TrueSaiko Posted October 16, 2013 Share Posted October 16, 2013 I have a plan for a mod... actually, i have a plan for multiple mods, but my greatest knowledge is the G.E.C.K ..... not modelling, texturing, or scripting... i can use vanilla things and the g.e.c.k to make a "house" mod i would like... but i would like a teleporter to it. kinda like the transportalponder, but with multiple differences: it doesn't check where you are ("You are already in big mountain" type issues the transportalponder has if it is used with other teleport methods) it can be used inside... and in combat... and basically, i want to use it anywhere and anytime and, perhaps most importantly, when you use it to leave my cells/worldspace... it sends you back to where you were when you used it. if i use it in the prospector saloon, to go to my "house", then use it again to leave my house, i would like to go back to the prospector saloon... then if i use it again in primm, i want to go back to primm when i leave my house. another requested script (or value/variable/such) how do i make a container capable of holding "quest" items? thanks in advance for any help. Also: if there are any modellers/texturers willing to help with a few things for an alternate mod idea, that would be useful as well. Link to comment Share on other sites More sharing options...
devinpatterson Posted October 16, 2013 Share Posted October 16, 2013 kinda like the transportalponder, but with multiple differences: it doesn't check where you are ("You are already in big mountain" type issues the transportalponder has if it is used with other teleport methods) it can be used inside... and in combat... and basically, i want to use it anywhere and anytime You can use the transportalponder script and just comment out the lines that check for conditions (there is probably some conditions like != isInInterior, != isInCombat or some if statements) and, perhaps most importantly, when you use it to leave my cells/worldspace... it sends you back to where you were when you used it. You could add a line to the script, just before the moveTo/Tport and have a placeAtMe of a unique Xmarker. Then when you want to return do a moveTo that Xmarker. Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 16, 2013 Author Share Posted October 16, 2013 You can use the transportalponder script and just comment out the lines that check for conditions (there is probably some conditions like != isInInterior, != isInCombat or some if statements) You could add a line to the script, just before the moveTo/Tport and have a placeAtMe of a unique Xmarker. Then when you want to return do a moveTo that Xmarker. of all the things i am skilled at, or capable of... scripting is likely on the bottom of the list.... could i get, perhaps, some more specific directions? Link to comment Share on other sites More sharing options...
devinpatterson Posted October 16, 2013 Share Posted October 16, 2013 of all the things i am skilled at, or capable of... scripting is likely on the bottom of the list.... could i get, perhaps, some more specific directions? Well I'm not a scripting guy, but I'll try to help if I can. I don't have access to the geck at work, so I can't do anything til this evening (and then only if I have some free time). Unless you want to post the transportalponder script in the thread here and I can show you the spots to comment out (so it works inside, in combat etc). Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 16, 2013 Author Share Posted October 16, 2013 (edited) scn NVDLC03WeapTeleporterSCRIPT; Transports the player between the Mojave Wasteland and the Sink.; JSH 01/17/11; JSH 03/01/11 - Turned Mojave radio stations on/off.; OMP 03/09/2011 - Prevent the player from using the weapon in VATS, displaying the "can't use in combat" message to alert the player.; TLS 05/05/2011 - Removed Achievements as we're changing what they are and when they get assigned.Short bInMojave ; 0 = Player is at the Big Empty, 1 = Player is in the MojaveShort bChallengesUpdated ; Increment challenges upon first exit of Big MT only.Ref rCountryRadio ; Variable holder for vCountryRadio.BEGIN OnFire ; Country Radio TA has no assigned REF name, so do this instead. Set rCountryRadio to NVDLC03CountryRadioMarkerREF.GetLinkedRef; ; Big MT to Mojave. If ( bInMojave == 0 ) If ( Player.IsInInterior == 1 ) ; Player is in an interior - no teleport allowed. ShowMessage NVDLC03TeleporterInInteriorMsg; ElseIf ( Player.IsInCombat == 1 ) || ( GetVATSMode != 0 ) ; Player is in combat - no teleport allowed. ShowMessage NVDLC03TeleporterInCombatMsg; Else ; Turn on Mojave radio stations. RNVTARef.Enable; RadioBlackMountainTAREF.Enable; rCountryRadio.Enable; Set bInMojave to 1; Player.MoveTo MojaveDriveInMarkerHeadingREF; ; Resume NCR/Legion reaction quests. StartQuest VEFR01LegionGood2CaesarsFavor; StartQuest VEFR00LegionMix2CaesarsHire; StartQuest VEFR02LegionBad2CaesarsFoe; StartQuest VEFR00NCRMixed2LimitedAccess; StartQuest VEFR02NCRBad2MostWanted; PlaySound NVDLC03FXTeleporter EndIf ; Mojave to Big MT. Else If ( Player.IsInInterior == 1 ) ; Player is in an interior - no teleport allowed. ShowMessage NVDLC03TeleporterInInteriorMsg; ElseIf ( Player.GetEquipped HVExplosiveCollar == 1 ) ; Hidden Valley Explosive Collar. ShowMessage MQ05CantUseNowMessage; ElseIf ( Player.IsInCombat == 1) || ( GetVATSMode != 0 ) ; Player is in combat - no teleport allowed. ShowMessage NVDLC03TeleporterInCombatMsg; ElseIf ( Player.GetInWorldspace WastelandNV == 0 ) || ( VHDBattleController.iBattleState > 0 ) || ( IsPlayerInRegion MapHooverDam == 1 ) || ( IsPlayerInRegion VMapHiddenValleyRegion == 1 ) || ( IsPlayerInRegion VMapTheFortRegion == 1 ) || ( IsPlayerInRegion vMapNellisAFBRegion == 1 ) ShowMessage NVDLC03TeleporterNotMojaveMsg; ElseIf ( VNPCFollowers.bHumanoidInParty == 1 ) || ( VNPCFollowers.bCritterInParty == 1 ) ShowMessage NVDLC03TeleporterNoCompanionsMsg; Else Set bInMojave to 0; Player.MoveTo NVDLC03SinkArrivalMarker; ; Stop NCR/Legion reaction quests. ; Stopped here and started in script: "NVDLC02MojaveDoorSCRIPT" StopQuest VEFR01LegionGood2CaesarsFavor; StopQuest VEFR00LegionMix2CaesarsHire; StopQuest VEFR02LegionBad2CaesarsFoe; ;StopQuest VEFR01NCRGood2EmergencyRadio; ; [NOTE: This quest is NOT stopped (i.e. commented-out) on purpose (but included for tracking).] StopQuest VEFR00NCRMixed2LimitedAccess; StopQuest VEFR02NCRBad2MostWanted; PlaySound NVDLC03FXTeleporter ; Turn off Mojave radio stations. RNVTARef.Disable; RadioBlackMountainTAREF.Disable; rCountryRadio.Disable; EndIf EndIfEND Believe that is the script... now that i look at it, there is more that i would like removed.... as example, the radio changes, and the quest end/start... also, is there a way to make it take batteries? why does it have all of that added stuff? lol. a simple "pull trigger teleport to X, pull trigger again, teleport back to where you pulled the trigger to get where you were" would be much simpler, i think... thank you for your help, by the way... would you like a more thorough explanation of the "house" mod i have planned? Edited October 16, 2013 by TrueSaiko Link to comment Share on other sites More sharing options...
Ladez Posted October 16, 2013 Share Posted October 16, 2013 (edited) This should do it. I removed all unneccessary parts of the transportalponder script and modified it like devinpatterson suggested. You will have to place an XMarkerHeading where you want to appear in your house when teleporting there, and give it the editor id "HomeMarkerHeadingREF" by double clicking on it in the render window. scn HomeTeleporterSCRIPT Short bAtHome ref rTelemarker BEGIN OnFire ; Teleport to home If ( bAtHome == 0 ) Set bAtHome to 1 ; You are now marked as being at home Set rTelemarker to Player.PlaceAtMe XMarker 1 ; Place an invisible marker at your feet Player.MoveTo HomeMarkerHeadingREF ; Move to a marker in your house PlaySound NVDLC03FXTeleporter ; Teleport back Else Set bAtHome to 0 ; You are now no longer at home Player.MoveTo rTelemarker ; Moves you back to the marker placed at your feet before ; Following lines removes the marker from the game as it is no longer needed Set rTelemarker to 0 rTelemarker.Disable rTelemarker.MarkForDelete PlaySound NVDLC03FXTeleporter EndIf END why does it have all of that added stuff? lol. a simple "pull trigger teleport to X, pull trigger again, teleport back to where you pulled the trigger to get where you were" would be much simpler, i think...Well, they have to make sure that quests which are running while the player is in the Mojave will not interfere when the player travels away. These are the quests that makes sure that NCR or Legion hitmen will come after you if you have a bad reputation, and they are likely set up to run no matter where the player is located, therefore they need to be temporarily stopped. As for the radio stations, they are also set up to play no matter where the player is, so to avoid them playing in an area that is supposed to be far away from the Mojave, they are also disabled. As for the interior check, moving the player away from an interior without using the exit can possibly break some quests since there can be invisible triggers that the player needs to walk through. Believe me, it's all there for a reason ;) Edited October 16, 2013 by Ladez Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 16, 2013 Author Share Posted October 16, 2013 (edited) This should do it. I removed all unneccessary parts of the transportalponder script and modified it like devinpatterson suggested. You will have to place an XMarkerHeading where you want to appear in your house when teleporting there, and give it the editor id "HomeMarkerHeadingREF" by double clicking on it in the render window. Excellent! Thank you immensely! +2 kudo's to each of you. This should work very well... couple more questions, though... Can it be made to take batteries? if so, can it check for different type of batteries? example, it will take a fission battery, if you don't have one, it will take X MFC, if you don't have it, it will take X ECP, if you don't have that, it will take X SEC.... Can it be used with any weapon i apply the script to? and if so, how would it work in regards to those weapons.... as example, if i attach it to 9mm pistol.... then pull trigger, will it still shoot off a round and show recoil anim before, during, or after the teleport? How can i get a container to allow you to put quest items within it, so they stop cluttering inventory? and.... is there a way to stop companions from entering someplace? None of these are necessities, but they will either add lore-friendliness/realism, or variety, or personal preference. Specific story: in big mountain somewhere, there will be placed this teleporter and there will be a note nearby.... the note details that some scientist guy found a way to fold time/space and move across dimensions or compress open space and such... but he is nowhere to be found... use the teleporter, be sent to a very large building (hangar) with small buildings within... find a bunch of dead people and a story about the building, and... most specifically.... the scientist guy (dead) and a note which details that he used it... found the place... then tried to get back, but his teleporter wasn't working, and he spent days trying to get it to work until he realized he needed to power it... but he had no fission batteries, and couldn't find any in that building place.... so he killed himself after writing a goodbye note. he wasn't as smart as he thought, since he killed himself with an energy weapon... and those batteries could have been used. (backup batteries in case players didn't bring batteries with them when they play the mod... this way they can still get back to the real world.) there will also be lore/story about the hangar and other dead inhabitants... and when this mod is completed, i plan to release it. seriously though, i do sincerely appreciate it.... that was the biggest task i had to tackle before i could efficiently use a personal preference in player home. Edited October 16, 2013 by TrueSaiko Link to comment Share on other sites More sharing options...
Ladez Posted October 16, 2013 Share Posted October 16, 2013 >Can it be made to take batteries? if so, can it check for different type of batteries? example, it will take a fission battery, if you don't have one, it will take X MFC, if you don't have it, it will take X ECP, if you don't have that, it will take X SEC.... Just adding this part right after the "Begin OnFire" line should work. The "Return" function will prevent the following lines from being executed. Just replace any [count] with the number of batteries or cells you want to use. Also create a message to show when the player doesn't have any. If player.GetItemCount FissionBattery >= [count] Player.RemoveItem FissionBattery [count] 1 ElseIf Player.GetItemCount AmmoMicroFusionCell >= [count] Player.RemoveItem AmmoMicroFusionCell [count] 1 ElseIf Player.GetItemCount AmmoSmallEnergyCell >= [count] Player.RemoveItem AmmoSmallEnergyCell [count] 1 Else ShowMessage [Message that tells the player he needs batteries] Return EndIf > Can it be used with any weapon i apply the script to? and if so, how would it work in regards to those weapons.... as example, if i attach it to 9mm pistol.... then pull trigger, will it still shoot off a round and show recoil anim before, during, or after the teleport? Technically, yes. I don't know how it will behave it you use it with a weapon that actually fires something, but I take it you just want a dummy weapon that doesn't shoot or use ammo. You could just make a clone of the transportalponder for your own use. > How can i get a container to allow you to put quest items within it, so they stop cluttering inventory? Containers have no problem holding quest items, its just that you can't remove them from your inventory. Actually, since quest items are usually weightless, I find it much simpler to just call "SetShowQuestItems 0", which will hide quest items from you inventory. That function can easily be bound to a hotkey. If you're determined to remove them, it can be done with RemoveItem, and added with AddItem someplace else. but keep in mind that RemoveItem destroys the items in the process and AddItem adds items with full condition, which may not be a good idea with weapons and apparel. RemoveAllItems or RemoveAllTypedItems lets you move all items to a container and preserve their condition, but they ignore quest items so to go that way you would have to remove the quest item flag from all quest items. This is why I prefer to just hide all my quest items, since I generally don't need to look at them. > and.... is there a way to stop companions from entering someplace? It can be done, but I'm not sure how since I haven't tried doing it. I guess you can use a script to set the waiting variable in their script, but I don't know if this has any side effects since I haven't messed around with companions like that before. Someone else should help you out on that one. >he wasn't as smart as he thought, since he killed himself with an energy weapon... Lol :tongue:Nice story. I like that you have a backstory all thought out to make it lore friendly, I wish more mod authors did that :wink: Link to comment Share on other sites More sharing options...
TrueSaiko Posted October 16, 2013 Author Share Posted October 16, 2013 awesome! ..... still confused on the battery thing, though.... do i put the counts in the counts, or the "1" ...... like.... If player.GetItemCount FissionBattery >= [1] Player.RemoveItem FissionBattery [1] 1 ElseIf Player.GetItemCount AmmoMicroFusionCell >= [5] Player.RemoveItem AmmoMicroFusionCell [5] 1 ElseIf Player.GetItemCount AmmoSmallEnergyCell >= [20] Player.RemoveItem AmmoSmallEnergyCell [20] 1 even though it says "1" at the end... it will still remove 5/20 respectively? and... ECP.... i may be able to add the ECP myself, just copy/paste two of the lines and change to the ID of the ECP, right? Elaboration on the other parts: Any Weapons: nearly meaningless... i just wanting something that looks cooler, or unique... was thinking maybe i could clone a C-finder and try to change the texture of what the back says (instead of poseidon oil or whatever) ... or something, just so it looks better, unique, or different (perhaps, even, the alien blaster... after i see if i can change the texture) Quest items: fee510 (i think that is the name) had a tent mod with a safe that let you put in quest items... i like this, because many quest items don't go away after the quest, and if i want to find something in my misc section of inventory (brass, lead, scrap electronics, etc.) i would like to know how many i have of... i would prefer to check inventory easily, rather than scroll through boatloads of items, or using my current method (going to a container, and using that to hide the quest items and see a much smaller list) i don't want to hide them, though, since i believe other mod add menu items and such which are set as quest items (nevada skies thermo-hydrograph, maybe, for example... not sure, would have to check, but a lot of mods add aid/armor items for menus) Companions: within the hangar will be multiple other buildings, and i would prefer a personal house they cannot enter, so i can store stuff without them eating my rare items, like special nuka-colas, or the brahmin wellingtons i get from some casino, which, as far as i know, cannot be gotten elsewhere (i am a collector, and i know they eat my food in the lucky 38... wish i could get them to stop... or make them not able to enter my house/storage area) and thanks for the compliment.... i am a realism/lore/immersion fanatic.... there are a lot of things i would like to do regarding this teleport script thing... such as if used too often, there could be detrimental physical effects, since the wormhole/dislocation/de-matterifying impacts the physical health (maybe a sickness, or radiation, or temporary stat loss which compounds if you continue to use the teleporter too frequently without letting your body recover) ..... but i am trying not to ask for too much... lol. Link to comment Share on other sites More sharing options...
Ladez Posted October 16, 2013 Share Posted October 16, 2013 Yeah, I should have elaborated on that. You replace the brackets with the amount, like this: ElseIf Player.GetItemCount AmmoMicroFusionCell >= 5 Player.RemoveItem AmmoMicroFusionCell 5 1 I just use brackets around parts that you have to fill in yourself. The last parameter is optional. If it is set to 1, as above, it will hide the "item removed" message, which I think makes sense here. If you don't want it you can safely remove it. And yes, you just duplicate the two lines and change the ID for more items. Just remember to put them in the order that you want the script to check for. If Fission Batteries are used first, then that goes on top, and so on. Quest Items: Yeah, it looks like that tent mod has some advanced sorting. Judging by the description, it seems to function by looping through all your items and turning any quest items into regular items, and then changing them back when closing the container. It should be relatively simple to script a container to act that way, it will require NVSE though. (Btw, when I mentioned hiding quest items I also mentioned scripting it with a hotkey to quickly toggle it. It's something I do myself and I find it works wonderfully.) Companions: If you store your items in containers, you can set a "no AI acquire" flag on their references to prevent any NPC's from tampering with them. Link to comment Share on other sites More sharing options...
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