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Vegas, Baby...


stevie70

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i proudly present: vegas, baby...

a player home mod so far (but a quest will be added once i got into quest scripting a bit better)

 

and i have quite a lot of questions about how to do things (none quest-scripting-related)...

 

.) map position. when in the interior cell, neither the position on the world map nor the world map itself are correctly (= according to the exterior map marker position) displayed in the pip boy map. how can i fix this...?

 

.) i noticed that the place can't be seen from far when using binoculars etc, can i fix this via update world lod, and would that be a good idea or not (wouldn't mind if it takes a while though)

 

.) how can i get a sandboxing npc to leave the interior cell and sandbox in the outside area as well (and vice versa), do i have to set up a patrol for this or what...?

 

.) about cubic activators - when you have a look at the bathtub, you'll notice it's got a skull for a fawcett to activate it - originally, i wanted to place a cubic activator around the bathtub that you could activate like, say, a door, in the way that it says "activate xxx" on screen when

you look at it, but i couldn't bring the activator to behave like that, i just could make it trigger when you step inside it, but that's not quite it - what am i doing wrong here...?

 

.) i wanted the soap to display a top-left-corner-message on consumption, but "begin onEquip" in the attached script won't do the trick, so how can i get it to do this...?

 

.) a question and a little request considering the mister-healthy-robot.

the request...: i'd like it to have a red or green cross on top instead of the repconn-logo, the retexturing, i could easily do myself, but i haven't figured out how to use nifskope yet (vegas baby being my first finished mod & lots of learning already), could someone maybe extrude me the texture so i can rework it in photoshop and then re-imply it into a nif ? i'd really appreciate the help...

and a q about the robot's flight height, i originally wanted it to fly higher than it does now (making it get up that counter was a real pain in the ass), but i couldn't figure out how, is there a setting for the flight height somewhere or do i have to make a new nif for that as well...? (yes yes, i'll see how to use nifskope as soon as i find the time)

 

.) the lamps, the lamps, the lamps... is there any way to make the floor- and sars-lamps look, well, less whack when lit...? i'm talking about the pitch dark screens (what's the on-state good for anyway if the screen is just as dark?) - setting an external emittance doesn't do anything - new nifs as well...? can i make objects "lightable" in nifskope anyway...?

 

.) and one last little thing about fire. there's this little fire in the kitchen area - to do this, i had to stick a torch through the statue to acchieve this, i've tried with fire meshes (already asked about it in here as well, but to absolutely no avail), but most of them, i can neither see in the geck render window (nor grab and move them there) nor in the game, and the few that can actually be placed in the geck don't react to scaling at all, no matter what i scale in the geck, in the game they're just the same size, so how the hell does it work with this fire thing, i just can't figure it out

 

thx for answering in advance, i appreciate any help i can get.

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I can try to answer some of your questions:

 

1) as far as i know, for lod, you can always personally overclock it using fomm and using game settings > graphic options under distance lod, and ovveriding it to 50 lets say, but this can lag up the game if you dont have a high end rig.

 

2) for the map position - did you coc into your cell? or did you walk to it by traveling, sometimes the game can misread pip boy position when you coc into a cell or teleport into it by other means.

 

3) you can create an ai package for the npc by going into the npc's preferences and adding a ai package. then choose sandbox in the dropdown list in upper right corner, and choose the other options given, as well as a reference point where the npc should sandbox.

 

4) if the soap is only to be consumed once, then you should use "begin onactivate" instead, if the soap is a ingestible base, then it will disapear from the inventory upon consumption, adding a "show message" function will display the message for instance "show message YourMessageID" you will also have to make your message in the messages section of geck, naming it so it is the same as "YourMessageID" in your script

 

this is to the best of my knowledge on the things i could answer, if your unclear on anything i wrote please ask .

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2) for the map position - did you coc into your cell? or did you walk to it by traveling, sometimes the game can misread pip boy position when you coc into a cell or teleport into it by other means.

aah yes, coc it was. thanks for that.

 

3) you can create an ai package for the npc by going into the npc's preferences and adding a ai package. then choose sandbox in the dropdown list in upper right corner, and choose the other options given, as well as a reference point where the npc should sandbox.

so what you're saying is, if i want it to sandbox inside and outside as well, i've got to set up two separate sandbox packages, one for outside and one for inside, or am i getting this wrong...?

 

4) if the soap is only to be consumed once, then you should use "begin onactivate" instead, if the soap is a ingestible base, then it will disapear from the inventory upon consumption, adding a "show message" function will display the message for instance "show message YourMessageID" you will also have to make your message in the messages section of geck, naming it so it is the same as "YourMessageID" in your script

uh, i didn't quite understand how you mean that, where exactly i should call the script that is, but it still pointed me into some kind of right direction: i did it by creating a script effect for the item now (yes, it's an igestible), that calls a script that calls the message, rather complicated for a simple message i'd say, and what you wrote sounded kind of like it needed some steps less, but even now i don't really understand how you mean that..

 

thanks for the help so far :-)

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2) for the map position - did you coc into your cell? or did you walk to it by traveling, sometimes the game can misread pip boy position when you coc into a cell or teleport into it by other means.

aah yes, coc it was. thanks for that.

 

3) you can create an ai package for the npc by going into the npc's preferences and adding a ai package. then choose sandbox in the dropdown list in upper right corner, and choose the other options given, as well as a reference point where the npc should sandbox.

so what you're saying is, if i want it to sandbox inside and outside as well, i've got to set up two separate sandbox packages, one for outside and one for inside, or am i getting this wrong...?

 

4) if the soap is only to be consumed once, then you should use "begin onactivate" instead, if the soap is a ingestible base, then it will disapear from the inventory upon consumption, adding a "show message" function will display the message for instance "show message YourMessageID" you will also have to make your message in the messages section of geck, naming it so it is the same as "YourMessageID" in your script

uh, i didn't quite understand how you mean that, where exactly i should call the script that is, but it still pointed me into some kind of right direction: i did it by creating a script effect for the item now (yes, it's an igestible), that calls a script that calls the message, rather complicated for a simple message i'd say, and what you wrote sounded kind of like it needed some steps less, but even now i don't really understand how you mean that..

 

thanks for the help so far :-)

 

yes, your right about the sandbox package, you need one for each place you want the npc to sandbox. if you need details on how to do that i can show you, but its mostly self explanitory

 

for the script with the message:

first make your message by going into the "miscellaneous" - > messages section in geck in the left window. give it a name, for instance "YourMessageID".

 

write what you want to be displayed in the left corner of the game when you ingest the soap item in the "Message Text" box, make sure you UNcheck "messagebox" if you want it in the top left corner of the game, and choose how long it will be displayed.

 

then make a script for the soap indigestible, it should looks something like this:

 

scn MySoapMessageScript

begin onactivate

showmessage YourMessageID

end

 

then, double click the soap item and add your "MySoapMessageScript" to the object under the script window when viewing the indigestible properties.

 

additionally, when you want the soap to do other things than just show a message upon consumption, you can either add things into the script right under

"showmessage YourMessageID", or if the soap gives base effects, you can just add those into the soap object itself when editing the soap object properties.

Edited by stealthtank91
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yes, your right about the sandbox package, you need one for each place you want the npc to sandbox. if you need details on how to do that i can show you, but its mostly self explanitory

ok thanks. i was a bit worried about having too many packages attached to one npc, but from what i've seen from vanilla npc's, the number shouldn't matter that much...

 

for the script with the message: [...]

well i think this would work. the point is: i have one message displayed ("soap added") when it's taken and another one when it's "used" (consumed); for the first one, a script attached to the item with a begin onAdd block works fine. for the second one, i've tried the same thing with onEquip, but this didn't do anything at all. and i'm afraid, if i did it with onActivate, this would override the default action (which would be the item being added to the inv), so i came up with the script effect as an item effect. i'm pretty sure onActivate was the first thing i tried anyway, but somehow didn't work, don't know anymore.

but i think i'll try it out again anyway, would be really simpler than the script effect thingie... :-)

 

 

 

 

if i'd add an onActivate-block would override the being added to the inventory, i'm afraid, so i have11

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