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angelwraith

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Everything posted by angelwraith

  1. the animation groups are in the preview window should be open and close. OK so i saw this post yesterday and replied but then saw you had your solution and removed my reply. but its been buggin me because the solution discussed here could not have made this script work.... it may have forced the animation (necessary if your script needs to know and control the exact state of the switch but not here) so now after implementing your script and testing i see my suspicions are confirmed so i am going to repost my post from yesterday now here: your onactivate block is lacking a "activate" pretty sure it still needs the command to activate because an onactivate block replaces the default onactivate function with whatever you script so it needs to be told to activate somewhere in there in order to do so. (tested this morning, it works, all you need is 'activate' to get them to animate) also by applying this script to separate references, each is going to hold its own variables so you need to point to which variable from which script you need. if you are updating an existing script ignore this next paragraph, if however you are attempting to save it for the first time this is very important: *note geck will not allow you to save this script until its saved... i know that sounds ridiculous but its true.. in order to save geck is going to try to make sure those variables exist in those scripts.. but seeing how your trying to save the script its checking it wont find them. what you have to do is comment out the contents of the gamemode block (which is whats causing it to check for those variables) by adding semicolons to the beginning of each line in it, save the script then open the script back up an remove the semicolons on the gamemode block and save again be sure the ref names are set up on the switches though otherwise itll still not save. try: scn aaaSTBunkerCityCell4fRelayScript1 short aaaSTBunkerCityCell4fRelayShrt1 short aaaSTBunkerCityCell4fRelayShrt2 short aaaSTBunkerCityCell4fRelayShrt3 short aaaSTBunkerCityCell4fRelayShrt4 short aaaSTBunkerCityCell4fRelayShrt5 int aaaSTBunkerCityCell4fRelayInt1 begin gamemode if aaaSTCell4fRlSwch1Ref.aaaSTBunkerCityCell4fRelayShrt1 && aaaSTCell4fRlSwch2Ref.aaaSTBunkerCityCell4fRelayShrt2 && aaaSTCell4fRlSwch3Ref.aaaSTBunkerCityCell4fRelayShrt3 && aaaSTCell4fRlSwch4Ref.aaaSTBunkerCityCell4fRelayShrt4 && aaaSTCell4fRlSwch5Ref.aaaSTBunkerCityCell4fRelayShrt5 PlaySound3D OBJBuzzerBell ; see the note at the bottom about this line endif end begin onactivate player if GetIsReference aaaSTCell4fRlSwch1Ref == 1 set aaaSTBunkerCityCell4fRelayShrt1 to 1 elseif GetIsReference aaaSTCell4fRlSwch2Ref == 1 set aaaSTBunkerCityCell4fRelayShrt2 to 1 elseif GetIsReference aaaSTCell4fRlSwch3Ref == 1 set aaaSTBunkerCityCell4fRelayShrt3 to 1 elseif GetIsReference aaaSTCell4fRlSwch4Ref == 1 set aaaSTBunkerCityCell4fRelayShrt4 to 1 elseif GetIsReference aaaSTCell4fRlSwch5Ref == 1 set aaaSTBunkerCityCell4fRelayShrt5 to 1 endif ACTIVATE end *EDIT* 1 more thing i just saw, the playsound command will probably not work because it is not an ambient sound and therfore you must play it from a reference. so you can put playsound3d like i did up there. but this is going to play the sound from the switch.. so i would suggest adding an alarm reference and playing the sound from there by using: yourREFhere.Playsound3d OBJBuzzerBell i tested this ingame.. it for sure works. if you have problems let me know ill try to help. BTW you realize the buzzer sound is on loop? you intend for it to play forever? if not i have a really easy solution for you.. drag the sound itself into the world editor and assign it a reference name and set it persistent. then instead of calling playsound on that sound simply use 'yourSoundRefNameHere.enable' or 'yourSoundRefNameHere.disable' on the reference to control whether or not its playing. remember to set the reference to initially disabled when setting it up though otherwise itll be wailing when it loads.
  2. see you have your solution. so im removing this post.
  3. It's not possible with the current state of NVSE. Item's in a container are not references. They are base objects with 'extra' data. The extra data has the health of the item. This extra data is not accessable by any script function. exactly the response i was after. i mean im not happy that this means i cant do what i want, im just happy that you saved me lots of needless scripting to to figure out thre isnt a function for what i need. thank you.
  4. see im not really sure.. i was hoping someone had an idea about using formlists for this before i got to scripting it out as formlist scripting can be a bit of a pain. id didnt want to go to all the trouble of setting it up just to find out that formlists dont retain some info i need or something like that.
  5. i share your woes. best solution yet ive found is to copy a file you know works (already implemented in game) that is similar to what you need. then use a decent audio editing program to open it. when that is open paste your custom sound over the clip in the editor. replacing all of the original audio info with yours. save the file, dont click 'save as' and the program should use the encoding settings the file had originally (that you know work cause its a copy of a working file). then rename your file outside the editor and implement it back into the game. i dont knwo how to tell you the formats you need but if you just use working files and save them the way they were originally you shouldnt have to worry about it.
  6. what i am trying to do is identify a weapon at a specific index in a container, then move it into the world through script a way that will retain its weapon mods and health. my problem is that in using getbaseobject it obviously returns a objectID which kills the mod info and health info. can formlists be used to accomplish this? i know they can handle references but how do i get the reference info into the formlist. because im still stuck at gbo if im not mistaken. a little help would be great!!! btw been searching for a solution for 3 days.. but usually the nexus comes through when in a bind though so please help me guys!!
  7. oook so i still want the answer to this but i did find a workaround.. i just used NVSE to hotkey it all custom like which works perfectly and i actually like it this way better because i have the default key set to 9 so it doesn't actually take up any slots.. and if that conflicts with other mods it is user settable as well. or can even be turned off completely if desired. but i still want to know what exactly causes a quest item to be hotkeyable or not if anyone knows.
  8. ive had a little success in making this work.. but keep end up in a you cant do that situation.. was hoping someone could help. what exactly does it take to make a quest item hotkeyable? ive notice that with the armor item i am referring to if i have a additem function in the gamemode block set to run once for some reason the item toggles from being hotkeyable to being not keyable every time you reload the game.. but stays the same if you load another save without exiting.. sooo im really confused i also tried to make an ingestible to run what i need to get around the issue but that didnt work either as i need it to activate the onequip block in the first armor and apparently that block doesnt run when activated through script. basically bottom line is this: if you know what EXACTLY makes an item hotkeyable or not please shed some light on the situation for me. I know that its not directly linked to being a quest item as i have hot-keyed both.. it just toggles like mentioned before and i need it to be permanently hotkeyable yet unremoveable ive looked all over.. cant seem to find anything on it. NOTE it is VERY important that this item is a quest item and is never removed from inventory once added... this item MUST be protected from the removeallitems function affecting it...
  9. bwahaha thank you
  10. im having the same problem, any luck?
  11. my mod is crashing because there is a interior space that has no doors and when the player is moved there using teh moveto function no long after the game crashes, i have debugged for 3 days trying different things and i have narrowed the cause down to the companion, if they are set to follow, the game crashes, if not its all good.. now heres where i need help, in order to prevent the game from crashing i need to be able to reference the follower in script so i can use the moveto command to just put them into the cell manually (navmesh is already set up) that way the game wont crash due to routing issues. please please please how do you make a script reference all companions that are following the player (and i mean all some people cheat and run around with more than one companion following them and i dont want their games to crash either.) the rest of the script is ready but this has me stuck please help!!
  12. ok so to debug i deleted everything except the model that is the room, 1 light and the marker that is used for the player.movetomarker function. still crashed. i dont get crashes ANYWHERE else in the game at all... only in this one room.. which is from my mod so i know its my mod that is causing the problem i am going to do another test with the model removed and replaced with something standard that is used a lot in the game and see what happens.. but as it stands right now i am at a complete impasse with no real lead on how to get out. please please please someone who knows what theyre doing check this file and tell me what i am doing wrong.. the mod is small but really robust in that one room, just look at the file youll see there was a lot of time put into this and i dont want it to go to waste cause of some more than likely stupid thing i am missing. yes this is me begging, i really really want this fixed.
  13. all the scripts are object scripts so yeah they all have names. (otherwise i wouldn't be able to select them in the object editor) thats a good thing to know though so i appreciate it nonetheless.
  14. btw i should add i used Cipcis' script tool and FNVedit to try to debug this... still fail.
  15. http://www.newvegasnexus.com/downloads/file.php?id=40685 the bug occurs only while inside the vertibird, especially when the player is idle and the camera is rotating around the player. this is a small mod at this point: 1 new SMALL cell (1 room) 5 or 6 new scripts. in the FO3 version of the HiVE i have the same vertibird setup and damn near identical coding.. and it has worked flawlessly for months now.. whatever is causing this is way beyond my comprehension.. this may help: there are only 3 references that overwrite anything the existing esm.. soo i dont think its a reference conflict. please help, if i cant get this working i may have to abandon the project.
  16. i have a script that needs to be blocked when inside any structure. i think ive seen this before but i dont remember where and now i cant find it. any help would be huge!!! *EDIT* stupid me searches the internet for the answer to this and only after posting this did i think to look through functions on geck wiki.. sorry for forum bloat but seems IsInInterior war the answer to my woes.
  17. hehe i did something very much like this in march: http://thenexusforums.com/index.php?showtopic=188154
  18. btw.. worked like a charm.. thx
  19. ok thank you.. ill do that today. also 2 more questions seeing how you were able to figure that out... 1. are there any more conflicts like this that noone has stumbled across yet. 2. howdid you figure it out.. I've been trying to do the fo3edit thing but the only conflicts I found were in greeting and worldspace.
  20. for some reason when my mod is loaded the generator to let sally out in zeta doesn't operate correctly.. ive messed around in geck and fo3edit but am not well versed in fo3edit but cant find a solution. if anyone has integral knowledge of fo3edit and can tell me what the hell i did to cause this i would be greatly appreciative HiVE
  21. i looked into this for my HiVE mod for the very same reason but found that because the ferals and non-ferals use different skeletons that it seems they cant be easily interchanged.
  22. i used clean masters yes after going through and checking all the references to make sure there was nothing left. There's no errors as far as masters go, but Like I said above - you have 16 records that override scripts from Broken steel - EndingbinksScript (which moves the Player and starts the first BS quest), MQ11Script, CharonScript, FollowersQuestScript, to name a few. Your mod is over-riding these records with the original fallout3.esm versions. Part of cleaning a mod is removing records that have been inadvertantly changed. understood and agreed.. ill take care of that, thanks, but i cant think of a way a script could cause the main menu not to come up so that may not be the fix to the current issue :(
  23. look into "lings" coiffure: http://www.fallout3nexus.com/downloads/file.php?id=8942 many options here to update the look of your toon :) but sadly no new faces :(
  24. mine doesnt lag at all on my machine buuut there is a LOT goin on and it has far surpassed simple housing needs... this is a game breaker soo if youre into immersion DO NOT RUN THIS MOD if you however like having many of the most advanced functions of any of the home mods check it out: http://www.fallout3nexus.com/downloads/file.php?id=11493 ive thought about making a comprehensive list of all the things i provided but that would literally take hours sooo most of it is stuff that you can pleasantly stumble upon.
  25. there are many many tutorials here as to how to do this.. most everyone here learns this way.. not many of us are actually designers as a profession so its going to be difficult i believe to get someone to hold your hand through this.. i wish you the best of luck with your modding endeavors although in all honesty this is not the path that will get you where you want to be the fastest. maybe this instead is where you should start: http://thenexusforums.com/index.php?showtopic=96431 good luck, i hope you accomplish the mod you started on!
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