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[Help] Displaying mod's loading screens only


Markyevansy

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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.

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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

Activate

End

~~~~~~~~~~~

~~~~~~~~~~~

SCN MyExitScript

 

Begin OnActivate Player

SetLocationSpecificLoadScreensOnly 0

Activate

End

~~~~~~~~~

 

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.

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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?

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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.

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