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project new vegas visor overlay script


Nsinger998

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Not sure how that'll work if you stop that quest. Since quests are persistent through saves, and the method in PN requires it to be added every time (unless that other script uses AddFormToFormList instead)
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still doesn't work. it worked the one time and continues to not work. I tried a different style patch where I overwrote the formlists with one containing my desired item as laid out in the modder's guide but that doesn't seem to work either...

 

I am now convinced something is conflicting.

 

my load order:

 

 

Active Mod Files:
00  FalloutNV.esm
01  DeadMoney.esm
02  HonestHearts.esm
03  CBC Dead Money Patch.esm
04  ClassicPack.esm
05  MercenaryPack.esm
06  TribalPack.esm
07  CaravanPack.esm
08  Machienzo - NPC Cosmetic Fixes.esm
09  Ambient Temperature.esm
0A  FNVToolkit.esm
0B  Project Nevada - Core.esm
0C  CFWNV.esm
0D  Weapon Mod Expansion.esm
0E  FOOK - New Vegas.esm
0F  ELECTRO-CITY - CompletedWorkorders.esm
10  ELECTRO-CITY - Highways and Byways.esm
11  nVamp - Really Awesome Travels.esm
12  nVamp - Pathway To Glory.esm
13  nVamp - Art Of War.esm
14  nVamp - Gizmos n' Gadgets.esm
15  nVamp - Crafted And Dangerous.esm
16  nVamp - Combat nVamped.esm
17  nVamp - More Of Everything.esm
18  nVamp - Core.esm
19  New Vegas Redesigned.esm
1A  Lings.esm
1B  nVamp - DLCs.esm
1C  nVamp - DLCs - WME.esm
1D  Compiled Patch.esp
1E  Compiled Patch - DeadMoney.esp
1F  Compiled Patch - HonestHearts.esp
20  DarNifiedUINV.esp
21  RX-Auto Incremental Save.esp
22  HUD Extended - Ambient Temperature.esp
23  Readius_NV.esp
24  ReElijahfied.esp
++  I Fought the Law Workaround.esp
25  AndTheLawWon.esp
26  FOOK - New Vegas.esp
27  PMT - Slower Reloading No Visible Perk.esp  [Version 1.01]
28  PMT - Explosive Robots.esp  [Version 1.0]
29  PMT - Gravity Kills.esp  [Version 1.0]
++  nVamp - PMT.esp
2A  XFO - 1aa - Accuracy Revamp - mild.esp
2B  XFO - 4a - Perks - Paths.esp
2C  XFO - 5b - Skills - SP Formula Rebalance.esp
2D  XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp
2E  XFO - 8a - Cripple & Body Part Revamp.esp
2F  XFO - 8c - Karma Rebalance.esp
30  nVamp - XFO.esp
31  Project Nevada - Cyberware.esp
32  QS_Blackwolf_NV_Backpackmod.esp
33  Armored PA Gloves.esp
34  Classic Midwestern Power Armor.esp
35  PlasmaShields.esp
36  Ambient Temperature - PPA.esp
37  Sack of Holding-NV.esp  [Version 1.0.0]
38  THE5 Visors Mod.esp
39  VaultTecPowerArmor.esp
3A  Colossus T49.esp
3B  Machienzo - NPC Cosmetic Fixes DLC02.esp
3C  Companions Commander.esp
3D  HJLCompanionsv103.esp
3E  GrenadeHotkey.esp
3F  GrenadeHotkey - DeadMoney.esp
40  Jump Fall Fixer.esp
++  Vault_34_better_reactor.esp
41  nVamp - Weapon Mod Expansion.esp
42  EVE FNV.esp
++  WMEVE.esp
43  Nevada Skies - URWLHH.esp
44  nVamp - Settings.esp
45  nVamp - Core.esp
++  nVamp - DLCs - WME.esp
++  Echo_PipboyGloveRemover.esp
46  hanlonfix.esp
47  ncrcfending.esp
48  OmniTool.esp
49  FairyRadar.esp
4A  nVamp - DLCs.esp
4B  Bashed Patch, 0.esp
4C  pnxvaultvisor.esp

 

 

 

I used your previous suggestion of checking the references and nvamp is referenced in a couple lists. but otherwise I'm stumped.

 

[edit: after play testing both patches I've come to realize that something is messing with the scripting for the visor overlay itself because atleast effect08, nightlist, and emlist are updated successfully.]

 

[edit #2: hmm, continued testing of the patch that overwrites form lists has shown further proof of interference in that I get heat vision at start when I wanted night vision. ]

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alright, I got the script to work:

 

1. used fnv to tick the "esm" flag for the vault tec power armor mod.

2. editing the geck ini to allow multiple master files

3. reverted the script to one usng the project nevada modder's guide

4. saved

 

however, the quest does not start on startup. I have manually started the quest with my helmet off and everything works fine.

 

[edit: Got it to load on start. I had used "if getGameRestarted == 0" but after changing it to "if getGameLoaded == 0" and everything works!]

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Glad to know you got it. Yeah, that little esm flag on files will mess stuff up. I forgot it once when making a rather important patch file (PN patches) and had to redo a BUNCH of work. FNVEdit is by far one of the most useful tools I've ever used to do anything on a computer (and one of the most powerful editing tools). Get to know it, and you can nearly build a mod in FNVEdit, only thing you'll need GECK for is script compiling and 3D editing.
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