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Trying to make Boar Meat (from MMM) cookable in FWE's Field Grill


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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 by SweetDaggerfall
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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 by SweetDaggerfall
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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.

  1. Others work, Boar does not.
  2. What is the differences between the "objects" in question.
  3. Advice: (collect individually" each object-used "separately" Starting out with FWE's assets.
  4. Now do the same for MMM.
  5. Ignore the scripting aspect as that's not the reason why it does not work.
  6. create each of these as a single mod, as an addition to the game.
  7. Stay focused so when you complete all the tasks, you will know why.
  8. 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 Fix
Fallout 3 Master Fix.esp
REQ: Anchorage.esm
REQ: ThePitt.esm
REQ: BrokenSteel.esm
REQ: PointLookout.esm
REQ: Zeta.esm
INC: Fallout 3 Master Fix - Higher FPS.esp
INC: Fallout 3 Master Fix - No DLC.esp
INC: Fallout 3 Master Fix - No DLC - Higher FPS
Fallout 3 Master Fix - Higher FPS.esp
REQ: Anchorage.esm
REQ: ThePitt.esm
REQ: BrokenSteel.esm
REQ: PointLookout.esm
REQ: Zeta.esm
INC: Fallout 3 Master Fix.esp
INC: Fallout 3 Master Fix - No DLC.esp
INC: Fallout 3 Master Fix - No DLC - Higher FPS
Fallout 3 Master Fix - No DLC.esp
INC: Fallout 3 Master Fix.esp
INC: Fallout 3 Master Fix - Higher FPS.esp
INC: Fallout 3 Master Fix - No DLC - Higher FPS
Fallout 3 Master Fix - No DLC - Higher FPS.esp
INC: Fallout 3 Master Fix.esp
INC: Fallout 3 Master Fix - Higher FPS.esp
INC: Fallout 3 Master Fix - No DLC.esp
Fallout 3 Master Fix - Unofficial Fallout 3 Patch.esp
Fallout 3 Master Fix - FOOK2.esp
Fallout 3 Master Fix - Fallout3 Wanderers Edition.esp

EVE - Master Fix Patch.esp
Fallout 3 Master Fix - FastTravelIndoors.esp
Fallout 3 Master Fix - Anthony Ling's Coiffure.esp
Fallout 3 Master Fix - Mothership Crew.esp
Fallout 3 Master Fix - Fellout.esp
Fallout 3 Master Fix - Realistic Interior Lighting.esp
Fallout 3 Master Fix - Enhanced Dynamic Weather.esp
Fallout 3 Master Fix - Xepha's Dynamic Weather.esp
ENDGROUP: Fallout 3 Master Fix

BEGINGROUP: Fallout Remastered
Fallout Remastered 1.0.esp
Fallout Remastered.esp
IF FILE("Fallout 3 Master Fix.esp") INC: Fallout 3 Master Fix.esp
IF FILE("James Invisible Walls Remover.esp") INC: James Invisible Walls Remover.esp
Fallout Remastered - Mothership Crew.esp
Fallout Remastered - Project Beauty.esp
Fallout Remastered - FWE.esp
Fallout Remastered - EVE (PI Merge).esp
Fallout Remastered - EVE (Paradox Ignition Merge).esp
REQ: Paradox Ignition Merged version of Energy Visuals Enhanced
Fallout Remastered - FOOK2 + EVE (PI Merge).esp
REQ: Paradox Ignition Merged version of Energy Visuals Enhanced
REQ: FOOK2 1.2 Open Beta
Fallout Remastered - FWE + Project Beauty.esp
Fallout Remastered - FWE + EVE (PI Merge).esp
REQ: Paradox Ignition Merged version of Energy Visuals Enhanced
REQ: Fallout Wanderer's Edition 6.03 and all DLC plugins
Fallout Remastered - FWE + RH Ironsights.esp
Fallout Remastered - MMM + EVE (PI Merge).esp
REQ: RC6.1 OR RC6.2 version of Mart's Mutant Mod
REQ: Paradox Ignition Merged version of Energy Visuals Enhanced
Fallout Remastered - Mart's Mutants Mod.esp
Fallout Remastered - FOOK2 + MMM.esp
REQ: all DLC plugins for the RC 6.1 or RC 6.2 version of Mart's Mutants Mod
REQ: FOOK2 1.2 Open Beta
SAY: Does not require a FOIP, provides complete compatibility between these two files

Fallout Remastered - FWE + MMM.esp
REQ: all DLC plugins for the 6.03 version of Fallout Wanderer's Edition
REQ: all DLC plugins for the RC 6.1 or RC 6.2 version of Mart's Mutants Mod
SAY: Does not require a FOIP, provides complete compatibility between these two files

Fallout Remastered - MMM + Scavenger.esp
REQ: RC6.1 OR RC6.2 version of Mart's Mutant Mod
REQ: Scavenger World 0.04

Fallout Remastered - DCStreet.esp
Fallout Remastered - RIL.esp
Fallout Remastered - RIL (PI Merge).esp
Fallout Remastered - Breeze Armor.esp

Fallout Remastered - Arwen Realism.esp

Fallout Remastered - Scavenger World + FWE.esp
Fallout Remastered - FWE + Scavenger World.esp
Fallout Remastered - Fellout.esp

Fallout Remastered - Wasteland Music Injector.esp

Fallout Remastered - Xepha's Dynamic Weather.esp
Fallout Remastered - Xepha's Darkened Interiors.esp

Fallout Remastered - WMI + Xepha.esp
REQ: Xepha's Dynamic Weather.esm
REQ: Realistic Interior Lighting.esp
REQ: Wasteland Music Injector.esp

Fallout Remastered - DCStreet + Dynamic Weather.esp
REQ: Requires Xepha's Dynamic Weather
REQ: Requires DC Street - BS.esp

Blackened FWE + MMM + EVE + Project Beauty.esp

ENDGROUP: Fallout Remastered

SAY: Do NOT use Master Updater on this mod
ENDGROUP: 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

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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 by SweetDaggerfall
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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 by Purr4me
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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.

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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.

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[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 by SweetDaggerfall
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