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Everything posted by Fallout2AM
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Mod Creation - NVSE Array Assistance Needed
Fallout2AM replied to Johnathon's topic in Fallout New Vegas's Discussion
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 -
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.
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Needing some help wrapping things up...
Fallout2AM replied to sullyvanj93's topic in Fallout New Vegas's Mod Troubleshooting
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. -
Mod Creation - NVSE Array Assistance Needed
Fallout2AM replied to Johnathon's topic in Fallout New Vegas's Discussion
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. -
Menu script assistance please
Fallout2AM replied to DaemonGrin's topic in Fallout New Vegas's Mod Troubleshooting
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. -
Menu script assistance please
Fallout2AM replied to DaemonGrin's topic in Fallout New Vegas's Mod Troubleshooting
Mmmh... if there's a closer navmesh, I guess it shouldn't be the cause then... but still it could deserve an attempt. OT -
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
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Menu script assistance please
Fallout2AM replied to DaemonGrin's topic in Fallout New Vegas's Mod Troubleshooting
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 -
Ahah that's wondrous! I would give you a oscar for that trailer :)
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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.
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Player Useable Markers
Fallout2AM replied to modder3434's topic in Fallout New Vegas's GECK and Modders
OP sorry if I somewhat derailed your thread. Everytime I read "animations" I stop being rational. Not that I'm often rational, however. -
Player Useable Markers
Fallout2AM replied to modder3434's topic in Fallout New Vegas's GECK and Modders
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. -
triggering a script when the player levels up
Fallout2AM replied to TheBlob2's topic in Fallout New Vegas's Discussion
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. -
MCM and NVSE Issues please help
Fallout2AM replied to nater117's topic in Fallout New Vegas's Mod Troubleshooting
Instead than uHUD, you should use UIO. On MCM, there should be a separated fix/update to install. -
Scripting Questions: What's the best way to...
Fallout2AM replied to Philosophiac's topic in Fallout New Vegas's Discussion
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. -
triggering a script when the player levels up
Fallout2AM replied to TheBlob2's topic in Fallout New Vegas's Discussion
You probably could make good use of MenuMode 1027 -
Fallout's GECK < Skyrim's Creation Kit?
Fallout2AM replied to Kvba's topic in Fallout New Vegas's Discussion
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. -
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.
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GECK: Use of some DLC´s
Fallout2AM replied to Antarian's topic in Fallout New Vegas's Mod Troubleshooting
Check inside \Documents\My Games\FalloutNV, look for a file named GeckCustom.ini Under [General], look for bAllowMultipleMasterLoads and put it =1. -
Creating Fallout-Style Slideshows?
Fallout2AM replied to ManehattanProject's topic in Fallout New Vegas's Discussion
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 -
The future of Fallout 3 ?
Fallout2AM replied to Deleted1205226User's topic in Fallout New Vegas's GECK and Modders
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