Gribbleshnibit8 Posted July 13, 2011 Share Posted July 13, 2011 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) Link to comment Share on other sites More sharing options...
Nsinger998 Posted July 13, 2011 Author Share Posted July 13, 2011 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. ] Link to comment Share on other sites More sharing options...
Nsinger998 Posted July 14, 2011 Author Share Posted July 14, 2011 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 files3. reverted the script to one usng the project nevada modder's guide4. 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!] Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted July 14, 2011 Share Posted July 14, 2011 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. Link to comment Share on other sites More sharing options...
Recommended Posts