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spacefiddle

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  1. Okay, I've tried but I really don't understand this loop, from CleanSettlementScriptWorks: int index = 0 bool break = false while (index < GetWorkshops().length) if !break if ShouldCleanSettlement(Workshops[index]) QueueSettlement(Workshops[index]) break = true endif index += 1 else index = GetWorkshops().length endif endWhile To my eyes, it would go (assuming a populated Workshops array): index is 0 break is false 0 is less than the length of the Workshops array, so break is false, so Test the workshop at [index] in Workshops, and if it returns true then Queue that workshop for cleaning Set break to true incremement index by 1 Back to While: index is still less than Workshops length, so break is true, so set index to be equal to Workshops length Back to the While: index is no longer less than Workshops, so We're done. I don't see how this loops, instead of just exiting after the first one?
  2. Assuming an array I've already cast "Workshops" as a WorkshopScript, that does seem to populate with a list of workshops, I'm trying to run a check on each one as follows: int shopid = 0 while (shopid < Workshops.length) debug.traceandbox("Checking " + Workshops[shopid]) if somecondition somefunction(Workshops[shopid]) endif shopid += 1 Utility.Wait(0.5) endWhileBut it's not working, and the debug message shows "Checking [workshopscript" and the rest of the script doesn't get the ID of the workshop. It seems to follow the format of the examples in the wiki. What am I doing wrong? Edit: actually I think I may be looking at a race condition and the weird debug message is a red herring, as far as functionality. Meanwhile if anyone knows why I'm getting [workshopscript instead of the actual ref ID like I was expecting, I'd love to hear it. Edited edit: while I'd still like to know how to properly get the refID of a settlement into a debug message, you know what really helps in building an array? DECLARING THE ^&@?!!iING ARRAY oh well. For anyone having workshop troubles, or the morbidly curious: the "somefunction" above was taking a subset of Workshops and cramming it into its own dynamic array. Except, while I had defined the array in the Group section at the top of the script, I at no point actually declared it. Papyrus happily compiled my script despite it containing instructions to shove elements into an array that consisted of a black hole.
  3. This thread has been bookmarked for me since this morning and will likely become a permanent reference now. I'd spent about a month banging my head against populating a list of workshops for my own nefarious purposes, and finally set it aside and moved on to other things before I threw my tower out the window... and I think you've just given me what I needed to get back to it. Since your original post was looking for assistance, if I progress into what I wanted to do and it isn't covered by what you figured out yourself, I'll come back here and share the info! Is everyone in this thread injured..? Finally nearly recovered after 4 months of a compressed nerve. Contractor, tho, so the best I got was "I guess you can work from home two days a week."
  4. Are you serious? They have a neon 50s jukebox that plays...... classical music o.O and then hardcode it in so it can't be changed to a proper jukebox selection? Beth be trollin'
  5. Bump but also slight question change: there's something that says "oh this is a Perk requirement, I need to go get the perk's placard image and display it next to the item." Is there any way to use that to create my own placard for a SPECIAL stat requirement? Or arbitrarily for any requirement, for that matter. I'm hoping it's not just hardcoded to assume all requirements are Perks.
  6. Ok, good. Thank you very much! I think, with the way the engine works, there's just no way to guarantee that everything is compatible with everything else; enough people changing enough things means potential conflicts are inevitable, and you just have to be prepared to either make compat patches or live with the conflicts.
  7. Thanks - i am changing the formlists, but not adding new stuff. The vanilla formlists also contain various conditionals and formulae to calculate the items' drop rates - what's found when you crack a safe or loot a body, and how much of it. I haven't been able to find any other way of changing those chances, so I'm going to have to edit the vanilla lists directly. Sounds like you're saying, anyone else adding NEW stuff with a script will wind up with their stuff appended to the lists I've edited, and everything will be fine. Of course if someone else has edited the basic lists then we conflict. There are, btw, a whooooooole lot of leveled lists. That reference other leveled lists.
  8. Bump. Anyone? I know a number of weapon mods etc. now *add* things to formlists via scripts; if one of those loads after one of mine, will it add their items to the formlists I've altered (which would mean they're compatible)? Still would like to know if there's any better, safer, more guaranteed way of altering the drop rates and rarities of vanilla items without overriding the vanilla formlists.
  9. If you change (or create) a Workshop object with a Perk requirement, the placard for that perk's level appears automagically next to the item preview when you select it in Workshop mode. However, if you give something a SPECIAL stat requirement, it *functions* correctly, but there is no visual or text indication of any kind when you attempt to place the object. If you don't meet that requirement, you can see you have the components but just inexplicably can't build it. Any way to solve this programmatically? I'd like to avoid manual edits to the item descriptions, if possible. A similar display to the Perk placard would be ideal, like the Vault-Boy of the appropriate stat with a "Min X" label, or something.
  10. Is there any way to change the drop rates (and amounts) of things, without overriding the vanilla formlists? I can see the mechanics clearly enough in the CK - how it rolls for accessing a container, or a dead person; the various chances for a given thing; the collections of groups-of-things, like "rare ammo." But as far as I can tell, the only way to access those chances of drop rates and drop amounts would be to completely override the entire vanilla list. Is there any way to access or override those specific values, without doing this? It's simple enough in a vacuum, but if I understand correctly, this would be a great way to make sure your mod is incompatible with everything.
  11. What's stopping you? Might be hard to model the impact of a bullet against the bone, shattering it and sending bullet fragments and bone splinters into various organs; maybe on a crit. Or arterial bleeding versus soft tissue damage; properly cleaning and bandaging versus infection, necrosis, a die roll per day for onset of gangrene. Probably have to roll new check for infection when the wounded area touches water outdoors, so tracking water level (wounded leg vs. wounded arm, for example). Just a few quick items off the top of my head. I have the utmost faith in your ability to get this done properly and look forward to the result. I do have one question: if you are not "concerned with other opinions," then why should others be concerned about yours?
  12. THANK you. The Bethnet forums are such a wasteland (no pun intended).
  13. Doh, I edited my post after you replied so you may not see any notification of a response: see above, I can immediately see some wrongness with your load order.
  14. I'm using LOOT for my order, and now that you mention it, it seems like I haven't had the TS weathers in quite a while. When I first installed it, I saw them a lot more often. I haven't updated TS, I'm using Darker Nights but I always was, have the patch in the correct sequence, etc. Not using anything else affecting weather. I wonder if that tiny Steam stealth update recently, the 70mb patch for whatever it was, broke things...? Edit: your order is wrong , it should be roughly Darker Nights True Storms DarkerNights-TrueStorms patch The exact order is on the Storms page and LOOT also "knows" the correct order, and might be good for you to run in any event.
  15. Er, just that really. I have a script that finds several values, and I'd like to display them to the player. I'd prefer to have it run as a program from a holotape; so, as a Terminal, displaying the results on-screen. Is there any way to do this via the basic text and/or script fragment functions of a Terminal? Will this only be possible creating it as a Program instead, and using Flash to display the output? I'm kind of hoping no, because I know absolutely nothing about Flash or Actionscript and would be starting from nothing.... Update: If anyone else finds this in a search. Answer I got on reddit: "Yes, check out the terminals at the General Atomics Galleria on how to do this. They make use of token text replacement." Hope that helps anyone else looking!
  16. Darker Nights, at least, has an option to boost NPCs' detection. A lot. It has a number of levels of boost, for those who don't want the darker nights to make it easier for the PC to hide. The light changes are so extreme that, if left unmodified, NPCs can potentially not notice you walking up their nose, just about. The FOMOD for DN lets you choose both the darkness level, and the stealth-detect boost level, independently. Therefore I think it's possible you may have boosted the bejesus out of your NPCs' stealth detection, not realized it, deleted a mod mid-run which no one will ever own as a good idea (even though in some cases it won't hurt anything, it's a die roll), and possibly left some broken piece behind. You've combined this with another darkness mod, True Nights, which I don't know anything about; and you didn't specify the sneakiness mod you're using, but there's a third factor in the mix. Fourth, if you count the uninstall as a factor. TL;DR put everything back and look at the options carefully as you install them this time, try the light level you want but only boost the NPC detection a little (or not at all if you want everyone stumbling around in the dark, hehe), and see if that changes anything. I am an utter modding noob so take this all with a shaker of salt; but that's what I'd do next.
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