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Question about item working as perk in pip-boy


RegiOween

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Hello guys!

I did some significant changes in the great "Run Speed Perk" for Fallout: New Vegas (https://www.nexusmods.com/newvegas/mods/42471).

Those changes are just to fit my personal preferences, and I didn't released it as a new mod, so all the credits goes to the original author, but unfortunately, he didn't respond to my question here on Nexus, neither in public or in private, so I'm asking for your help.

This mod put some items as perks on the pip-boy's Apparel section, so the user can choose a particular run speed, without changing the walk speed, or the NPC's speed (as many other speed mods do), and it works great, except for one thing:

It is possible to hotkey the speed items in pip-boy, and the item change is displayed correctly in pip-boy screen, but the actual speed doesn't change to the player using hotkeys, so every time I want to change the speed (something I do quite a lot), I have to open pip-boy, select apparel, select the desired speed, and close pip-boy (4 steps that could been avoided if hotkey was working).

My altered version of the mod is here:
https://drive.google.com/open?id=11dtV71D0lCpFa3Li-ITM4JfuWfLQneFv

If anyone has some clue of how can I fix that, I would be immensely grateful.

Thanks in advance!

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You need a mobility recheck to happen. Like crouching and un crouching would do it.

 

Didn't look at your mod , but a way to script in an auto control press when changing the item ... do the items have an object script on them ? Can just add these 3 blocks to it.

 

~~~~~~~~~~~~

SCN MyApparelScript

 

Short DoOnce

 

Begin OnEquip

 

TapControl 8

Set DoOnce to 1

 

End

 

Begin GameMode

 

If DoOnce == 1 && Player.IsSneaking == 1

TapControl 8

Set DoOnce to 2

 

endif

End

 

Begin OnUnequip

 

Set DoOnce to 0

End

~~~~~~~~~~~~~~~~~

 

err sumthing like that ... or maybe resetting one of the legs condition ?

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Before editing, the mod already required that mobility check for the perks to work, so whilst that seems the simplest solution and the one that came to mind, are you saying you didn't have this problem with the hotkeys when you were using the unaltered version of the mod? When you equip the items via hotkey, does the corner message display? do you get the perk you're meant to get? If yes on both counts, it has to be that you just need to change your movement animation before it updates (which is normal). The commonest way to do this is to holster and unholster your weapon (or vice versa). The perk seems to stop working if you crouch, so though it shouldn't, it may be preventing the movement speed update.

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You need a mobility recheck to happen. Like crouching and un crouching would do it.

 

Didn't look at your mod , but a way to script in an auto control press when changing the item ... do the items have an object script on them ? Can just add these 3 blocks to it.

 

~~~~~~~~~~~~

SCN MyApparelScript

 

Short DoOnce

 

Begin OnEquip

 

TapControl 8

Set DoOnce to 1

 

End

 

Begin GameMode

 

If DoOnce == 1 && Player.IsSneaking == 1

TapControl 8

Set DoOnce to 2

 

endif

End

 

Begin OnUnequip

 

Set DoOnce to 0

End

~~~~~~~~~~~~~~~~~

 

err sumthing like that ... or maybe resetting one of the legs condition ?

Hello Mktavish!

 

I tried your code, but for some unknown reason (at least for a newbie like me), both the standard GECK FNV and GECK PowerUp refused to save the script, due to not recognize the command TapControl.

 

Thanks for your attention!

 

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Before editing, the mod already required that mobility check for the perks to work, so whilst that seems the simplest solution and the one that came to mind, are you saying you didn't have this problem with the hotkeys when you were using the unaltered version of the mod? When you equip the items via hotkey, does the corner message display? do you get the perk you're meant to get? If yes on both counts, it has to be that you just need to change your movement animation before it updates (which is normal). The commonest way to do this is to holster and unholster your weapon (or vice versa). The perk seems to stop working if you crouch, so though it shouldn't, it may be preventing the movement speed update.

Hello EPDGaffney!

 

The original mod also doesn't work with hotkeys, and I tried other similar mods (like "Speed Glasses", for example) and they didn't work with hotkeys too.

 

In my altered version of the mod, I disabled the message when the speed item is selected, but in the original mod, the message appears even when using hotkeys, but the respective perk is not activated.

 

Just to check things out, I tried using the console command "Player.EquipItem [iTEMID]", and the name of the item selected is displayed correctly in the corner message and in pip-boy screen, but the respective perk is not activated.

 

The weird thing is that the mod is working flawlessly if I do all the steps manually (open pip-boy, select apparel, select the desired speed, and close pip-boy), but any try to automate this process gave me no success till now.

 

Thanks for your attention!

 

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OP needs NVSE and probably doesn't have it. Script looks fine to me.

 

All that script does is have the player crouch and stand up, though. If you hotkey your item, crouch, and stand up, the same thing should happen. Either one should update the mobility. I don't know of a scripting function that automates the check without having to crouch or holster a weapon but I'd like one. Update3D may do it, not sure.

Edited by EPDGaffney
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http://geck.bethsoft.com/index.php?title=TapControl

 

It works ... As does " TC 8 "

 

You didn't have fose loaded

 

maybe your fnvse version does not have it ... don't know why it wouldn't ?

 

Hello guys!

 

I'm using the latest NVSE stable version (5.1b4) compiled in 10/10/2017. The console command "GetNVSEversion" returns 5, as expected.

My Fallout New Vegas version is the Ultimate Edition by GOG (1.4.0.525).

 

I have to correct a wrong info I typed in my previous post. Just to make sure I wasn't doing something stupid (and I usually do), I put a debug message at the end of my script, and the message IS NOT showing when using hotkeys, so now it's clear hotkeys are not executing the script at all, since none of the instructions inside the script are working, despite the item appears selected correctly in the Apparel section of pip-boy, and even the sound of a selected item also plays fine.

 

Here's my script (one of the 3, but the others are similar):

scn RunSpeedyScript
Begin OnEquip
   Player.RemovePerk RunNormalPerk
   Player.RemovePerk RunSlowlyPerk
   Player.AddPerk RunSpeedyPerk
   ShowMessage GenericDebugMsg
End

I think I'm going nuts with this "hotkey mistery"... :wacko:

 

Edited by RegiOween
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I think this is your problem from the Geck Wiki page ...

 

"

  • This block will not run when an item is equipped via script using the EquipItem function. However, an onUnequip block willrun when the object is unequipped using unequipItem. A common problem with this is that any actions taken/reversed using these two block types can malfunction if the item is equipped and unequipped via script. OBSE 18 has an EquipItem2/EquipItem2NS function which will trigger the OnEquip block. "

 

So I'm guessing the internal scripting of the hotkey won't fire the block.

 

Maybe try an object effect , that will run a script base effect ?

Or you use a game mode block with "GetEquipped" , but I don't know how performance taxing that will be ?

 

On the NVSE ... you have to make a shortcut of the NVSE loader ... then modify it's target by putting this at the end outside the quotes. " -editor

And make sure you have 1 space between the quote and minus sign.

This will load fose then launch your Geck by using that new short cut.

Otherwise your Geck will still not understand the extended functions , even though your game does.

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