Markyevansy Posted June 14, 2018 Share Posted June 14, 2018 Hey there,Is there any way to stop New Vegas' vanilla load screens from appearing in my mod's worldspace?They don't let my mod's loading textures/tips appear and it's not consistent with the mod.Cheers. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 14, 2018 Share Posted June 14, 2018 Never worked with load screens before, but if your mod has its own cells, this should work for you:https://geckwiki.com/index.php/SetLocationSpecificLoadScreensOnly Link to comment Share on other sites More sharing options...
Markyevansy Posted June 15, 2018 Author Share Posted June 15, 2018 Has its own cells as in? Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 15, 2018 Share Posted June 15, 2018 I'd love to make a Father Ted reference right about now but I may be the only one here that'd get it. Anyway, what does your mod do? https://geckwiki.com/index.php/Interior_Cellshttps://geckwiki.com/index.php/Exterior_Cells Link to comment Share on other sites More sharing options...
Markyevansy Posted June 15, 2018 Author Share Posted June 15, 2018 Well the mod is going to be dlc sized, with its own unique worldspace and all. Link to comment Share on other sites More sharing options...
Mktavish Posted June 15, 2018 Share Posted June 15, 2018 See if this tutorial helps https://www.youtube.com/watch?v=oQNsOVzsZ6E But basically looks like you need to drag your cell ID's into the Loading screen object.And you do that from opening the "World /Cells" window from the header drop down ... not the " Cell View " window that is always open. Also you can drag world spaces from the Drop down of "World/World Spaces" so you don't have to drag each individual exterior cell.But looks like interiors will have to be dragged individually. Plus also I guess EPDGaffney's suggestion of putting the game into a state where it only loads those specifically associated with your cells.Because a lot of the vanilla ones have no specific cell association , and appears they will show up at times. Which I guess an easy way to do that , would be to run a script on the entrance/exit doors to your worldspaces / cells ... something like this ... ~~~~~~~~~SCN MyEntranceScript Begin OnActivate Player SetLocationSpecificLoadScreensOnly 1 ActivateEnd~~~~~~~~~~~~~~~~~~~~~~SCN MyExitScript Begin OnActivate Player SetLocationSpecificLoadScreensOnly 0 ActivateEnd~~~~~~~~~ And if you only have 1 or a few to teleport in and out of your area ... then these scripts only need be put on the door(s) in the vanilla cell leading to your world space , and the door(s) in your worldspace/cell leading back to the vanilla cell.But if you can fast travel in and out of your new area , then some other scripting method will be needed. Which shouldn't be to hard to implement ... just mention if is the case. Link to comment Share on other sites More sharing options...
Markyevansy Posted June 15, 2018 Author Share Posted June 15, 2018 (edited) Thank you for your help! I'll see if it works. :smile: Edit: It works perfectly! Again, thank you guys! You two have been a big help. Edited June 15, 2018 by Markyevansy Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 16, 2018 Share Posted June 16, 2018 Oh, good. Didn't have much time to be here earlier, so I'm glad everything's working. Mktavish's scripts are good but the one thing he didn't do that you should do is to specify the player as the ActionRef. His script should technically do that, but the OnActivate block is bugged, so you have to use a workaround. Mktavish is actually more of a Fallout 3 guy, and it may not be bugged there, but it is in New Vegas, which means that theoretically, if another NPC went through the door to your DLC mod, they would set off the script, despite the fact that it seems to be telling the engine not to run it unless the player does it. Actually, if the filter for OnActivate were working correctly, it would override the Activate function entirely and NPCs would be unable to use the doors. So, here's what we do instead: SCN MyEntranceScript Begin OnActivate If IsActionRef Player SetLocationSpecificLoadScreensOnly 1 Activate Else Activate EndIf End I take it you don't watch Father Ted? Link to comment Share on other sites More sharing options...
Mktavish Posted June 17, 2018 Share Posted June 17, 2018 What!?! I am just an Fo3 guy huh ? Is that some kind of underhanded insult ? LOL joking ya :happy: But on the begin block ... couldn't you just put " Begin OnActivate PlayerRef" ? And ya you right ... no other npc would be able to use the door without that addition of ... Else Activate But I just assumed the OP didn't want npc's traveling in and out of their new area.Besides followers , which they don't activate doors. Link to comment Share on other sites More sharing options...
Markyevansy Posted June 17, 2018 Author Share Posted June 17, 2018 Yeah, no npc is going to enter the worldspace. Only the player. Link to comment Share on other sites More sharing options...
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