Deleted2746547User Posted May 15, 2015 Author Share Posted May 15, 2015 (edited) So, here is where am now. Trying the script change suggested by Claustromaniac for the light/power script. Have also taken advice by RoyBatterian regarding the scripting delay I made it 2.0 ? In the end, there will be so many lights hooked up to this "grid" I don't want it becoming too much for the game to process. Of course, when I figure it out... a later update will include a power upgrade option - solar or something. Anyway, I'll try that and see if it reduces the crasing. I should add, it used to CTD. Now it just freezes. And you have to cntrl-alt-delete to end the game and start over. Now to other issues: 1. I understand somehwhat Fallout2AM's suggestions on the Reviver script but how would you implement the change in the code? I'd like to make this work if possible. The choice to save an important NPC and risk the zombie apocalypse or let him die..... :smile: And then have to fight those things running around infecting people as well.2. The NPC inventory/companion trading. Thanks Jokerine, I will try to figure that out but again... I so struggle with scripting. Got it working. Now just need to exclude guard dogs and specific NPCs from the option.3. I'm working on a few others features for the mod like A.) assigning new soldiers to guard when one has been killed (right now I have a script that adds the first one but haven't delved into the complications of replacing them when they are KIA.,, B.) a tool that buries dead soldiers or have a NPC that automatically "buries" the dead and deposits their items into a Base Storage (for you to retrieve later), C.) a tool that allows you to send junk, broken roads, static junk cars, etc. you encounter in the game scrap etc that can be recycled, C.) a trading route for industries you build. Right now I have a script that sends a Brahmin :smile: and a guard from one point to your base. Once he arrives into the trigger area he is supposed to deposit a certain number of items into your merchant's container.... the Brahmin pretty much does what they're are supposed to in following the xmarker route - but they don't seem to depositing items.Major Issue: NAVNMESH the town I built. :/ arghhh.Anyway, those things and lots of others to do. But first I'd like to solve the Faction NPC open Inventory/trade and the syringe. THANK YOU all for the advice and feedback. You all rock! Edited May 16, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 15, 2015 Author Share Posted May 15, 2015 (edited) Jokerine: Awesome. Got it working. Question though: How do I exclude Guard dogs & other animals in your faction from this option and possibly certain specific NPC's? I think specific NPC's would be easy by just adding a condition that <specific npc> not = 1 or something to that effect. Many thanks! Edited May 16, 2015 by Guest Link to comment Share on other sites More sharing options...
Jokerine Posted May 15, 2015 Share Posted May 15, 2015 Hm... you could use GetIsRace and GetIsCreatureType in creative ways :laugh: With the race, you could sort of cheat and make the NPCs you want to exclude a specific race (like Caucasian, just mess with their appearance so it's not so obvious - darken their skin and stuff), and then add a condition to prevent this chosen race from having the dialogue option. Not very clean but I think it would get the job done. Or you could just add another faction (like MyModExcludedFaction) and block that one instead, as NPCs can be in more than one faction. You'll have to test around and see what works for you. And with the creature thing, just add a condition to block animals, or go all out and block all of them if you want to be sure. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 15, 2015 Author Share Posted May 15, 2015 @Jokerine : got the creature no inventory option fixed. Need to work on excluding certain people from it though. I mean, you can't go telling a General he has to give up his gear :) Well, I guess you could. People who want the "realism" just wouldn't take advantage of that dialogue option I suppose.Trying to fix these other errors now. One of which is finding an easy script to move inventory from Base Storage into the players inventory without you actually have to physically go touch the container. The point of setting it up was to make building things easier and that you wouldn't have to make 1,000 trips to a construction site to base storage and back (as everything is pulled from a base storage container when you build). It would be nice for the player to be able to look into base storage and see what he's missing and put it there without having to physically run back and put it in and run back again. Base storage being the place you are basically "requisitioning" items for construction, etc. Hmmm.. I had tried working on a script to tell you what items you were missing each time you constructed something but that got to be a nightmare to figure out.So many little bugs to fix. Anyway, thanks again ! :) :thumbsup: Link to comment Share on other sites More sharing options...
Jokerine Posted May 16, 2015 Share Posted May 16, 2015 I posted a script here that you can use to open a remove container through an activator. Maybe that would help. You can even use "ContainerREF.Activate Player 1" to open a container through dialogue (if you want to talk to a quartermaster or whatever). Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 16, 2015 Share Posted May 16, 2015 (edited) If you have a lot of stuff you're toggling, I suggest placing an X marker as an enable parent and hooking everything up to that. Then you only have to enable/disable one object. Enabling/disabling hundreds of objects individually is going to cause problems with the rendering pipeline if things switch all at once... You maybe want to do stuff in chunks. Edited May 16, 2015 by RoyBatterian Link to comment Share on other sites More sharing options...
Fallout2AM Posted May 16, 2015 Share Posted May 16, 2015 A script like that causing CTD or freezes is very rare. Very. I only wanted to share few small suggestions if I can, my personal approach, because it seems your mod is starting to be big and full of things. If you're modding not vanilla, and you got issues, go back in vanilla or you could have non objective results that lead you to mistakes; you'll have plenty of time in the future to try compatibilities along with other mods, but only once you know your mod works fine in vanilla, so go back vanilla for now. And even if it seems obvious to say, I prefer to repeat it - this doesn't mean you must untick the ESPs in the LO, this means you must erase everything and make a brand fresh install.Then, it's philosophies... but... I never rely on NVAC when I mod. But patchign at 4 Gb is essential for me. Then, once you're modding vanilla and you have weird issues, take a look at what FNVEdit and PU think about your mod, eventually if you have few scripts take a minute to recompile them all one by one. Ignoring issues "because they're small trifles and they're absolutely not connected to the current weird issue I'm having" is not really the kind of approach that usually helps me to solve weird problems, because due to their weird nature of course if I assume that they are not related I'm just lieing to myself: they're weird just because I still have not understood the cause, right? :lol: Last, even if I'm more obvious than before but it's ok and I prefer repeating myself more and more... never duplicate objects or npcs when there's a script attached, and take a big breath and careful look at everything you do when you create a primitive, either a trigger zone or a bound etc. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 16, 2015 Author Share Posted May 16, 2015 You all are awesome. Jokerine, I will have to try that script. Looks like that will work. I think the CTD's and Freezes are gone thanks to changing the scripting delay and making the suggested changes to the script. Most everything I enable is attached to an X Marker. What I've been trying to do along the way is go back through the scripts,etc. and clean everything up. Which is not easy! When I first started this mod two years ago (before life stepped in and made me take a long sabbatical from it) I made a lot of changes and they weren't always streamlined...that is some things I tied to an x marker, some I just put into scripts, some I into Quests (result scripts), etc. And I do have a lot of features/items, etc. in the mod. So, a lot of code to "clean up" - been trying to do that along the way without getting bogged down. You know? I hear ya though @Fallout :) Patched FNV with 4GB and also patched GECK with a 4GB patcher.... not nearly as many problems afterwards. Of couse, Geck always crashes or locks up eventually. Anyway...THANKS! Very good advice.This mod started small and I kept adding features or putting things in place for when the features were implemented. So, for example... I have 3 or 4 pieces of machinery in the Engineer's Office that do different things. 1 turns junk into recycled material (iron , copper, etc.), another is used to make firearms (if you have the proper schematics), another to mint coins/ingots, etc. and one to destroy useless items that serve no purpose. Of couse, I still have to write scripts for them. And as you can tell, scripts aren't my forte.Anyway, I'm sure many of the scripts/methods I've used could be better...but honestly, I've struggled to put even those rudimentary methods together... Now, if I was as smart as you all... :)Today trying to clean up the esp so everything works from OPERATION HORNET'S NEST (opening mission) to OPERATION LIFELINE (last) - 8 or so in all. THEN I HAVE to fix navmesh issues, and start adding recipes, crafting scripts, etc. And then go back to implementing features. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 16, 2015 Author Share Posted May 16, 2015 (edited) @Jokerine: Question - how would you tweak that script to either work with PipBoy or something else you can carry around with you or a creature follower or something? For example, if I go to an activator set up to build something - (and at some point I will figure out an easy way to script a method that tells you what items you're missing each time) - and realize I don't have enough. I could turn to my Brahmin follower follower and move items between Base Storage and him or via PIPBOy. etc. not sure which would be the easiest. THANK YOU again btw.How would you tweak a workbench script (say at a workbench on your base) to pull from that same storage container rather than checking the Player's inventory? I thought I had a working script but I seem to have missed something in the process./ Edited May 16, 2015 by Guest Link to comment Share on other sites More sharing options...
Jokerine Posted May 16, 2015 Share Posted May 16, 2015 I'm really tired right now (sleepy, gonna be midnight) so I'm not sure what exactly you're asking. You mean having an item in your inventory that would allow you to access the container? In that case you could make a piece of armor without any slots selected, attach a script to it and have it open the container when you equip it. I could write down a script for you but I'm not sure if that's what you want, so lemme know if it is and if so I'll see what I can do for ya. Link to comment Share on other sites More sharing options...
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