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Weapon Sorter Question


Seige911

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I wish they'd actually added a flag to RemoveAllTypedItems to turn the exclusion list into an inclusion list.

 

I use Skevitj's method too for containers in Sortomatic, but avoid it with the player because of the annoying side effects. It will always unequip any carried weapon and undo all the weapon hotkey assignments. Losing my hotkeys always annoys me when entering casinos.

 

Edit: ta mate.

Edited by tunaisafish
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Yeah, looks like it, was just a 2sec guesstimate. As I said though, the exact method/procedure would rely almost solely on exactly what you want to accomplish, with some methods being more efficient/suitable than others.

 

EDIT: Fixed it up

Edited by Skevitj
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This is my non-NVSE way of sorting weapons into two containers - one to separate out grenades and mines, etc with the RHKWeaponExplosiveExclude form list.

 

Player.RemoveAllTypedItems RHKLockerWeaponREF 0 1 40 RHKWeaponExplosiveExclude

Player.RemoveAllTypedItems RHKAmmoBoxEXREF 0 1 40

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I might have to try that remove all items. It might work in conjunction with setting items to quest items in order to do some filtering. I saw someone else post on trying to get that to work. Should not be to hard. Pretty much at the moment I am auto-generating most my script code. I create a form which I am quite certain works. Since I logged all the armor/weapon/item data I wanted into a CVS file it is just a matter of running a script which populates the form data based off of what ever filters I put on for reading in the file. Saves me a great deal of time and keeps things consistent. Though honestly since Old World Blues is coming out really soon might not be touching the geck for a week or so.

 

Mainly what I am trying to do is create a quick and easy to use home in Goodsprings, and just make a fairly simple mod to help myself learn the geck (already been at this for a few months). Something that I can fast travel to, get in within a few seconds, sort my stuff and go on my travels. Still working on where I want to place my entrance and finalizing/nav-meshing the inside. Right now I have the door stuck on some random abandoned home, but that still takes ~30 seconds to run to.

 

Though I do have more elaborate plans for the mod I am making. Essentially the idea is like so. The first level is bare minimum, it is all about Spartan utility. No extra posters, bare minimum objects and relatively small area for quick load times. This first level is simply a staging ground.. heck on that note I might actually put the sorting computer and a chest (to dump items you want to keep) outside the complex. All that I plan to be in the first level is a bunch of storage and the sorting capability along with a pathway to the next level and some defenses in-case a hostile wanders in.

 

The second level is more about aesthetics. Most likely going to wait a bit after Old World Blues before I even begin to touch his. If possible I am going to put a more complex sorting room with ~25-50 mannequins which allow armor display. Figure that should allow me to display the more interesting armor/ armor mods I have. Though I know I need to be careful as to not put too much otherwise game with CTD due to not having enough ram (really wished steam allowed you to modify the exe so you can flip the 64 bit flag on it. Instead of using someone elses hack for it). Then the other rooms will be a shooting range with an enemy spawning terminal, a barracks area to have companions wait in, and a storage area for companions. The storage area is just a room with a lot of stasis field things which I hope to rig with a terminal... figure that would ease my way into attempting to create some companions to use for this mod.

 

So yea, got a good bit of learning to do.. maybe by the time I am done with the 1st level Lonesome Road will be out and I will be willing to use NVSE. Though anyone who is willing to teach me how to use the vanilla geck, I would be most appreciative.

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