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Fallout2AM

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Everything posted by Fallout2AM

  1. My best guess is in the variables you're using. How did you declare them? directly copy pasted from the code I was writing tonight. As you can see it's the same. Let iCheck := ar_find rActor aaHP.arBars[0]iCheck is an int rActor is a ref arBars is a bidimensional array EDIT silly me, you even wrote them... *lol* really, I wouldn't have ideas. Except I never use shorts since they're unuseful
  2. ref State to player.GetKnockedStateIn that section you should only declare variables, the values are setted inside the blocktypes However I'm not sure you'll be able to achieve what you have in mind, in that way.
  3. companion wheel appears because you set the team flag. But the companion's follow package is not active, so he won't follow. it's probably one of these 2 cases - the package's wrong / the npc lacks a follow package - the package's not evaluated correctly by the follower, so the script or the package conditions are wrong.
  4. What about splitting the condition in two Let iMyTempResult := Ar_Find NextSonga, aPlayedSongs if iMyTempResult > -1 ... ; I guess it's in the arrayPretty sure you can avoid to use Compiler Override.
  5. Yes MenuMode is fine, it runs in menumode If you want to narrow it more, you can write Begin MenuMode 1001 and see if it works properly. Here's the list of menumodes.
  6. Mmmh... if there's a closer navmesh, I guess it shouldn't be the cause then... but still it could deserve an attempt. OT
  7. You should be able to rename them, they should be strings on the top menu Gameplay - Settings (i.e. sRepair, sLockpickTitle etc.etc.) But to introduce new skills it requires a heavy scripting part and a good amount of knowledge
  8. You don't have many possibilities here. You can keep F pressed and move the camera with mouse, this is the result. But other things like dialogues are limited because it's hardcoded.
  9. I do believe it can't work like that, on an OnActivate block. That block runs for a single frame, your menu needs more frames to run. This shows pretty well how to make a menu with tokens About the ghoul, did you navmesh the place? I've already seen cadavers disappearing because of lack of navmesh
  10. Ahah that's wondrous! I would give you a oscar for that trailer :)
  11. Some things don't update if not after a reload. To see if it's your case, you could try to check it, save and then reload, and see if it will become Y.
  12. OP sorry if I somewhat derailed your thread. Everytime I read "animations" I stop being rational. Not that I'm often rational, however.
  13. Belthan, I believe that the reason why they work is not because it's on a specific folder outside the vanilla one, but because you're calling playidle with a spell. More in general, it works fine on an object/effect script but not on a quest script To OP: when you use a custom furniture, you must add a proper condition inside the Animation tab on top menu, better if inside the furniture branch (or over it, but not too much lower than it or another condition will be evaluated in place). Keep in mind that furniture numbers are hardcoded.
  14. I don't want the script to trigger when the player is in the level up menu, I want to to trigger right after they have allocated their skill points and picked a perk etc, then the script triggers You can still make good use of it.
  15. Could it be that you installed the old FOMM? If it's so, you should use the forked one.
  16. Instead than uHUD, you should use UIO. On MCM, there should be a separated fix/update to install.
  17. Everything you need to track down can be stored in variables declared in scripts attached to quests. The NPCs probably would require an array variable (NVSE 4+). The "event" that causes a change in value, well... you decide how to handle it, concerning the type of event. You can use an event handler, you can use few conditional statements on a GameMode script attached to a quest with low frequency, or if you are doing it for a mod of yours where every item involved is custom (i.e. not vanilla references) then you could simply attach a script to them. I'm sorry but the question seems a bit too much generic. From what I understood, you need to script the whole "core" that handles your mod, so the only suggestion I can give is learning to script or ask a scripter to do it for you. Copy pasting random scraps of code isn't really the best option and I discourage it, it only leads to neverending headaches during debug and it's-not-my-fault-it's-surely-something-bad-in-your-load-order kind of answers.
  18. Using nifskope, you could duplicate an existing capsule and move it on the right node in the skeleton's hyerarchy. Then check if in game it CTDs or works fine, after that you go back in nifskope and increase the capsule size and all the other parameters
  19. I did the contrary, I went from GECK to CK, I thought the contrary. CK is pretty hard for me. I guess in the end what you describe is just a matter of habit. The thing where I've seen a great improvement on CK is the world editing, all the other things are more or less the same for me (except object manipulation, that I consider GECK definetely easier than CK). Also, CK lacks of SCOLs, which sucks a lot.
  20. Vanilla function swaptexture allows to pass a node as parameter. You could check how the endgame slides are made, its use is pretty simple. To note that texture swapping must be refreshed when you load a game.
  21. It's true, problem is that everytime you will find the same situation again and again and you must drag again the column. 3 persons solved definetely uninstalling that update for windows. Another person said that removing that update didn't change anything.
  22. Check inside \Documents\My Games\FalloutNV, look for a file named GeckCustom.ini Under [General], look for bAllowMultipleMasterLoads and put it =1.
  23. NV had to use slides due to the 100+ variants at the end. If you handle video editing, I believe bink videos are still the best deal for an introduction. You can convert a generic video to .bik using Rad Video Tools, it's free
  24. I'll spend a good amount of time learning the new FO4 and if it will give me high satisfations I'm pretty sure I'll move definetely there until I won't open the engine like a can. And I'll forget about the past, FO3 and NV, but for a simple reason: the time. There's never enough time to do everything, so splitting between more games is hard, the learning curve would be pretty affected. And in the eventuality that FO4 will heavily delude me, at the point to decide to not mod it, FONV is still the only one that deserves my attentions, due to the neverending possibilities offered by the extensions. But, as a paradox... as player, I only play FO3... god bless there are still modders modding it :D
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