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Patzifist

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  1. Thank you, I will now try to find why it doesn't work. Thanks for the tips.
  2. Sorry, but I don't get that either :( What do you mean with light and heavy? And yet I use a quest script? O.o
  3. I didn't really get that. What's ENB? And in which way should I change my script?
  4. So I was able to find where the error occurs (thanks @JJ2189); altough the scan is running and doesn't abort, it returns wrong values in terms of the NPC counter. The value displayed is higher than the actual amount of enemies around; but when I spawn an enemie and kill them after that the value is first increased by one, than decreased by on, which shows that the scan is still running. Now the question is: What's wrong with the NPC counter/scanner? Also @Fallout2AM, could you explain what you meant with the following statement? BTW, I'm very thankful for your help so far. :smile:
  5. Oh, now that looks encouraging :) I created a quest which is activated through a terminal; and this quest starts a script with a 'GameMode' block. The scan is located in this block, also a condition which stops the quest. Also I think printing out variables would be a good idea, but up to now I didn't even know this is possible. Could you tell me how this is done? :)
  6. If it can help, it's not the behaviour I noticed in my case. If the scanner was breaking, not finishing its cycle, it wouldn't have scanned anymore until I was reloading the savegame. Yeah right, when my script doesn't work I have to load a savegame as well; I meant if one scan would return something wrong whyever there would be another scan right after. So do you have any advice now why this code doesn't work? I'm, like, completely stuck right now.
  7. I assume so. I made a mod which marks every NPC in range so I can see them through walls and objects with the exact same scan code, and yet I didn't notice any not-marked actors. The scan code is in a 'GameMode' block so the scan is done in every frame; so even when one scan progress would break there would be another one right after. I'm still very confused that my script works sometimes and sometimes it doesn't. I just don't get how this can happen.
  8. The loop will stop as soon as NPCref equals 0; so if GetNextRef returns 0 the scan is done. I will try your code as soon as I can, but I don't think that's the issue. Strangely my code works sometimes and sometimes it doesn't, that's what freaks me out the most.
  9. Hello, I'm having some problems with the following script parts (given variables: 'short counterbase', 'short counter'and 'ref NPCref'): ----------------------------------------------------------------------------------------------------------------- set NPCref to GetFirstRef 200 3 0label 1If NPCref != 0___if NPCref.GetDisabled == 0 && NPCref.GetDead == 0______NPCref.kill ; kill NPCs around___endif___if NPCref.GetDead == 1______NPCref.disable ; disable dead corpses___endif___set NPCref to Pencil01___set NPCref to GetNextRef___Goto 1endif set counterbase to 0set NPCref to GetFirstRef 200 3 0label 2If NPCref != 0___if NPCref.GetDisabled == 0 && NPCref.GetDead == 0______set counterbase to counterbase + 1 ; count enemies still around___endif___set NPCref to Pencil01___set NPCref to GetNextRef___Goto 2endif ---------------- [some code, including spawning enemies] ---------------- set counter to 0set NPCref to GetFirstRef 200 3 0label 3If NPCref != 0___if NPCref.GetDisabled == 0 && NPCref.GetDead == 0______set counter to counter + 1 ; count NPCs around___endif___set NPCref to Pencil01___set NPCref to GetNextRef___Goto 3endif if counter == counterbase ; check if every NPC exept companions are dead___ ; do stuffendif ----------------------------------------------------------------------------------------------------------------- In the beginning of the script i want to kill every NPC around (exept companions because I don't play hardcore), and after that I want to store the amount of NPCs still around (-> companions) to 'counterbase'.Later in my script i use the condition 'if counter == counterbase'; so some code should only be running if nothing else than companions is near the player.Unfortunately this last part doesn't work and I just can't find ount why, so it seems like there are enemies close by when there aren't.I also tried stuff like 'GetPlayerTeammateCount' which didn't help at all, so I'm pretty stuck right now. I don't expect somebody do to find the problem because it seems like a bug to me, but this is my last hope. Crying,Patzifist
  10. Even with 'Player.EquipItem Stimpak' it takes a little time. Maybe there is something about the quest which starts the script I don't know about? :/
  11. Begin GameMode____if IsKeyPressed 49 == 1________Player.EquipItem ThermalVisionMisc____endifEnd ---------------------------------------------------------------------------- short bIsNPressed Begin GameMode____if bIsNPressed != IsKeyPressed 49________set bIsNPressed to IsKeyPressed 49________if bIsNPressed____________Player.EquipItem ThermalVisionMisc________endif____endifEnd ---------------------------------------------------------------------------- Hello, could anybody tell my whats wrong with the two scripts above? I want my New Vegas to constantly check whether the button 'N' is pressed, so I use a quest with 'Start game enabled' that activates a script; but it seems like i have to hold it for up to 10 seconds till the 'Player.EquipItem ThermalVisionMisc' command works (no matter which one of the scripts I use). I just don't get why this problem occurs and I hope somebody could explain the mistake to me :smile: Thanks to everyone trying to help, Patzifist
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