GodofWolves Posted May 8, 2014 Share Posted May 8, 2014 (edited) I have been unable to find a mod the revamps the ownership of items though out the whole game of new vegas. So far the closest mod to this is http://www.nexusmods.com/newvegas/mods/49827/?that mod is incomplete and basically dead; so I decided the I will make a mod that tries to achieve what Improved Ownership set out to do. Over all I have to say make these changes are easy to make but it is time consuming and a bit tedious when done on a large-scale.once I releases this mod then I plan to check if ownership of objects in the caves owned by the Sorrows and the Dead Horses of the dlc honest hearts need adjustment. I am already working on tin cans, empty bottles, and garbage bins.Also various small things that were not considered stealing in the vanilla game are now considered stealing.I plan to change the ownership of paperweights next. Being shot over taking a paperweights is stupid. any suggestions what specific things or locations with objects should have an ownership changed? If get no replies to this then this mod will still be done anyway but relies would be helpful. Edited May 9, 2014 by GodofWolves Link to comment Share on other sites More sharing options...
jazzisparis Posted May 8, 2014 Share Posted May 8, 2014 You could probably save yourself all the trouble by simply using a script which, whenever the player enters any game cell for the first time, would scan it for certain items and clear their ownership. Tell me if you're interested. Link to comment Share on other sites More sharing options...
GodofWolves Posted May 8, 2014 Author Share Posted May 8, 2014 (edited) You could probably save yourself all the trouble by simply using a script which, whenever the player enters any game cell for the first time, would scan it for certain items and clear their ownership. Tell me if you're interested.well I have no clue how to script so sure if you have a scrip help speed up making the mod it would nice. there was a bright side of going thought this timely endeavor, I may have discovered why a NCR MP appeared out nowhere and attacked while I was stealing food from the ultralux kitchen.strangely enough the food in the ultralux kitchen's food ownership is under the faction of NCRObsolete and not VWhiteGolveSocityfaction like every thing else in the kitchen by default. now I need to figure out what the propose of NCRObsolete is in fallout new vegas. Edited May 9, 2014 by GodofWolves Link to comment Share on other sites More sharing options...
jazzisparis Posted May 9, 2014 Share Posted May 9, 2014 The below script both clears ownership of certain items and handles oddities such as the one you encountered at the UltraLux's kitchen. Note that this script require NVSE v4.2b2 (or newer). It also requires that you launch the GECK via nvse_loader.exe, as explained here (second paragraph under 'Installation' section). 1. Create a new Form List (Miscellaneous > Form List) with the ID ClearOwnershipItemsList. 2. Open the from list and "drag" into it (from the Object Window) all the items you want to have no ownership (like tin cans, empty bottles, etc.). 3. Create a new Script (Miscellaneous > Script), set Script Type to Quest, and use the following code: scn ScanClearOwnershipScript short bInitialize float fTimer ref rCurrentCell ref rItem array_var aVisitedCells begin GameMode if bInitialize == 0 let bInitialize := 1 let aVisitedCells := ar_Construct Array let fTimer := GameDaysPassed elseif (GameDaysPassed - fTimer) > 2 let rCurrentCell := bInitialize := 0 let aVisitedCells := ar_Null Return endif if rCurrentCell != player.GetParentCell let rCurrentCell := player.GetParentCell if eval ((ar_Find rCurrentCell aVisitedCells) < 0) ar_Append aVisitedCells rCurrentCell let rItem := GetFirstRef 201 while IsFormValid rItem if rItem.IsInList ClearOwnershipItemsList if rItem.GetOwner rItem.SetOwnership endif elseif player.IsInInterior == 0 elseif rItem.GetParentCellOwner && rItem.GetOwner rItem.ClearOwnership endif let rItem := TeddyBear01 let rItem := GetNextRef loop endif endif end 4. Create a new Quest (Actor Data > Quest), set the ID to ScanClearOwnershipQuest, tick Start Game Enabled, and from the Script dropbox select ScanClearOwnershipScript. 5. Save the plugin and you're done. Link to comment Share on other sites More sharing options...
GodofWolves Posted May 11, 2014 Author Share Posted May 11, 2014 (edited) so what exactly do I do with this part of the scriptlet rItem := TeddyBear01let rItem := GetNextRefit looks like I would have to add ids but I don't know what that would exactly do the item id's I added I am not going to even attempt learn how to scripting just to understand how this script works until my last final on the 16th is done. all will be doing mod wise is changing the objects ownership on a individual basis that I don't want universally unowned during a few of my breaks. Edited May 13, 2014 by GodofWolves Link to comment Share on other sites More sharing options...
jazzisparis Posted May 12, 2014 Share Posted May 12, 2014 This script uses a method called "reference walking", which has a small bug in it. The code line let rItem := TeddyBear01 is a workaround for this bug. TeddyBear01 is completely arbitrary - any form ID can be used, it makes no difference. Link to comment Share on other sites More sharing options...
Xilandro Posted May 12, 2014 Share Posted May 12, 2014 (edited) @jazzisparisI'm sorry for breaking in. But this topic is exactly where I can ask about it =) Should I use : set AnythingRef to Pencil01 set AnythingRef to GetNextRefIn this loop? It's the first time I'm working with list loops, so I want to be sure, and I see you just used "let AnythingRef" in the list loop above. if iLoop == 1 Label 1 if ListGetCount ModdedList set ModdedForm to ListRemoveNth ModdedList 0 ModdedForm.disable MessageEX "%n removed from Modded list" moddedform Goto 1 endif endif Edited May 12, 2014 by Xilandro Link to comment Share on other sites More sharing options...
jazzisparis Posted May 12, 2014 Share Posted May 12, 2014 No, it's meant for ref walking only. Link to comment Share on other sites More sharing options...
Xilandro Posted May 12, 2014 Share Posted May 12, 2014 Thank you very much! Link to comment Share on other sites More sharing options...
GodofWolves Posted May 13, 2014 Author Share Posted May 13, 2014 (edited) I am the kind of person who does not cares if somebody uses a mod I make as an assets for a compilation or something like that as long they credit me.but since an asset you provided is part of this mod then how does would giving permission for it be used by another work? Edited May 13, 2014 by GodofWolves Link to comment Share on other sites More sharing options...
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