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HunterZ

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Everything posted by HunterZ

  1. Just got bit by this mess too... hCaptcha isn't even giving me a puzzle to solve - it just shows a green checkmark when I click - but I still get "ERROR Help us prevent spam by completing the captcha challenge." over and over again. After installing a different browser and still having the problem, it eventually cleared up on all browsers, which makes me think it was a server issue and nothing on my end. What a frustrating mess.
  2. Again, you must set Oblivion.ini FOV to 75, and OblivionReloaded.ini to 0 in order to get full vanilla flavor. Other mods may interfere was well.
  3. It's OblivionReloaded. You need to set FOV=0 in OblivionReloaded.ini, because otherwise it will force FOV to the selected value even when you try to zoom.
  4. Just because the mods are not being maintained doesn't mean that *NMM* can't update to properly support OMOD. I figured out how to manually install all the OMOD addons that I wanted just by reading the script files, so it's not rocket science. Probably the Nexus admins figure they can make more money by spending their time adding/improving NMM support for newer games instead :sad: Oblivion seems to be the least friendly Bethesda game to mod from Morrowind onwards, mainly because the community is split between OMM & Wrye Bash, BOSS & LOOT, etc. What an annoying mess! Edit: It's also really frustrating that NMM registers itself with Windows as an OMOD handler. It wasn't able to install a single OMOD-enabled mod for me. It would be one thing if they didn't even pretend to support OMOD, but they do...
  5. I can't wait for the inevitable mod that will allow you to break down weapons and armor into their component mods. It's frustrating right now having mods A & C on one item and B & D on another, because you have to build base mods in order to free up the better mods so that you can put them on the other item.
  6. I think the normal in-game radio stations might use different music files for the pipboy versus the in-game radios. Have you accounted for that?
  7. If you look at a radio object that has already been placed in a cell, you will see that you can choose which radio station it's tuned to. You should be able to copy it into the desired cell and then set the copy to your custom station.
  8. I can't give an authoritative answer, but that looks pretty safe to me. What breaks the wheel is if you mess with the CombatStyleXX/IsFollowingXX/Waiting/etc. variables without properly doing related stuff (or vice versa), and AddScriptPackage appears to be a big no-no. As a style note, you may want your if() statement to check the local variables first and the function call results last. If the scripting engine uses short-circuit evaluation (most languages do these days) then that will be more efficient, which may be important in GameMode code.
  9. Got it working, but won't be releasing an update to my mod until I figure out what to do about MCM's 10 submenu limit. If only I could do an 8-row by 5-column matrix of checkboxes :P I actually looked up the follower quest that handles changing follower states via dialogue trees and copied some of the logic from there. I discovered that they set flags and run whateverref.evp instead of messing directly with the packages.
  10. Doh, you're probably right. I had already clued into the Waiting flag (since it is used in some of the default game scripts), but didn't think of the fact that the game is probably using similar flags to more easily track the other AI states as well. I'm not sure what the difference would be between IsFollowingDefault and IsFollowingShort, as there are not separate AI packages or UI selections for those two modes as far as I know.
  11. In FNV, each of the default followers has a FollowersXXXFollowPlayerDEFAULT (follow closely), FollowersXXXFollowPlayerLONG (follow at a distance) and FollowersXXXFollowPlayerWAIT (wait) script package, where XXX is the name of the follower (Boone, Cass, EDE, etc.). I'm trying to enhance my Follower Cheat Menu MCM mod to allow the player to see which package is currently in use for each companion, and also allow overriding it with a new one. The mod correctly shows which package is in use, and using AddScriptPackage to override it with one of the others also seems to work fine. After overriding the active package for one of the followers, however, I noticed that using the in-game dialogue trees and/or companion wheel to then toggle follow/wait status no longer works! I tried toggling back and forth multiple times, and while the companion wheel appears to reflect the desired state, the AI package never changes to anything but what I set via my mod. Anyone know what the story is here, and whether I can do anything about it? I've tried calling other AI script package related functions before and after AddScriptPackage, but they don't seem to help.
  12. Thanks. I also posted this in a more appropriate forum section and got some help from rickerhk that led me to a working solution :)
  13. Woot, that did it. Thanks! Edit: +1 kudos for you :) Edit 2: Changes are now live: http://newvegas.nexusmods.com/downloads/file.php?id=45441
  14. Thanks, I was actually just wondering whether there was a different approach needed for adding base objects to FormLists. I already anticipated that this would potentially prevent deposit of items sharing base id's with equipped or hotkeyed items, but I figure it's still useful enough to be worth giving end-users the choice of whether or not to make use of it.
  15. Ok, so I changed the labels (and corresponding goto's) to 10, 20 and 30. Unfortunately, the behavior now is that no items of any kind are deposited when either or both of the hotkey/equipped item protection options are active.
  16. Doh, that would do it. I'll fix that and see what happens. Thanks!
  17. So I'm working on my Bag of Holding mod, and I'm having trouble getting a new feature to work. What I'm trying to do is use the NVSE functions GetHotkeyItem and player.GetEquippedObject to build a FormList of the base IDs of all hotkeyed and player-equipped items, which I'm then trying to use an exclusion list for player.RemoveAllTypedItems calls. Unfortunately, it's not working as expected. Specifically, I'm seeing the following problems: If the player chooses to protect just equipped items, then all items get deposited - including equipped ones. If the player chooses to protect hotkeyed items (or both hotkeyed and equipped items), then no items get deposited - including non-hotkeyed, non-equipped items. Anyone know what the heck is going on? I've pasted my script into the spoiler tag below. Look under the "3 - NEW VALUE" comment for the most relevant section of code. I've tried commenting out the checks relating to whether or not hotkeyed and/or equipped items should be protected, so I know there's no problem there. It has to be something I'm doing with the FormList.
  18. So I'm working on my Bag of Holding mod, and I'm having trouble getting a new feature to work. What I'm trying to do is use the NVSE functions GetHotkeyItem and player.GetEquippedObject to build a FormList of the base IDs of all hotkeyed and player-equipped items, which I'm then trying to use an exclusion list for player.RemoveAllTypedItems calls. Unfortunately, it's not working as expected. Specifically, I'm seeing the following problems: If the player chooses to protect just equipped items, then all items get deposited - including equipped ones. If the player chooses to protect hotkeyed items (or both hotkeyed and equipped items), then no items get deposited - including non-hotkeyed, non-equipped items. Anyone know what the heck is going on? I've pasted my script into the spoiler tag below. Look under the "3 - NEW VALUE" comment for the most relevant section of code. I've tried commenting out the checks relating to whether or not hotkeyed and/or equipped items should be protected, so I know there's no problem there. It has to be something I'm doing with the FormList.
  19. The last page of the guide (page 23) that comes with MCM contains a fairly painless method for breaking out your MCM menus into separate scripts entitled "Multiple Menus". Basically it involves adding each menu to the rList variable then checking the value of _ActiveMenu. Is that the method where I use a mod-level entry for each submenu instead of a submenu-level entry? I wanted to really avoid that because people have reported issues when they have too many mod entries in MCM. The method I used turned out to be pretty painless as well, as the quest stage result scripts actually do appear to work just like using numbered subroutines. Edit: I'm also not sure if the "multiple menus" approach would have worked for me, as I actually had to break one of my sub-scripts down into a further set of sub-scripts due to its length (my follower cheat menu mod really has a lot of options in it now!).
  20. I'm working on an MCM-based mod, but I'm hitting the script size limit. Is there an easy way to break up my MCM script into sub-scripts that implement my desired functionality for each of the "StartMenu/MCM/_XXX" conditions? Edit: I figured out how to do this based on this thread: http://forums.nexusmods.com/index.php?/topic/219290-geck-script-character-limit/ Basically I added stages to the quest that MCM requires you to attach your script to. I then added an empty log entry to each, and placed the desired code in each result script. Finally, I made the main script call SetStage to execute the desired result scripts. I also made sure to configure the quest to allow stages to occur multiple times.
  21. Is "Respawns" really what determines this? I'm finding very, very few container base items in the Fallout: New Vegas G.E.C.K. that have that attribute/property checked. I was hoping to find a definitive way to determine which containers in various houses are safe to store things in, but the fact that I can't find any garbage cans (for example) with "Respawns" checked is disconcerting.
  22. Is there a way to change in-game which radio station a radio is playing, via a console command and/or GECK script function? NVSE would also be an acceptable solution if it contains that functionality (I can't find any documentation for it that doesn't claim to be obsolete).
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