djmystro Posted March 15, 2011 Author Share Posted March 15, 2011 rickerhk :Thanks for the response but I'm still a bit stuck.I'll explain fully how I have been testing:1: Create new empty esp using the AWOP main.esm as a master.2: Made several changes to the AWOP Drainage Chamber outside of Goodsprings Source (replaced a weapon, deleted some stuff, added some things)3: Saved new esp file as AWOP Low Loot or similar4: Possible mistake here: Added esp to list and launched FNV.I probaly should have updated the main .esm file with the FNV Header toggle first as I had been editing it previously (so all overridden form entrires are not present).5: Load a save from just before exiting Doc Mitchell's house.6: coc directly to the Drainage Chamber where upon I find everything exactly the way it was originally. At no point did I convert the new .esp to an .esm (another mistake?)In this case what triggered the DUPLICATE entries to create themselves?I am guessing loading up after the GECK exit without AWOP set as a master but I cannot say for sure and I'm a bit wary of this now. That's good to know about the load order. I'll try to keep as many as I can as .esms. These first few plugins will only effect items in AWOP locations, containers and NPC's inventories. I figured the process to fix them all would be as bad as that. Only a fraction quicker than if I re-do everything normally (well, maybe not that bad but since I made a couple of mistakes the first time around I figure I'd better do that anyway) Link to comment Share on other sites More sharing options...
rickerhk Posted March 16, 2011 Share Posted March 16, 2011 I'll explain fully how I have been testing:1: Create new empty esp using the AWOP main.esm as a master.2: Made several changes to the AWOP Drainage Chamber outside of Goodsprings Source (replaced a weapon, deleted some stuff, added some things)3: Saved new esp file as AWOP Low Loot or similar4: Possible mistake here: Added esp to list and launched FNV.I probaly should have updated the main .esm file with the FNV Header toggle first as I had been editing it previously (so all overridden form entrires are not present).5: Load a save from just before exiting Doc Mitchell's house.6: coc directly to the Drainage Chamber where upon I find everything exactly the way it was originally.That's puzzling because I just did steps 1-4 with my own mod (an esm file) with a blank esp - deleted a couple items laying around. Marked another one as 'initially disabled'. Placed a new item on a table. I went into the cell with my existing save game and all the changes I made were there - the deleted/disabled items were gone, etc. I didn't coc, but went through a door. It would be a stretch to think coc had anything to do with it. Did you launch the game with the esm bit un-set in your main esm? I'm not sure what would happen, but probably not good. In this case what triggered the DUPLICATE entries to create themselves?I am guessing loading up after the GECK exit without AWOP set as a master but I cannot say for sure and I'm a bit wary of this now.Yeah, when you save the plugin and exit, it strips the main file out of the master list because it didn't have the esm bit set. Then when you reload the esp into the Geck with the master again, the items in the esp have the same editor IDs as items in the master, but their link to the master file was broken, so the Geck appends the DUPLICATE onto them. Then you save the esp again and it's really hosed with the DUP names. Link to comment Share on other sites More sharing options...
djmystro Posted March 16, 2011 Author Share Posted March 16, 2011 I have done a very dumb thing (actually two). I have been assigning the esp version of AWOP as a master (which won't work in itself) and have then been testing using the .esm. I don't know why that did not occur to me earlier. I have not had chance to fix/test anything yet but I am 99.9% sure that's the problem. Link to comment Share on other sites More sharing options...
djmystro Posted March 17, 2011 Author Share Posted March 17, 2011 Yeah, the post above was the reason(s) for my previous troubles. The new patches are working fine now and have been uploaded to a new page on the Nexus just for AWOP patches. I have got a new small problem. I noticed the cripple effect stays on my Troops even when I give them several stimpacks. This is an example result script for the dialogue option to use a stimpack on Oso (one of the Troops): OsoRef.RestoreActorValue Health 75player.removeitem stimpak 1OsoRef.SetActorValue PerceptionCondition 100OsoRef.SetActorValue EnduranceCondition 100OsoRef.SetActorValue LeftAttackCondition 100OsoRef.SetActorValue RightAttackCondition 100OsoRef.SetActorValue LeftMobilityCondition 100OsoRef.SetActorValue RightMobilityCondition 100 As far as I can tell this should do the trick. It seemed to work on one troop who wandered around still crippled for a bit before reverting to a normal stance after a minute or so. I could not seem to replicate this though. I tried stimpacks on about 5 of them (with correct REF entires where appropriate) and tried entering another area to trigger the change but they continue to walk around crippled but with full health. Any ideas where I have gone wrong here? Link to comment Share on other sites More sharing options...
rickerhk Posted March 17, 2011 Share Posted March 17, 2011 On the limbs, you need to use RestoreActorValue also. Edit - if you want to restore them to full health, ActorRef.ResetHealth is all you need. Link to comment Share on other sites More sharing options...
djmystro Posted March 17, 2011 Author Share Posted March 17, 2011 rickerhk: Thanks for the advice - that fixed it perfectly (just replacing 'set' with 'restore' in all instances). The second option will come in handy for future advanced dialogue options (when the player has a high medicine skill). Link to comment Share on other sites More sharing options...
simplywayne90 Posted March 17, 2011 Share Posted March 17, 2011 Just for future readers I wanted to include a link to the How To Become A Modder Thread. Which goes over the basic problems in modding of all types (Textures, Scripts, Models, etc.) As well as what a person needs to get started as a modder. It may help anyone with certain difficulties. http://img833.imageshack.us/img833/6615/howtobecomeamodder.jpg Link to comment Share on other sites More sharing options...
djmystro Posted March 31, 2011 Author Share Posted March 31, 2011 I have a few new random questions, no hurry on the answers, it's just stuff I'm curious about that could come in handy in the future. 1: NPC Perks - I presume the only way to add perks to enemies and other NPCs is using a script but I just wanted to check if there were any more obvious methods I may have missed. Also if a script is required any advice would be welcome (I can look it up but if anyone knows already then that would save me some time). 2: Portals, do you have to be as precice and pernickety with these things as it looks or is there an easier way. Basically I tried to split up the new Freeside Thug hangout into various portals and it just ruined the place (walls clip in and out, shelves dissapear with the slightest overlap and snap to grid function in GECK is useless). I was wondering if just splitting the area into three big portals (rather than a load of small ones)would be a simpler solution, but is it worth the effort? 3: Interactive container. I was thinking of a starter box in doc Mitchells that works like an activator with a menu. The options are for certaion starter packs (generic, energy, explosives, sniper, diplomat or none of the above e.g empty) that will consist of certain weapons, ammo and consumables. When you select an option you get the relevant pack and the choice can only be made once. Only problem is I have no idea where to start with this. I have not messed about with activators before. I was hoping if it's a simple process that someone could explain it to me. Any help will be highly appreciated and will be rewarded with the usual credits and kudos where possible. Link to comment Share on other sites More sharing options...
viking99 Posted April 2, 2011 Share Posted April 2, 2011 (edited) I have a few new random questions, no hurry on the answers, it's just stuff I'm curious about that could come in handy in the future. 1: NPC Perks - I presume the only way to add perks to enemies and other NPCs is using a script but I just wanted to check if there were any more obvious methods I may have missed. Also if a script is required any advice would be welcome (I can look it up but if anyone knows already then that would save me some time). 2: Portals, do you have to be as precice and pernickety with these things as it looks or is there an easier way. Basically I tried to split up the new Freeside Thug hangout into various portals and it just ruined the place (walls clip in and out, shelves dissapear with the slightest overlap and snap to grid function in GECK is useless). I was wondering if just splitting the area into three big portals (rather than a load of small ones)would be a simpler solution, but is it worth the effort? 3: Interactive container. I was thinking of a starter box in doc Mitchells that works like an activator with a menu. The options are for certaion starter packs (generic, energy, explosives, sniper, diplomat or none of the above e.g empty) that will consist of certain weapons, ammo and consumables. When you select an option you get the relevant pack and the choice can only be made once. Only problem is I have no idea where to start with this. I have not messed about with activators before. I was hoping if it's a simple process that someone could explain it to me. Any help will be highly appreciated and will be rewarded with the usual credits and kudos where possible. Hi djmystro a thanks for a great mod, I will play when I get some time but modding is very timeconsuming as you probably know too well. to your questions: 1. create a new actoreffect and asign it under the npc tab. In my own mod I have created a perk called painresistant to add DT to the enemies and make them tougher. no script should be necessary. 3. the gsChemistrySetScript has exatcly what you need. the line getdestroyed makes sure the activator can only be used once. You can expend the menu and add several choices and use for instance (player.addItem stimpacks 1) to add them to the player inventory. You also have to change the note attached to it to provide a functioning menu. You then check under activators in the geck object window, chose a suitable model, place it in the cell and attach the script. on Cipscis webpage you can find an excellent tutorial about making menus. goodluck and keep bringing us new adventures! Edited April 2, 2011 by viking99 Link to comment Share on other sites More sharing options...
djmystro Posted April 4, 2011 Author Share Posted April 4, 2011 viking99 :Thanks for the advice, kudos given, credits on next update :)I'm glad adding perks will be as easy as that.I'll check out the chemistry set when I go back to AWOP main file to try and make that box.I'm very busy working on the patches at the moment so AWOP updates will be postponed for a short while. Link to comment Share on other sites More sharing options...
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