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TheRealNachoNinjaGnome

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  1. Was actually just playing through Point Lookout and remembered this post. So, upon my FO3 crashing a few times due to increased performance demands by the DLC itself, I took a GECK break and made this. Enjoy. https://www.nexusmods.com/fallout3/mods/23278
  2. I don't know why I didn't think of the GetDisabled function... pfft. That will definitely work for keeping track of the station considering I'm using different radios for each station. Going the terminal route, I'm pretty sure I have everything I need to get that working. And yeah, the station-less radio is what I have for now, but it just cycles through each possible state with each activation. It's for that "dummy radio" method that I would need to check to see if it is active if I used the messages to allow players to choose what they wanted to do, rather than just activate it until it reaches the desired state. But, if there is no function to check an object's activation, then a global variable it will have to be. Also, I DO use an Activate function for the "dummy radio" as when you turn it on, it lights up. I then activate it again at the end of the cycle so it isn't lit up when nothing is playing. Here's the script I have for the cycling radio: scn aaaStationChangeScript int Stateint DoOnce Begin OnActivate set State to State +1 If State == 1 StationChangeREFActivator.activate StationChangeREFGalaxy.enable StationChangeREFGalaxy.activate ElseIf State == 2 StationChangeREFGalaxy.activate StationChangeREFGalaxy.disable StationChangeREFEnclave.enable StationChangeREFEnclave.activate ElseIf State == 3 StationChangeREFEnclave.activate StationChangeREFEnclave.disable StationChangeREFAgatha.enable StationChangeREFAgatha.activate ElseIf State == 4 StationChangeREFAgatha.activate StationChangeREFAgatha.disable StationChangeREFActivator.activate set State to 0 EndIfEnd I toyed around with other methods of activating the "station radios" because the attached "STARTON" scripts don't run for disabled objects OnLoad, nor do they run when you enable the radios, so I had to activate them upon enabling them. I'm sure there's another way to do it, but this just seemed easier than doing any more testing.
  3. What I was trying to ask, in less words, was... is there a function, in the Item Conditions that can check to see if an instance of an object is activated without making a global variable that keeps track of whether the radio is on or off, or to check what station it is on without another global variable keeping track of that? Basically, if I was going to go through the whole message box for the radio, I would want the "Turn On" button to not show when it is on and the "Turn Off" button to not show when it is off. Additionally, I would like to remove the option for the station it is currently on. The only way I know how to do this is with Global or Quest variables, though I am not yet well versed in Quests or Quest Variables, so yeah, Global Variables seems like it would be easier. And I have thought about using a terminal to control a sort of PA system that would play radios throughout a house. But, I would also need to use Global Variables there to keep track of which speakers are on and what station they are playing so that I could add and remove options as needed. It just looks much cleaner when you don't have that "Turn On" option when it's on.
  4. Now, with my code, I just used the multiple radios and a simple "cycling" series of the disable, enable and activate functions. In a previous mod (made years ago), that I can't seem to open anymore to reference what I had done, I DID do the whole message with options to switch on or off and select which station to change it to. I could not, however, figure out how to do this without declaration of new global variables for the radio, which seems a bit unnecessary. Is there a function that can reference the refID from the Message Dialog Box without having to declare a global variable?
  5. Lol... I literally just figured it out for myself last night before taking a break and, subsequently, going to bed. Was just coming back on here to post my own solution, which is, pretty much, the same solution you posted. Had I noticed that your reply was here, I could have saved myself a couple of hours. *Sigh* Ah well... can't monitor the forums all hours of every day. :p Thanks for the response though.
  6. Hmm... I vaguely recall someone telling me something about that in my first stint at modding. I think I had run into an issue with exactly that, and then I quit using the 000 prefix and the issue stopped. But, fast-forward a few years, taking another run at modding (forgetting about that issue and resuming the easy find prefix) and haven't had that issue yet. Don't even remember what the issue was. Might that have been a problem with an earlier version of the G.E.C.K. that was fixed with an update? And what's the deal with non-"Program Files" installs? I don't install any of my games in Program Files, they're all in my Games folder. Just curious and trying to learn everything I can before investing too much time in any one mod. Thanks for the reminder though. May have to resume abandoning the 000 prefix in practice just to be on the safe side. Last thing I need is to put a few hundred hours in an elaborate, complex mod and then start having issues because of the prefix.
  7. Thanks for the suggestion. FO3Edit found errors with my custom textures, though they worked fine back when I was working on the mod. The only thing that has really changed is my old SSD died on me and I had to reinstall Windows on one of my HDDs. All my other old mods still work just fine, and some of them have custom textures as well. The errors read off as follows: [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorPowerT51bMerc "T-51b Power Armor" [ARMO:0600F725][00:16] Background Loader: Contained subrecords: EDID OBND FULL SCRI EITM BMDT MODL MODS MOD2 MO2S ICON MICO BMCT REPL BIPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000OutfitMercMechanic "Mechanic Jumpsuit" [ARMO:0601072B][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MOD3 MO3S REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000OutfitMercScience "Mercenary Scientist Outfit" [ARMO:06011545][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO MOD3 MO3S MOD4 MO4S REPL BIPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000OutfitMercBusiness "Mercenary Business Suit" [ARMO:06011BEC][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO MOD3 MO3S REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorPowerT51bHelmetMerc "Mercenary T-51b Power Helmet" [ARMO:0600F726][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorPowerMerc "Mercenary Power Armor" [ARMO:0600E9C8][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO BMCT REPL BIPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorPowerHelmetMerc "Mercenary Power Helmet" [ARMO:0600E9C9][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorCombatHelmetMerc "Mercenary Combat Helmet" [ARMO:0600E31A][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MODD MOD2 MO2S ICON MICO REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000HatMercBusiness "Mercenary Business Hat" [ARMO:06011BF4][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MOD2 ICON REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000HatMercMechanic "Mercenary Mechanic Hat" [ARMO:06011BF6][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MOD2 ICON MICO REPL ETYP DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000HeadWrapMercScience "Mercenary Scientist Head Wrap" [ARMO:06011BF7][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON REPL ETYP DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorCombatMerc "Mercenary Combat Armor" [ARMO:0600E317][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO MOD3 MO3S REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorReconMerc "Mercenary Recon Armor" [ARMO:0600E9C6][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO MOD3 MO3S REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord BNAM 4D414E42[00:16] Background Loader: Errors were found in: 000ArmorReconHelmetMerc "Mercenary Recon Helmet" [ARMO:0600E9C7][00:16] Background Loader: Contained subrecords: EDID OBND FULL EITM BMDT MODL MODS MOD2 MO2S ICON MICO REPL ETYP YNAM ZNAM DATA DNAM BNAM [00:16] Background Loader: Error: record STAT contains unexpected (or out of order) subrecord BRUS 53555242[00:16] Background Loader: Errors were found in: 000MinefieldChandelier01 [sTAT:0600CF0C][00:16] Background Loader: Contained subrecords: EDID OBND MODL BRUS
  8. I was just posting here because MOST modders who work with FNV still work or have worked with FO3. Just trying to get more people to see it to increase my chances of getting a helpful answer. It was made for FO3 and used with FO3 and the FO3 GECK. Thanks for the reply.
  9. Awesome... thanks man. I've always wondered why there weren't ANY intact mirrors. The bombs shouldn't have broken ALL of them. How dare they put the skill books with the abraxo cleaner and brooms! Yeah, that'd be even more awesome. I'll message you some better contact info.
  10. (re-posted from FO3 forum) Howdy, I have an old, unfinished, mod that I can't seem to open any more. I've downloaded and run the Fallout 3 G.E.C.K. 1.5 update, which is the highest version that I know of, but still can't open this old mod. Is there a higher update somewhere other than geck.bethsoft.com ? Or is the update just not functioning properly? All of my other mods load into the game just fine, so I would think that my G.E.C.K. is up to date. Any ideas would be greatly appreciated. Thanks in advance, -NNG
  11. Howdy, I have an old, unfinished, mod that I can't seem to open any more. I've downloaded and run the Fallout 3 G.E.C.K. 1.5 update, which is the highest version that I know of, but still can't open this old mod. Is there a higher update somewhere other than geck.bethsoft.com ? Or is the update just not functioning properly? All of my other mods load into the game just fine, so I would think that my G.E.C.K. is up to date. Any ideas would be greatly appreciated. Thanks in advance, -NNG
  12. It's been a LONG time since I've even opened NifSkope. Never could figure out how to do anything with it. I guess I'll have to do some research. As for the RestroomMirror meshes they're in Fallout 3 Main/meshes/meshes/clutter in your Fallout 3 Archive. May be time to start trying to teach myself to use NifSkope again. It was a bit overwhelming last time I tried, but I was also trying to quit smoking at the time, so it was I ended up too frustrated to be motivated to continue trying.
  13. Howdy all, I'm just getting back into modding with Fallout and Elder Scrolls games and am trying to learn whatever programming language this is they use in their scripts. I'm currently trying to figure out how to make a radio in FO3 (which I will use when in FNV as well) that can change stations, but all the activators have that function built into their edit window, thus circumventing the display of the command used in a script. Is there anyone around who might be able to tell me how I can view the game's source code so that I can study that? I think that would be infinitely helpful. Barring that, does anyone know the command I'm looking for to produce this particular function? Thanks in advance, -NNG
  14. Howdy all... I've made some minor mods just for personal use and have messed around with re-texturing existing meshes, mainly just changing colors on existing textures and attaching them to existing meshes. But I ran into something I wanted to do that I have no idea how to go about it. Regarding the "RestroomMirror01-03" static objects for Fallout 3 and their corresponding texture in the archives "brokenglasssheet01.dds", there are 4 textures in the file and only 3 objects using 3 of them. I was hoping to make a 4th object using the remaining, unused texture (the intact mirror), but I have no idea how to set the mesh to use just that portion of the texture. Additionally, I had been looking into making some new "Skill Book"-type objects, but I can't find the textures for the existing skill books, just the generic books and those textures are mirrored front and back, otherwise I'd just edit those (I'd prefer a different texture on the cover than the back). Any help with either issue would be greatly appreciated. Thanks in advance, - NNG
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