Boy's Notes section so I'm making a mod that removes all notes to a container, then I can pick up just the notes I want to inspect. The script is simple: If Player.GetHasNote <Note ID> ==1 Player.RemoveNote <Note ID> ContainerREF.AddItem <Note ID> 1 Endif The note is removed as note, but added to the container as item, so I can pick the one that I want to inspect in my Pip-Boy and remove it again to maintain my Notes section free for quests. I have tested it with notes (with and without models/textures), and works fine, but I have some doubts about this... 1) First of all: is there already a mod to do this? Because it will save me huge copy-paste work, ha! 2) According the wiki there are 350 records for the Pip-Boy; that means 1400 to 2100 lines of code (depending amount of spaces used). But is there a limit in the length of a script? 3) Same questions for containers because it need to store at least 350 items. Is there a limit to containers storage? 4) Even while the GECK has no script flagged as "quest", I'm using notes as items, so I'm afraid to bug the savegame in a way that I can't figure right now (bug the main quest, lost all notes from my container, etc). So, I ask if removing all notes from my Pip-Boy looks reasonable for you.
  13. Well, I finished my mod but I want to add good switches, I tried again by copying timers from others scripts to my light script but they didn't work, this was my best result but the switch stop working after its first activation... ScriptName A1SwitchLightScript ref Light float Timer Begin OnActivate if Light == 0 && Timer <= 0 set Light to GetLinkedRef set Timer to 2 else set Timer to Timer - GetSecondsPassed return endif if light.GetDisabled light.Enable else light.Disable endif Activate End not expert in scripting, I'm clueless.
  14. I have all my electrical switches working well with this script (taken from GECK tutorials) : ScriptName A1SwitchLightScript ref light Begin OnActivate if light == 0 set light to GetLinkedRef endif if light.GetDisabled light.Enable else light.Disable endif Activate End This script works fine, but the switches has "on/off" animations and if I activate too quick I can swap their animations (red turns when light is enabled and green when light is disabled). I like to add a way to prevent to quick activate them, I think is by adding a timer that force to wait a second after next activation, but maybe there is a better way.
  15. Problem solved, just reinstalled the GECK, updated to 1.5 and deleted the GECKCustom.ini and GECKPrefs.ini. I wish to know why that happened anyway.
  16. When I open a mod in GECK with FOSE I can't change or add scripts. Long ago since my last Fallout mod so maybe I'm doing something wrong, this is what I do: 1. Open the mod with GECK-FOSE (changing the shortcut to "C:\Games\Fallout 3\fose_loader.exe" -editor") 2. Locate Scripts in the Object Windows and double click to edit a script. 3a. Delete lines (or the entire script) then save. 3b. Or right button + new, copy my script from Notepad++, paste and save. Now the problem is that I press the diskette button to save, or the menu file>save, and when I close the script it prompts a warning to save, I choose to save (again), close again and prompts again the same dialogue. I can't close the window saving saving, just need to choose "cancel" to close the script window. Am I doing something wrong or is a bug?
  17. mmm help me with this but.... does it looks like worse than the current Fallout 3 modded? And that city looks too crowded and colorful (for that reason I don't like New Vegas)... Finally, I don't like the voice on the lone wanderer, the best of Fallout 3 was its loneliness... well, lets wait to a gameplay...
  18. Thank you for confirming all my doubts, especially the advice to avoid that mountain of warnings, but I've not found that bBlockMessageBoxes in GECKPrefs.ini, I have it in the GECKCustom.ini, and it works, just for confirmation.
  19. I wished to add the 5 DLCs as master files to my mod so I have checked their 5 checkboxes in GECK, but now, when I load my ESP in GECK it gets errors like: “MODELS: Debris scale value of zero loaded. Please set to non-zero value in editor”, needing to push the “yes to all” button each time I load the mod. So I have questions: 1) Is there a way to load all 5 DLC without such warnings? Although I wish to have the option to revert to a non-dlc version of my mod, the only way I figured it out was to load it in FO3Edit and use “Clean Masters” from the pop up menu over the ESP (previously removed all DLC content from my mod). Now the ESP doesn’t ask for DLC content anymore and all seems to be OK. 2) Is that the way to revert the multiple master loads? 3) Can GECK do it better? 4) Is it safe to revert a mod by this way?
  20. You works really fast, I didn't noticed it before posting, ha! Thank you for this improved nif, it makes me easier decide what to do! =]
  21. I was starting to think that no one would know about that and then those all answers! Now I’ll need to decide about what would be better in my case because I’m trying to not use files besides the .ESP, and editing nifs requires additional folders, so meanwhile I am using the third tapemachineR01.nif (dungeons\vaultruined\clutter), which doesn’t work, and replacing each other by disable-enable commands, its texture is a bit rusty but the disable also turns lights off so even with the pip boy light is hard to notice the difference. But more elegant solution will Prensa’s suggestion, I’ll think if it worth to add folders to my esp adding even more things. A side note, I tried to use that tapemachineOFF01 before but it doesn’t appears in GECK (I checked sorting by model to be sure), also its lack of texture wouldn’t be a nice addition (unless removing that panel as Pixelhate suggested), it seems unfinished content but modders can use them as you showed us. Thanks for all suggestions; they will be really useful, kudos for all.
  22. The activator “TapeMachine01” (meshes\clutter\consoles\TapeMachine01.nif) is constantly looping its idle animation (named SpecialIdle[9] in NifScope). How can I turn on an off this idle animation? By searching the forums I found this lines “<ActivatorRef>.Playgroup Forward 0”, or “<ActivatorRef>.Playgroup Backward 0” to change the state of some activators, but apparently idle animations requires another kind of command.
  23. mmm I forgot the followers, I play alone so is the same to me; besides the dog who finds items only the ghoul is useful to end the main quest. But I could add custom enemies to the cell if I manage to make them use doors; I’ll think about that, anyway the navmesh could be finalized in any moment. Thank you for all confirmations.
  24. According this tutorial section, I’ve used the "Find Cover Edges", and the "Finalize Current Cell's Navmeshes" buttons to connect the doors to the navmesh and all was ok, there are green lines connected to adjacent areas and a green triangle under my door. But then, by inspecting the mod in FO3Edit I’ve noticed all adjacent cells ‘touched’, surely because they were re-reconnected to my cell when it was finalized. Now here comes what I would be doing wrong: To ‘clean’ the mod In FO3Edit I removed all references of the adjacent exterior cells. Then I reopen it in GECK to work again but when I save, it pop ups 3 warnings for the navmesh of my 3 adjacent areas (the ones that I have deleted). So I finalize again the navmesh and the game stop warning me again. The problem is that when I re open it in FO3Edit, it shows again the 3 cells adjacent to my exterior cell modified. This is the warning: *** PATHFINDING: NavMeshInfo 00072e47 has a portal to NAVmESHiNFO 0101501C, but there is no triangle portal between the two, updating the NavMeshInfo Context: DEFAULT “Yes to all” will disable all Warnings for this context. *** I clean all adjacent cells because the mod weighs less; the saves are fasters, and the finished is more polished, so the questions are: 1) Is there a way to finalize an exterior cell navmesh without touching the adjacent ones? 2) If not: it is ok to leave all adjacent cells ‘dirty touched’ in my mod? 3) The third option is to not edit the exterior navmesh, after all, it seems useless because the leveled enemies don't follow me through doors, so it doesn't matter if they get stuck out there, they will do anyway.
  25. Well, after having placed a switch without linked reference I noticed that on activation the switch disappears too, so, that was the cause to my switch disappears at cell loading! Ha, it was really stupid but has given me two solutions: One is to move the line “set Light to GetLinkedRef” from the “OnActivate” to the “GameMode” block. This is the best general solution to use the script in more than one activator. The second is simply remove the entire line and its reference “Light”, replacing them straight for the Reference name itself; this script is 2 lines shorter but I think is better the first one because it leaves the possibility to use the same script in more than one activator if needed. This is the script fixed and working: scn SwitchAutoOffScript ref Light int Stage float Timer Begin OnActivate if Light.GetDisabled Light.Enable set Stage to 0 else Light.Disable set Stage to 1 endif Activate End Begin GameMode set Light to GetLinkedRef if Timer > 0 set Timer to Timer - getSecondsPassed elseif Stage == 0 set Timer to 60 set Stage to 1 elseif Stage == 1 if Timer > 0 ; do nothing else Light.Disable set Stage to 2 Activate endif elseif Stage == 2 ; do nothing endif End I must thank you the advices that makes me see the problem from different perspectives. Pixelhate, removing lines helps me to improve the script, making it smaller, and Vforvic your idea to use “getdistance” could be ideal, but in my case I will use this to a practice reflector and it isn't an important light, also the timer leaves me the ‘sensation’ of real timed clocks.
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