SweetDaggerfall Posted April 16, 2016 Share Posted April 16, 2016 (edited) I just can't seem to get this to work. Early attempts broke the RobCo FG-2070 Field Grill, so nothing would cook, but my latest attempt keeps the Grill functional, but it just will not cook Boar Meat. The script in question is RICookingScript. My initial attempt tried to add Boar Meat (zMMMzBoarMeat) to the list already functioning as of the Blackened FWE + MMM.esp - this addition caused the Grill to not function. There might be an 'ingestible' limit in the code of the script perhaps, it is set at 8 and i had to increase that to 9, which might be one too many? My second attempt simply replaced the references to Wannamingo Meat (i never play with the Wannamingo creature in my games) with Boar Meat, and this does not break the grill, but Boar Meat still will not appear in my Meat list when using the Grill (and yes i have the Boar Meat in my inventory). It DOES know i have Meat however as it gives me the option to choose 'Meat' from the cooker menu, but after i select 'Meat' i just get a blank menu with just the 'close' option. Why won't Boar Meat show as an option to cook, where all other meats do? This is very perplexing. Anyway any suggestions gratefully received. Edited April 16, 2016 by SweetDaggerfall Link to comment Share on other sites More sharing options...
SweetDaggerfall Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) This is the script in question: ScriptName RICookingScript short RIHCookMenu short RIButton short iHasInsect short iHasMirelurk short iHasMeat short ActFlag short Choice short MeatReady short GrillYield float CookTimer ref FG2070ActRef ref FG2070PlacerRef ref SmokeRef ref SoundActRef BEGIN GameMode if (RIHCookMenu == 1) set SoundActRef to FG2070ActRef.PlaceAtMe aaSoundAct 1 0 0 if (MeatReady == 0) set iHasInsect to 0 set iHasMirelurk to 0 set iHasMeat to 0 if (Player.GetItemCount AntMeat > 0 || Player.GetItemCount BloatFlyMeat > 0 || Player.GetItemCount RadroachMeat > 0 || Player.GetItemCount zMMMzRadscorpionMeat > 0) set iHasInsect to 1 endif if (Player.GetItemCount MirelurkMeat > 0 || Player.GetItemCount MirelurkMeatSoftshell > 0 || Player.GetItemCount MirelurkMeatHatchling > 0) set iHasMirelurk to 1 endif if (Player.GetItemCount BrahminSteak > 0 || Player.GetItemCount StrangeMeat > 0 || Player.GetItemCount YaoGuaiMeat > 0 || Player.GetItemCount MoleRatMeat > 0 || Player.GetItemCount DogMeat > 0 || Player.GetItemCount zMMMzGeckoMeat > 0 || Player.GetItemCount zMMMzBoarMeat > 0 || Player.GetItemCount zMMMzFloaterMeat > 0) set iHasMeat to 1 endif if ( (iHasInsect == 1) || (iHasMirelurk == 1) || (iHasMeat == 1) ) if (Player.GetItemCount AmmoSmallEnergyCell > 0) set RIHCookMenu to 100 else set RIHCookMenu to 0 ShowMessage aaFG2070NoEC endif else set RIHCookMenu to 0 ShowMessage aaFG2070NoItem endif elseif (MeatReady == 1) set MeatReady to 0 set RIHCookMenu to 0 if (GrillYield == 200) Player.AddItem RIGrilledMeat 2 elseif (GrillYield == 300) Player.AddItem RIGrilledMirelurk 2 elseif (GrillYield == 400) Player.AddItem RIGrilledInsect 2 endif endif elseif (RIHCookMenu == 100) set RIHCookMenu to 101 ShowMessage RIHCookMainMsg elseif (RIHCookMenu == 101) set RIButton to GetButtonPressed if(RIButton > -1) if(RIButton == 0) ; Meat Set RIHCookMenu to 200 elseif(RIButton == 1) ; Mirelurk Set RIHCookMenu to 300 elseif(RIButton == 2) ; Insect Set RIHCookMenu to 400 elseif(RIButton == 3) Set RIHCookMenu to 0 endif endif elseif(RIHCookMenu == 200) set RIHCookMenu to 201 ShowMessage RIHCookMeatMsg elseif(RIHCookMenu == 201) set RIButton to GetButtonPressed if(RIButton > -1) if (RIButton != 8) Player.RemoveItem AmmoSmallEnergyCell 1 1 set GrillYield to 200 set RIHCookMenu to 900 else set RIHCookMenu to 100 endif if (RIButton == 0) Player.RemoveItem BrahminSteak 1 1 elseif (RIButton == 1) Player.RemoveItem StrangeMeat 1 1 elseif (RIButton == 2) Player.RemoveItem YaoGuaiMeat 1 1 elseif (RIButton == 3) Player.RemoveItem MoleRatMeat 1 1 elseif (RIButton == 4) Player.RemoveItem DogMeat 1 1 elseif (RIButton == 5) Player.RemoveItem zMMMzGeckoMeat 1 1 elseif (RIButton == 6) Player.RemoveItem zMMMzBoarMeat 1 1 elseif (RIButton == 7) Player.RemoveItem zMMMzFloaterMeat 1 1 endif endif elseif (RIHCookMenu == 300) set RIHCookMenu to 301 ShowMessage RIHCookMirelurkMsg elseif (RIHCookMenu == 301) set RIButton to GetButtonPressed if(RIButton > -1) if (RIButton != 3) Player.RemoveItem AmmoSmallEnergyCell 1 1 set GrillYield to 300 set RIHCookMenu to 900 else set RIHCookMenu to 100 endif if (RIButton == 0) Player.RemoveItem MirelurkMeat 1 1 elseif (RIButton == 1) Player.RemoveItem MirelurkMeatSoftshell 1 1 elseif (RIButton == 2) Player.RemoveItem MirelurkMeatHatchling 1 1 endif endif elseif (RIHCookMenu == 400) set RIHCookMenu to 401 ShowMessage RIHCookInsectMsg elseif (RIHCookMenu == 401) set RIButton to GetButtonPressed if(RIButton > -1) if (RIButton != 4) Player.RemoveItem AmmoSmallEnergyCell 1 1 set GrillYield to 400 set RIHCookMenu to 900 else set RIHCookMenu to 100 endif if (RIButton == 0) Player.RemoveItem AntMeat 1 1 elseif (RIButton == 1) Player.RemoveItem BloatflyMeat 1 1 elseif (RIButton == 2) Player.RemoveItem RadroachMeat 1 1 elseif (RIButton == 3) Player.RemoveItem zMMMzRadscorpionMeat 1 1 endif endif elseif (RIHCookMenu == 900) set CookTimer to 10.0 set RIHCookMenu to 901 set SmokeRef to FG2070ActRef.PlaceAtMe aaFG2070Smoke 1 0 0 SoundActRef.PlaySound3D aaFG2070Grilling SoundActRef.PlaySound3D aaFG2070GrillStart elseif (RIHCookMenu == 901) if (CookTimer < 0.0) set CookTimer to 0.0 set MeatReady to 1 set RIHCookMenu to 0 SmokeRef.Disable SmokeRef.MarkForDelete FG2070ActRef.PlaySound3D aaFG2070FoodReady01 else set CookTimer to (CookTimer - GetSecondsPassed) endif endif if(RIHCookMenu == 0) SoundActRef.Disable SoundActRef.MarkForDelete StopQuest RICookingQuest endif End I have also added the zMMMzBoarMeat entry to the bottom of RICooking script entry in FO3Edit under the SCRO - Global Reference section. Edited April 16, 2016 by SweetDaggerfall Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2016 Share Posted April 16, 2016 I'll try to suggest a method of investigating your issues here.But this is just advise you need to do on your own as you are trying to figure out whats going on.Others work, Boar does not. What is the differences between the "objects" in question. Advice: (collect individually" each object-used "separately" Starting out with FWE's assets. Now do the same for MMM. Ignore the scripting aspect as that's not the reason why it does not work. create each of these as a single mod, as an addition to the game. Stay focused so when you complete all the tasks, you will know why. there are no limits encase your wondering.Yes I know why, and I can make the correct patch for you, but you need to learn. BEGINGROUP: Post Bashed Patch//-----------//Mods rumoured to be needed after Bashed Patch.//Utility addons.//Ultimate final absolute end last mods, ever.BEGINGROUP: Fallout 3 Master FixFallout 3 Master Fix.espREQ: Anchorage.esmREQ: ThePitt.esmREQ: BrokenSteel.esmREQ: PointLookout.esmREQ: Zeta.esmINC: Fallout 3 Master Fix - Higher FPS.espINC: Fallout 3 Master Fix - No DLC.espINC: Fallout 3 Master Fix - No DLC - Higher FPSFallout 3 Master Fix - Higher FPS.espREQ: Anchorage.esmREQ: ThePitt.esmREQ: BrokenSteel.esmREQ: PointLookout.esmREQ: Zeta.esmINC: Fallout 3 Master Fix.espINC: Fallout 3 Master Fix - No DLC.espINC: Fallout 3 Master Fix - No DLC - Higher FPSFallout 3 Master Fix - No DLC.espINC: Fallout 3 Master Fix.espINC: Fallout 3 Master Fix - Higher FPS.espINC: Fallout 3 Master Fix - No DLC - Higher FPSFallout 3 Master Fix - No DLC - Higher FPS.espINC: Fallout 3 Master Fix.espINC: Fallout 3 Master Fix - Higher FPS.espINC: Fallout 3 Master Fix - No DLC.espFallout 3 Master Fix - Unofficial Fallout 3 Patch.espFallout 3 Master Fix - FOOK2.espFallout 3 Master Fix - Fallout3 Wanderers Edition.espEVE - Master Fix Patch.espFallout 3 Master Fix - FastTravelIndoors.espFallout 3 Master Fix - Anthony Ling's Coiffure.espFallout 3 Master Fix - Mothership Crew.espFallout 3 Master Fix - Fellout.espFallout 3 Master Fix - Realistic Interior Lighting.espFallout 3 Master Fix - Enhanced Dynamic Weather.espFallout 3 Master Fix - Xepha's Dynamic Weather.espENDGROUP: Fallout 3 Master FixBEGINGROUP: Fallout RemasteredFallout Remastered 1.0.espFallout Remastered.espIF FILE("Fallout 3 Master Fix.esp") INC: Fallout 3 Master Fix.espIF FILE("James Invisible Walls Remover.esp") INC: James Invisible Walls Remover.espFallout Remastered - Mothership Crew.espFallout Remastered - Project Beauty.espFallout Remastered - FWE.espFallout Remastered - EVE (PI Merge).espFallout Remastered - EVE (Paradox Ignition Merge).espREQ: Paradox Ignition Merged version of Energy Visuals EnhancedFallout Remastered - FOOK2 + EVE (PI Merge).espREQ: Paradox Ignition Merged version of Energy Visuals EnhancedREQ: FOOK2 1.2 Open BetaFallout Remastered - FWE + Project Beauty.espFallout Remastered - FWE + EVE (PI Merge).espREQ: Paradox Ignition Merged version of Energy Visuals EnhancedREQ: Fallout Wanderer's Edition 6.03 and all DLC pluginsFallout Remastered - FWE + RH Ironsights.espFallout Remastered - MMM + EVE (PI Merge).espREQ: RC6.1 OR RC6.2 version of Mart's Mutant ModREQ: Paradox Ignition Merged version of Energy Visuals EnhancedFallout Remastered - Mart's Mutants Mod.espFallout Remastered - FOOK2 + MMM.espREQ: all DLC plugins for the RC 6.1 or RC 6.2 version of Mart's Mutants ModREQ: FOOK2 1.2 Open BetaSAY: Does not require a FOIP, provides complete compatibility between these two filesFallout Remastered - FWE + MMM.espREQ: all DLC plugins for the 6.03 version of Fallout Wanderer's EditionREQ: all DLC plugins for the RC 6.1 or RC 6.2 version of Mart's Mutants ModSAY: Does not require a FOIP, provides complete compatibility between these two filesFallout Remastered - MMM + Scavenger.espREQ: RC6.1 OR RC6.2 version of Mart's Mutant ModREQ: Scavenger World 0.04Fallout Remastered - DCStreet.espFallout Remastered - RIL.espFallout Remastered - RIL (PI Merge).espFallout Remastered - Breeze Armor.espFallout Remastered - Arwen Realism.espFallout Remastered - Scavenger World + FWE.espFallout Remastered - FWE + Scavenger World.espFallout Remastered - Fellout.espFallout Remastered - Wasteland Music Injector.espFallout Remastered - Xepha's Dynamic Weather.espFallout Remastered - Xepha's Darkened Interiors.espFallout Remastered - WMI + Xepha.espREQ: Xepha's Dynamic Weather.esmREQ: Realistic Interior Lighting.espREQ: Wasteland Music Injector.espFallout Remastered - DCStreet + Dynamic Weather.espREQ: Requires Xepha's Dynamic WeatherREQ: Requires DC Street - BS.espBlackened FWE + MMM + EVE + Project Beauty.espENDGROUP: Fallout RemasteredSAY: Do NOT use Master Updater on this modENDGROUP: Post Bashed Patch Being the controlling party for this material, I have a Unique knowledge for the problems faced here. I know where and how the data was assembled.----------------------------The above spoiler is taken from the template every one downloads for load order sorting. it's on your PC too.you list here, all the indigestible you want to work with the items you intend to use and I'll think about making the patch for you, but, I must ask you do as I suggest and see why for your self...IF you find out why, I won't need to make anything for you.Don't mess with the scripts, ts' a whole lot more involved. Kitty Link to comment Share on other sites More sharing options...
SweetDaggerfall Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) Well i didn't want to post too much info at first (like my load order), especially considering i was putting that script for folks to read. The only change in that script (from the Blackend FWE+MMM patch) is replacing Wannamingo (i'm probably spelling that wrong!) Meat with Boar Meat. All the other changes the Blackened team made to the RICooking script, all the additions of other MMM 'meats' (zMMMzRadscorpianMeat/ zMMMzWannamingoMeat etc) seem to work fine. zMMMzBoarMeat does not.I've looked at each entry for a few of the items the Field Grill cooks and (in FO3Edit) i can see no obvious difference between Boar Meat and Mole Rat Meat for example. One shows in the menu of the Field Grill while the other does not. I will admit this was not a thorough byte or byte comparison, i looked at key headings in the Ingestible tables, but i will go copy/paste all the details down of each item the Grill cooks and compare it to MMM's Boar Meat, you seem to hint there is a difference i should find.Anyway thanks for the advice and i will go do more detailed comparisons of Ingestibles. In relation to Load Order, that is all good, as good as it gets in Fallout 3 at any rate, I used BOSS early on to sort the main ones (like MMM, FWE etc) then used the guide on the FWE site about load orders alongside any advice in the readmes from the mod developers for each mod i was using (yes i do actually read them) , and as i use FOMM and FO3Edit i have a Merged Patch and Patch Plugin (this loads last, and this contains all my mod changes, including the changed RICooking script). Fo3Edit throws no errors on my load order. Modded Fallout 3 has never been a problem for me to run well (off course it does crash every now and then, this is a modded Bethesda game after all!), and i came into on the back of every crpg Bethesda did since Daggerfall (which i also run modded, i've even made a few small mods down the years. But yeah sure i'll post a Load Order at some point, just want to limit the info to not be too intimidating at the start :smile: I've also posted this question on the Blackend Nexus download discussion, for the attention of the mod makers that did get the other MMM meats to function with FWE's field grill. So i have two lines of enquiry to hopefully finally make Boar Meat a useful resource. Edited April 16, 2016 by SweetDaggerfall Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2016 Share Posted April 16, 2016 (edited) compartmentalized structure based plugins as over rides will show exactly the limits and what will or will not work. FWE is different that NMM, so in order to make things work...for you to understand how it works, you must make sure both mods have all the same data. we do that as an overriding patch network to the mods, for you...this will be your first experience at making patch file by hand.you will see. Both mods with their internals extracted outside and loading bellow will show you what's going on. meats...there is only one device in the game that uses "cooked" or to some degree processed meats, that is the mole-rat meat maker.The object used as a source for the scripts. Glue + what ever, ewe yuck / makes yummy meats. your adding data to the game, your not using data from the game, but the mods as if it were, so that means every item needs the same things for each. IF there are 10 meats? then there will be 10 plugins along with corresponding mesh and textures.To build the patches , each requires all the data for that code.if it all now works, then we compress it all into a single patch which combines the source data also. Some parts of MMM are already included in FWE so there will be no differences.the xml file may need repairs / upgrades though...the menu. Edited April 16, 2016 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2016 Share Posted April 16, 2016 when you have done this to all meats, and are satisfied you reached the end, you need to load these esp's one at a time INTO the Kit / GECK and in the order of listed sections in each mods structure , and just save them, go down thru the bunch until done. The kit will attach the missing code to each plugin so the world spaces don't choke on the "meats", we put Glue in there for ya.don't try to process the plugins until you do this. Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2016 Share Posted April 16, 2016 (edited) (RobCo FG-2070 Field Grill) needs to be in each plugin too.at my disposal (http://s26.postimg.org/69sdyduh5/shinnino.jpg) Edited April 16, 2016 by Purr4me Link to comment Share on other sites More sharing options...
SweetDaggerfall Posted April 16, 2016 Author Share Posted April 16, 2016 yeah i had wondered about the 'menu' for the RobCo FG-2070 Field Grill. I assumed it just pulled the names from the zMMMzBoarMeat strings (as that Ingestible reference also has plain english included 'Boar meat') but had looked around for any associated 'menu' to the Field Grill that FWE added (it came from the standalone RI Primary Needs mod i think) and not been able to isolate that info. So i should also look for an xml file associated with the Field Grill? Ok. Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2016 Share Posted April 16, 2016 correct Link to comment Share on other sites More sharing options...
SweetDaggerfall Posted April 16, 2016 Author Share Posted April 16, 2016 (edited) [solved] Thanks to your pointers about the 'menu' i got it working. It requires the script changes as i posted above. Then i used the GECK to load in the data files i wanted to work with (in my case due to my Patch Plugin that is active, i made sure to also check the Blackened FWE+MMM.esp, then those loaded up all their required Master files etc. I had to find 'Messages' and look for the entry 'RIHCookMeatMsg' then replace the Wannamingo entries with Boar Meat. When i exited the GECK it gave an error message then saved it to my active plugin (Patch Plugin that loads last). I loaded this up in FO3Edit and it gave me some error messages about some cells, i looked in my Patch Plugin and above the File Header were two new entries contained cells, the GECK had added these and they were not part of my fix. So i deleted them and exited FO3Edit (saving those changes to my Patch Plugin). I reloaded FO3Edit, this time no error messages. I checked the 'Message' section and saw the relevant RIHCookMeatMsg entry. GECK had changed the ITXT - Button Text to Boar Meat, but not the Inventory object (which was still showing WannamingoMeat) so i edited that to the correct zMMMzBoarMeat "Boar Meat" [ALCH:0C110137] entry and exited FO3Edit, saving the change to my Patch Plugin as promted. In game my Boar Meat is now shown after the Meat selection menu option, and it cooks perfectly :) So really i just need to know that the 'menu' stuff was hidden in the 'Messages' section of the Blackened FWE+MMM.esp and make the changes there as i had in the RICookingScript. And next time i will keep to FO3Edit for this kind of thing as it is much easier to use and does not create errors! Easy when you know how. Edited April 16, 2016 by SweetDaggerfall Link to comment Share on other sites More sharing options...
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