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Polyfemus

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Everything posted by Polyfemus

  1. The fix that worked for me was that the GetRandomPercent function seemed to not work properly when attached to a quest. It doesn't make sense I know but it's the conclusion that I came to after trying it another way. In fact you'll see that the scripts run properly in my Become a Hotdog Vendor mod after I made the GetRandomPercent in my activator script. To take this one step beyond I even wrote up a tutorial for the random customer system I wrote for the mod for another Nexus user. I'll just go ahead and post the tutorial here as well.
  2. I think I found the function I need. Link: http://geck.bethsoft.com/index.php?title=IgnoreCrime Edit: Yeah it was simple. Just use the above IgnoreCrime function, set the flag to 1 for your NPC and make your NPC's faction allied with the player faction.
  3. Essentially what I'm asking is how are companions made to not get aggro'ed and angry when they are in your party and you attack them? I've had a look in the GECK to try to figure it out. I thought it had something to do with sharing the same Faction as the companion hired but I tried it out and it didn't work. What I want to do is make an NPC that can be attacked by the player but won't get angry at the player. Is this done through an AI Package? I've looked at the vanilla companion AI Packages and I can't seem to see it.
  4. Look up in a search engine, type "Loverslab New Vegas Sexout". From what I've seen Pregnancy is a feature. The Loverslab is another modding forum dedicated to risque mods.
  5. Ah man that looks very interesting! I hope your project the best.
  6. From your image it appears that there's a tear in your navmesh. That could be causing your NPC to be confused. Maybe an extra suggestion from me would be to go through your navmesh again making sure there are no more tears and/or overlapping faces.
  7. I voted for "Yes" restrict travel for as long as it takes because I want to let you take creative control of the gameplay situation of the worldspace as much as possible to your content. But in the end anyway you decide to do it will be fine!
  8. I was recently thinking about the logistics of making a Nipton rebuilt mod. I know it's not Black Mountain but hear me out. I think with these [town] rebuilt mods since there is going to be new structures in place and stuff there would have to be a reconfiguration of the navmeshes. But I think I read somewhere that deleting vanilla navmeshes in a plugin crashes the game or something but someone please correct me if I'm wrong.
  9. I look forward to your project! Also I'll send you my "Attica" voices tomorrow morning. I'll do a couple takes and hopefully you'll be able to pick a good one. But also I'm not handy with Audacity so I don't know how to remove noise background but my background is pretty quiet so I hope that isn't an issue.
  10. That's some interesting assets you guys got! But I'm confused with the direction of this project. Is this project going to be an armor and weapon mod or something? Either way that's incredible 3d modelling skills!
  11. This is great news! Your mods are my favorite quest mods for New Vegas so I can't wait to check this out when it comes out!
  12. I still need to spend some odd 4-10 hours tying loose ends but I'm hoping to be done with this mod soon (4-10 hours from now). So anyways what's this mod about? It's about real-time selling hotdogs! I don't have any in-game footage to show for it but essentially how it works is you (the player) pushes a button on their cash register to spawn a random customer will then initiate a conversation. And within that conversation you can sell hotdogs. Or corndogs, using user Kuroitsune's corndog modders' resource. You have to craft these foods using the ingredients flour, meat, and if making corndogs, corn. I might make variations of the hotdogs without the ketchup and mustard. So anyways please either reply here or shoot me a PM and I'll give you the download link the moment I'm done (after playtesting myself of course).
  13. I for one would be more than happy to help out the Project Brazil! But to be honest I'm not quite sure what you're asking for. If you can make a tutorial video for it that'll help! I actually have a lot of GECK experience and here and there I've got time I can offer. Just PM me and if you've got more things that need be done just tell me and I'll see what I can do.
  14. Figured it out. Okay so for whatever odd-ball reason it seems that the GetRandomPercent function doesn't work properly when attached to a quest script. I simply rewrote my scripts so that the randomiser portion is handled in the script attached to my activator instead of my quest. So now my prototype works and that means that my project should be underway no problem! I hope this helps other people. I repeat, the GetRandomPercent function doesn't work properly when attached to a quest script.
  15. FIXED: Figured it out as indicated in the last post I made. Okay so for whatever odd-ball reason it seems that the GetRandomPercent function doesn't work properly when attached to a quest script. I simply rewrote my scripts so that the randomiser portion is handled in the script attached to my activator instead of my quest. Okay. I've been trying different mutations of my randomizer script but I can't seem to get it to work properly. The script is behaving very oddly. Let me explain. As I posted in the code above I mentioned that NPC A is the only one that gets spawned/selected, suggesting that the value of RnumCust only always gets set into a value <= 49. I tried switching around the placement of NPC A and NPC B in the script. Meaning that I switched it to to where if RnumCust gets set to a value <= 49, this time it will spawn NPC B instead. Doing so actually spawned NPC B. So I tried another mutation of my randomizer script. And what I seemed to have found out is that the script does something it shouldn't! This time I changed the first conditional to point to a condition that should never be satisfied, but the other conditional should always be satisfied. I changed the randomized variable to be set to either the value of 1 or 2. And my second conditional is looking for the RnumCust value of either 1 or 2. Here's the script: scn aaRepVarsQuestSCRIPT int startRand ; 0 = unintialized randomiser, 1 = randomiser start int RnumCust ; the random number, <= 49 Customer A, >= 50 Customer B int CustAstatus ; 0 = disabled/stand still, 1 = enabled/initiate dialogue, 2 = end dialogue int CustBstatus ; 0 = disabled, 1 = enabled/initiate dialogue, 2 = end dialogue Begin Gamemode if startRand == 1 set RnumCust to 1 + GetRandomPercent * 2 / 100 if (RnumCust == 5) aaTargetBREF.enable aaTargetBREF.moveto aaRepXmarkerREF set CustBstatus to 1 if (aaTargetBREF.GetIsGhost == 0) aaTargetBREF.setghost 1 endif set startRand to 0 endif elseif (RnumCust == 1 || RnumCust == 2) aaTargetAREF.enable aaTargetAREF.moveto aaRepXmarkerREF set CustAstatus to 1 if (aaTargetAREF.GetIsGhost == 0) aaTargetAREF.setghost 1 endif set startRand to 0 endif endif END As you can see in the code the conditional for NPC B should never be reached yet on the other hand the conditional for NPC A should definitely satisfied. However when I tried the mod using this script what happened was that none of the NPCs' got spawned. If seems that for whatever reason my script has a bias for the first conditional but failing that conditional it doesn't even bother running through the second conditional. So could anyone shed some light on this problem? Is the GECK scripting really not able to properly do this script? Will I have better success using NVSE functions instead? EDIT: I've tried using the NVSE function Rand instead to see if that would work. It doesn't. The same issue happens where the first satisfiable conditional statement is the only one that gets run at all. Here's the script: scn aaRepVarsQuestSCRIPT int startRand ; 0 = unintialized randomiser, 1 = randomiser start float RnumCust ; the random number, <= 49 Customer A, >= 50 Customer B int CustAstatus ; 0 = disabled/stand still, 1 = enabled/initiate dialogue, 2 = end dialogue int CustBstatus ; 0 = disabled, 1 = enabled/initiate dialogue, 2 = end dialogue Begin Gamemode if startRand == 1 set RnumCust to Rand 1 3 if (RnumCust >= 1 && RnumCust < 2) aaTargetBREF.enable aaTargetBREF.moveto aaRepXmarkerREF set CustBstatus to 1 if (aaTargetBREF.GetIsGhost == 0) aaTargetBREF.setghost 1 endif set startRand to 0 endif elseif (RnumCust >= 2 && RnumCust <= 3) aaTargetAREF.enable aaTargetAREF.moveto aaRepXmarkerREF set CustAstatus to 1 if (aaTargetAREF.GetIsGhost == 0) aaTargetAREF.setghost 1 endif set startRand to 0 endif endif END As you can see NPC A has a slightly increased chance of being spawned (since its chances are 2 to 3 inclusive versus NPC B's 1 (inclusive) to 2 (exclusive). However, since NPC A's relevant script is the second conditional statement for whatever reason NPC A never gets spawned. Whenever I push the spawn button NPC B is the only one to get spawned. All this prototyping has convinced me that a randomizer button that spawns 1 of either 2 NPC is just not possible for whatever reason, at least not the way I've written it due to some GECK flaw. The worst part about all of this is I was able to actually make a randomizer such as this before except I used quest stages rather than simply incremented quest variables. Here's a video that demonstrates the prototype of my old randomizer: http://www.youtube.com/watch?v=VzcSbOv7ZII The reason I scraped that randomizer (of which I still have a copy of the .esp) was because when I tried to expand that system (adding more potential NPCs to the pool) it got increasingly harder and complicated to do the randomizer to the point that I couldn't actually predict what the getstage function was going to give out. Eventually the getstage function simply didn't give me quest stage I anticipated. I'm not sure what I can do at this point, if what I'm trying is feasible. I know that Skyrim has a built-in randomiser for it's repeatable quests so something like this might be easier there but I don't like Skyrim as much. Hmm...
  16. FIXED: Figured it out as indicated in the last post I made. Okay so for whatever odd-ball reason it seems that the GetRandomPercent function doesn't work properly when attached to a quest script. I simply rewrote my scripts so that the randomiser portion is handled in the script attached to my activator instead of my quest. I'm working on a prototype of a project to test a repeatable randomizer system that spawns 1 of 2 NPCs with each NPC having a 50% chance of being spawned. I've been successful in making the script to be repeatable however the randomizer doesn't ever spawn 1 of the 2 NPCs. Here's the script: scn aaRepVarsQuestSCRIPT int startRand ; 0 = unintialized randomiser, 1 = randomiser start int RnumCust ; the random number, <= 49 Customer A, >= 50 Customer B int CustAstatus ; 0 = disabled/stand still, 1 = enabled/initiate dialogue, 2 = end dialogue int CustBstatus ; 0 = disabled, 1 = enabled/initiate dialogue, 2 = end dialogue Begin Gamemode if startRand == 1 set RnumCust to GetRandomPercent if (RnumCust <= 49) aaTargetAREF.enable aaTargetAREF.moveto aaRepXmarkerREF set CustAstatus to 1 if (aaTargetAREF.GetIsGhost == 0) aaTargetAREF.setghost 1 endif set startRand to 0 endif elseif (RnumCust >= 50) aaTargetBREF.enable aaTargetBREF.moveto aaRepXmarkerREF set CustBstatus to 1 if (aaTargetBREF.GetIsGhost == 0) aaTargetBREF.setghost 1 endif set startRand to 0 endif endif END There's more to my prototype project than just this script but this script is responsible for randomly assigning a variable a value between 0 to 99 (inclusive). And if that variable value is <= 49 it should spawn NPC A and if the variable is >= 50 it should spawn NPC B. Then after the NPC spawns a dialogue is initiated, then the NPC disappears and the quest and scripts reset. Then once again 1 of the 2 NPCs is ready to be spawned when a button/activator is pushed. However the problem is that NPC A is the only one that gets spawned for whatever reason. I've gone through multiple trials and NPC A is always the only one to be spawned. I don't understand it. I wonder if this is just another silly GECK idiosyncrasy and I'll just have to find another solution. While I wait for someone to respond I'll try changing up the randomizer. For example I'll try this: set randVal to 1 + GetRandomPercent * max / 100 If that doesn't work I'll try the NVSE function Rand. Even if one of these 2 alternate solutions work I'll still be dumfounded why my first solution doesn't. EDIT: Before anyone points it out I do know that about a year ago I made this topic. But the issue and project in that thread is different. Also if you look at the randomizer function used in that other thread it is pretty much the same as the one I'm using here.
  17. Since you want a new worldspace any chance this project could use TrickyVein's excellent Dry Canyon worldspace? Link: http://www.nexusmods.com/newvegas/mods/50493/? There is also the Green Isle worldspace but I'm assuming it isn't what you'd want for your project since you mention mountains. Link: http://www.nexusmods.com/newvegas/mods/54562/?
  18. This video should answer that: Basically you need to activate the havok sim in the GECK itself when you want to place your objects.
  19. I think it's fine if your scripts take inspiration from other mods and "borrow" certain scripting parts. The modding community works best when we can learn from each other after all. But if you have any doubts please ask the mod makers themselves.
  20. Hello. So I just had some spare time and nothing better to do so I recorded my voice and am now offering it for mod works. Just PM me if you guys want me. Also I do a lot of mod work on the side, also doing some 3d modelling and texturing so if your project needs my input on that side of things I might be able to help. Anyways here's some samples of my voice: Natural: https://soundcloud.com/user872069010/natural-voice/s-ITEWi Rangaha: https://soundcloud.com/user872069010/rangaha/s-kuGm8 Southernish: https://soundcloud.com/user872069010/southern-ish/s-rPKjX
  21. Today I learned that! Thanks for making this topic and posting the solution. I might use this for a project sometime later.
  22. This project started technically around Fall of last year (2013) but the hours of actual work I've done so far is only about 170 hours of 3d modelling some interior pieces for one stage/level of this mod (mostly because I kept making mistakes with my 3d models it was annoying). Point being that at the time of writing this project is in the very early stages. But I've already done a lot of drafting and conceptual work and if time I'll be doing even more 3d modelling and texturing work. INTRODUCTION: TRON stands for The Real-Time Operating system Nucleus. It's the digital "world tree" by which the entire digital grid world exists. TRON is the megastructure that houses the Source Code which is essentially the run-time code of everything that exists in the grid. For what reason did the pre-war government create this sophisticated digital environment? Perhaps it was a prototype for war games simulations for military applications. But why are there still people plugged into the grid 200+ years after the bombs? The Courier has been commissioned to uncover the secrets that lay inside this underground facility but has to jack into the grid to unlock the seals. But will they be able to make it out alive or are they gridlocked? Neon Labyrinth tilesets: These interior tilesets will be used for a "Labyrinth" style maze level. These series of pictures show a small demo that shows some of the models I've made so far. The lighting is definitely a work in progress. I'll be making custom 3d modelled cubic light sources later. As time allows I'll be working on more variations of the Labyrinth interior pieces. I don't know what else to write. If anyone's got suggestions, questions, comments I'll be happy to read them. Resources that will be used: http://www.nexusmods.com/newvegas/mods/43540/? Old World Blues DLC assets maybe more later...
  23. Hey hey! I spent some more time trying to do this. I'm not done yet but I just wanted to show that I've had some success. Finally got the doors to rotate even if they are rotating the wrong way. This tutorial was really helpful and I can't wait to see what I'll be able to make now that I know how to navigate .nifskope data nodes stuff. Thanks TrickyVein!
  24. I've recently come back to this tutorial again after a hiatus. I'm understanding more and more and I thank you for this tutorial. But I seem to be stuck again. First question. At the last step in Part II when I have to fill in the Controlled Blocks values for the NiControllerSequence do I fill in just that 1 Controlled Blocks as shown in the picture or do I fill in the other Controlled Blocks for my other NiNode (the other side door, left)? Next question. Now I'm at Part IV and have begun key-framing the animation with the rotation -90 under the Quaternion Keys. When I input the value neither door swings open. The animation is "playing" on a loop but nothing is happening. I'm not sure what I did wrong but I guess I'll have to redo it and see what works. Comparing my .nif blocks to the ones in your pictures it seems identical.
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