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does anyone know how to get rid of a certain function of a mod?


huntsman2310a

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Now I am having a problem with Reactive People Ultimatum.

 

I like most of its features, except for one.

 

The door script.

 

For those of you who have the mod, it opens a menu whenever you activate any door, even ones that connect to exterior cells (e.g Dinky Dinosaur giftshop to Novac door.)

 

So I went on FNV edit and took a look at the mods innards. Problem is I don't know what to look for, except for possibly the word door.

 

can you help me?

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You can either learn how to create mods yourself, which takes a long time, or don't use stupid mods you hate parts of. To learn how to make stuff a good place to start would be the GECK main page, then the Nexus Wiki, an there is some great stuff out there. Lot's more than when I started. You can link the mod too inside this post an get someone to look at that mod. I might can look at it.
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I already know how to make mods, but not this kind of mod.

Its mostly a script mod, you see.

 

I don't want to compain to the author to see if he can just remove one tiny thing and re-release it as a variant, that is time consuming and he has better things to do, and it is insulting for me to even ask him to do that.

 

I'm sorry but all I want to know is if anyone knows the name of the script that adds a context menu to doors, asking if you want to do nothing, lock it, hit it, or just open it.

 

heres the mod if you're wondering what I'm on about.

 

 

Reactive People Ultimatum

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Hi.

 

Adding a menu choice to events like opening a door or activating sleeping actors is done with a perk. Probably a “not playable”, “hidden” perk.

 

Removing this functionality could be as easy as removing that perk from your player character with the console ... unless the author added some “failsafe” quest script that adds the perk back if the player doesn't have it anymore.

 

In that case you could use FNVEdit (or the GECK) and simply delete the perks effects. Then you would still have the perk but it would no longer do anything.

 

Good luck.

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It's a design problem. Tell me about the door. You hit it, it makes a sound, a detection event, but what does that do?

I don't fully understand what it is or the need for it, yet. But if It were me making it I would set the script in actual door activators upon activate.

Then all doors wouldn't be effected, only the ones in game I noticed the menu would be helpful. Something like that.

 

That is a long process though of testing which doors, an also more work to set it up.

It sounds fun though an looked like clean work, you should study it if you wana learn modding.

I would say your best bet would be to ask the creator. There are many factors you wouldn't know by working on it 3rd party.

Edited by GrindedStone
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I'm not trying to work on it for a mod or anything, and it isn't a perk Tefnacht, I just want to get rid of a feature that I feel does nothing useful and tends to break Immersion, I'll roleplay here.

 

Six crept down a dark, absolutely trashed hallway, he could hear the horde of Tunnelers behind him, he took his revolver out, checked the rounds, he came up to a heavy looking door. He took a bobby pin out of his coat, and begin to work at the lock mechanism (somehow).

 

He prayed silently that the pin wouldn't break. He was rewarded with a pneumatic hiss.. But the door wasn't moving.

 

He reached out a hand towards the door and...........

 

Would you like to

 

Do nothing

 

Hit the door

 

Lock the door

 

Open the door

 

 

Thats what I mean about breaking immersion.

 

 

Now to recap, this is not a perk, I'm not trying to release a variant of a already well made mod.

 

 

I'm just trying to make the mod....leaner for myself to use.

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Yes it IS a perk.

 

The perk is called “sagclosedoorsperk” (xx010FC4) and has three scripted entries using a “Activate” entry point and the “Add Activate Choice” function.

One effect entry is labeled “Lock”, on is labeled “Hit the door” and one is labeled “Don't touch it”. They all have conditions to work only on doors. It is the same mechanic used by the Sandman perk, just with doors instead of actors.

 

The perk is set to be hidden so it doesn't show up in the pip boy or the level up screen. It is added to the player by the quest script “SagReactivePeopleScript” that runs 10 times a second.

 

The script checks if the perk is present each time and adds it if it is not there.

 

This means to remove the dialog box popup if you activate a door, you have to edit the perk and remove the three effect entries. You can do this with FNVEdit or the GECK.

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yah dude it's a perk, hidden from the player. It's funny huh, Huntsman, they called a menu on all doors in the game, ha ha ha.

That is awesome, you can lock any door, that's why it's not anoying to the creator, it's funcional.

If anything, being able to lock any door is worth more RP or PT wise than not being able to.

Roleplay is stupid... Instead try Playthrough. Kind of the same thing, but more fun.

You'll have to have put in your birthday, but it's located Here in the Vault on the Official Bethesda Website

 

Roleplay, HA HA HA! what do you do when the character dies? .... think about it.

 

 

The one death rule.

 

 

1. Play the game on Very hard difficulty.

 

2. If the character gets killed you have to start the game over, the penalty for death is having to go thru the tutorial again. Nobody want's that, so you really don't want to die.

 

3. You have to create a character that you like, take 30 minutes to an hour to create a new one. This way you would be sad if they died.

 

4. You can only carry 5 weapons, 50-100 semi automatic ammo, 300-600 fully automatic ammo, out the door with you when you start to make a run. You can loot whatever, but you have to dump the loot between each run.

 

5. If the characters leg gets broken, you got to limp around like that for at least a few hours of gameplay or until you just can't stand it 24 hours later. I went 3 days one time limping around the Pitt, it was great.

 

6. Companions that get killed are dead, an that is it. There's no bootstraping even essential companions. You want to feel sad when it happends, then later you'll miss them and be even more sad. Without sad you can not really feel glad.

 

7. These deaths an the player character's is what provides emotion to the simulation. For example fear. Starting over the game something that nobody want's to do. So badly that using the one death rule will change the game from "having fun" to "trying to stay alive" this changes the game. Now drinking out of toilet isn't so bad, is it?

 

8. Walk more, fast travel less. I walked (not ran) from Novac all the way to Goodsprings in the dark. Press ~ press capslock, press ~ This will switch the game to walk by default, not run by default, you can change it back or change it in the .ini too. Now you can use Q to auto walk. Without really boring times, there can be no really exciting times.

 

9. You have to create a different new character each time. One smart, one stupid, one bald, one ugly, one pretty, one guns, one melee, one doctor, and so on.

 

10. No rewind, no second chance...

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Okay I apologise for what is probably going to be a major letdown for you Angry Smiley Face dude.

 

But WTF?

 

And yes it is annoying to me because it pops up with a menu everytime I want to use a door. Even ones that connect to another cell.

 

And no, I am not the kind of person who believes in hardcore roleplaying either.

 

anyway I apologise again for this statement.

 

And thank you Tefnacht.....you were right.

 

I just thought that since its a menu, it would have been activated via script or something. I didn't know that the perk system is used for more then ability changes.

 

Thank you once again.

 

and uhh....how do I remove the entrys without damaging the mod?

 

Do I just remove the actual word function or the effect entry?

Edited by huntsman2310a
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