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Demeggy

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Everything posted by Demeggy

  1. In theory, very easily achievable for standard objects. Little trickier in principle this mechanism... been working on a rebuild of the example script provided; lots to consider - AI Packages being executed, LOS angles arent always sh*t hot either, so its quite ambiguous determining what actually LOS is etc. Will keep you posted with findings.
  2. Good work - this is how I got the Weeping Angels working on Fallout Who Vegas! If you've got no objections, I'm going to have to hack at some of that example code, as we're steadily reworking Fallout Who for Fallout 4 at the moment, and this is just the ticket.
  3. Hey fellas, Any plans on Facial Geometry script functionality in the future? We're looking to get hold of some funcs that'll allow the random mapping of faces (nice work with body stuff in the latest build). D
  4. Much appreciated, glad I'm not barking up the wrong tree. Yeah, it's a USB adaptor I'm using as a temp fix. I've got a 24+1 Pin adaptor enroute so hopefully that'll fix it! Thumbs up for the shout back
  5. Morning all. I've been looking for a specific resolution for the past couple of days now since upgrading to a dual monitor setup. I've never had issues before with New Vegas, until now. I bought a VGA monitor, same spec as my current vga screen, and realised the second port on my GTX 750 was for a DVI-D 24+1 adaptor. I've only got 24+5 pin adaptors, so I had to borrow a DisplayLink adaptor from my office. The monitor itself works fine, most games (Fallout 4 etc) work without issue on either of the screens - however, New Vegas crashes as soon as it starts loading up the game itself. I can get past the intro screens, past the main menu, load an existing or start a new save, and as soon as it's about to plonk me in world, CTD. I've tried various things; - NVAC - Game Companion - Deleting all of the .ini files - Reinstalling New Vegas - Reverifying integrity of game cache via Steam - Changing res settings to match the screen output (I normally play in windowed mode for dev purposes) - Tried accessing the NVidia control panel, however there's a known issue with DisplayLink conflicting with NVidia drivers and prevents the control panel from loading properly Now the reason I know it's a problem with my monitor, is because by disabling the adaptor, and reverting to 1 screen - Ta Da! It works. If anyone can assist, that'd be hugely appreciated, Thanks, Demeggy
  6. Afternoon chaps, Large fist-pump when I did a hopeful search on Fallout 4 Script Extender this morning. I don't think any of us were expecting such a bloody quick release, big kudos :smile: Demeggy
  7. It's a good question none-the-less. Potentially settlements operate like a radiation marker, with the editable field of modifying defined by the radius perhaps? All hypothetical at the moment, as I can't imagine a way it would be possible for this to be modded without access to the map editing portion of the next creation kit. It's certainly something I'd like to see implemented.
  8. It should basically create a new ref for the player clone, as I eventually want to be able to utilise multiple clones of the player, each with their own unique ref (I'll be storing these ref's in an array). Thanks, D Then as Tomm says you don't need that. You just Let MyCloneRef := PlaceAtMe 7 1 and then Let MyArray[someindex] := MyCloneRef That's so beautifully simple, it's bound to work :) Thanks, I'll give it a shot and post back my findings! D
  9. I can't quite find any clear info on what parameters the setrefvar uses. From what I can establish; nameofReftoModifyhere.setRefVariable "refNameIwantHere" nameofquestthisScriptRunsInHere The last parameter (quest) I'm dubious about... It should basically create a new ref for the player clone, as I eventually want to be able to utilise multiple clones of the player, each with their own unique ref (I'll be storing these ref's in an array). Thanks, D
  10. Cheers Tomm, unfortunately that doesn't appear to work. SetRefVariable consistently breaks on the cloned playerRef :(
  11. Afternoon, So I've had a gander around the internet, and seem to have come up blank. Basically I'm trying to set the reference of a player cloned NPC via NVSE withina quest script. Attempting to use the following breaks the script; ref playerBody set playerBody to 00000007 ;should in theory spawn the player NPC clone (I have a feeling this is where it breaks) player.placeAtMe playerBody playerBody.setRefVariable "clonedBodyRef" questNameHereAny suggestions would be much appreciated! D
  12. Cheers buddy, snifter of hope there so I'll crack on with investigating it. I'm thinking of creating duplicate /xml files, each with differing .nif paths, then controlling which .xml is utilised via script... although as I type I'm not confident that in particular is feasible. Thanks for the header info, had that in a while now. It's a shame it's no easier to modify the menu screens, for modding purposes they can be bloomin' immersion breaking.
  13. Evening all. So I've been sat scratching my head for the past few weeks trying to fathom if it's at all possible to alternate the New Vegas Robco terminal menus ingame (i.e. differing terminal screens per terminal). There's no direct way of changing the model via script (setmodelpath from NVSE would apply to the terminal world object rather than the screen itself). Now in honesty, I havent checked the .xml files that determine the menu screens, so I may start there... but is anyone experienced with NVSE aware of a way we can modify external files via GECK scripting? D
  14. Please close the thread, issue resolved - found a relevant workaround.
  15. Evening all, Quick question as I'm at a loss really; is there any way of a package determining which reference it's being run on? Having combed over various NVSE 4.1 functions, I'm stumped currently.
  16. Resolved :) I moved the topic script to a quest script, conditionalising it by placing it into a dialogue block. The topic script triggers the quest block, the quest block runs, then turns off at the end. Works like a charm. :) Thanks for pointing out the syntax error.
  17. Cheers. Having amended it, I've tried running it again, still to no joy. I'm now suspecting that the GetCrosshairRef method isn't ideal, as it doesn't seem to be correctly identifying the NPC Ref. ref npc short loc set npc to GetCrossHairRef set loc to npc.GetVariable "rndLoc" printc "My location is %g" loc
  18. Afternoon, Trying to determine a feasible way of determining the Ref of the NPC you're in dialogue with (using NVSE 4.1), then pull a variable from that NPC. Have tried various ways, which don't always prove to be consistent. I'm running the code at the end of each topic. The method I'm adopting is as below; ref npc short loc set npc GetCrossHairRef set loc to npc.GetVariable rndLoc printc "Responded" MessageEx "My location is %g" locI did utilise a similar piece of code in another topic last night which worked, momentarily at the least, but for some reason now - doesn't (can't work out why, as I haven't amended it) ref npc set npc getCrossHairRef if npc == testQuest.targetNoc MessageEx "True" else MessageEx "False" endifThe code just fails to actually run. It does appear to printc as stated in the above block, but doesn't provide any other actions. Thoughts?
  19. Hi guys, aware I'm in the Skyrim section, but the New Vegas forums are terribly quiet these days. We're looking for a female voice actor to provide dialogue for a new and very unique companion to our next big Fallout Who Vegas release. The role is for a Silurian warrior, with a dark secret https://www.youtube.com/watch?v=FNXyaJJ-UzU
  20. Afternoon all, FWV (A Doctor Who modification for Fallout New Vegas) has been a strong going mod for the best part of 4 years, and still cracks on. We've got some massive additions to the mod in development at current, so go and check it out over at http://falloutwho.blogspot.com We're desperately looking for multi-talented Texture Artists with experience. You'll be working closely with our Core modellers and myself on a tight deadline. If you fit the bill, please hit me up below. EXAMPLES OF WORK ARE A MUST. D
  21. Before I throw this sodding computer out of the window (patience is a virtue); is there any way to logically have a trigger detect the presence of a dynamic npc, and kill it?
  22. http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_NPC_population If you aspire to be a professional modder for Fallout, this GECK wiki is your Mecca.
  23. Afternoon all. So Ive been toying over various different experiments recently on how to create 'shadow spots' for the player; places where if they enter a particular trigger, they'll be effectively completely invisible to the enemy. At current, I'm using the below code on trigegrs used as 'shadow spots', but they don't seem to be having an effect. begin ontriggerenter player ShowMessage A000shadowsOn player.setghost 1 end begin ontriggerleave player ShowMessage A000shadowsOff player.setghost 0 end Any suggestions?
  24. Wow. Well, that is quite simple afterall. I should be able to do something with that. Thank you so much. :) I would have PM'd you instead of bumping the thread, but you have PM's disabled, apparently? No probs, I guess I do? I don't come on that often these days, just when I'm feeling charitable or needy, lol
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