EPDGaffney Posted July 3, 2018 Share Posted July 3, 2018 No, there are two quests. One adds all the pre-order items, which you obviously don't need, and the other is the one that actually heals the player if they already have the canteen. You do need to reproduce that one. Very important, look at where it says Script Processing Delay. It updates every five real-time minutes. This is why it's not a problem to have this script running at all times and why the player is not being constantly rehydrated. https://prnt.sc/k27wut Link to comment Share on other sites More sharing options...
JustChill Posted July 4, 2018 Share Posted July 4, 2018 Does this make my mod illegal? Because the idea is NOT require the courier stash for this mod. I agree with EPDGaffney. Basically a script is nothing more than a conversation with the game engine.You tell it what it should do and hopefully the engine understands your instructions. Textures and Meshes are artwork which of course is property of its creator.But making a script property of someone... It's like making a whole language the property of one person. Unlikely that this happens... You may still add where you got your knowledge from if you used some other scripts. I "stole" the mechanic to press a single key on the keyboard, as IsKeyPressed will fire as long as the key is pressed.There was a perfect example of the way to do this on old Construction Set Wiki:https://cs.elderscrolls.com/index.php?title=IsKeyPressedJust check out the "Notes" there.I bascially often look into ALL wikis available, when looking for something specific. Yet, there are differences of how the games worked (Oblivion ran on a pretty old version of Gamebryo and I only have experience with playing it), but there still might be some nice code segments available which perfectly work in GECK too. Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 4, 2018 Share Posted July 4, 2018 I think an argument could be made if the script were longer and required some ingenuity to get it working, but this script is just so basic and so short, that copyrighting it would be like copyrighting an everyday sentence, such as 'I love you.' You can't copyright that, because it's a basic concept that uses the basic building blocks of the language to express it. Take a famous sentence like 'The river was there' from Hemingway's Big Two-Hearted River. Google that sentence and that's what all the results will be, and yet, it couldn't be copyright infringement to use that sentence in a published work, because it's so basic that there's no other way to express it without embellishing the concept. You'd have to use the next sentence for it to begin to make sense to accuse someone of copyright infringement:The river was there. It swirled against the log spires of the bridge. Link to comment Share on other sites More sharing options...
YanL Posted July 5, 2018 Author Share Posted July 5, 2018 ok guys, I'm convinced :laugh: And the flask works perfect. Thanks again EPD. ^^ Now I need one last help for this mod. MANY years ago, I did it for myself, a modification in some mods, for them to work with the perk cowboy. Because if I use the formlist for two mods for example, whatever is lower in the load order (or higher ... does not matter) is the only one where perk works. Anyway, the way it works, it was creating a quest ... and unfortunately I just remember that and I can not find the information on the internet. So that's the question. How to make a gun have the benefit of cowboy and another take the benefit of pyromaniac, without this mod conflicts with others. I Was clear on my question? Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 5, 2018 Share Posted July 5, 2018 (edited) You just need to make a quest with a reasonably fast processing time, tick Start Game Enabled, and attach this script: scn <NameOfYourQuestScript> Begin MenuMode 4 If GetGameRestarted ListAddForm <CowboyPerkFormList> <WeaponYouWishToAdd> ; Here you put as many ListAddForm lines as you need, one per weapon. EndIf End Edited July 5, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
YanL Posted July 5, 2018 Author Share Posted July 5, 2018 This was made in nvse? Because it don't work at all lol XD I made this one (still not have oportunity to test) "scn AAABrushRangerScript Begin MenuMode 4 AddFormToFormList PerkCowboyWeapons AAABrushRanger End" Looks ok. I guess =p Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 5, 2018 Share Posted July 5, 2018 (edited) It was, yeah. Sorry, thought you were using NVSE with your mods. Nice work finding the vanilla function, but there is a reason I used ListAddForm instead, which is that it adds the weapon at the end of the list, which doesn't disrupt the order in case the game or a mod should need to refer to the vanilla form list's order. It's probably fine this way, though. Probably. Besides that, you have another problem which is that it's just going to keep adding that weapon's base ID to the list for ever. I haven't worked too much with form lists, so it may not actually add it if it's already there, which would possibly explain why there's no vanilla function (to my knowledge) that can check whether or not a base ID is in a form list without having a reference call the script to check for its base object (as opposed to just calling the script on the base object directly). To be safe, you may want to drop your weapons into some hidden cell, give them reference IDs, make them persistent references, and then check for them in the form list with IsInList:https://geckwiki.com/index.php/IsInList So, you'd make the script add the weapons only if they're not already in the list. The reason you can't do a simple bDoOnce check is that form lists won't save in the save file and will need to be modified every time the game is launched. Also, MenuMode 4 was added by JIP LN, so that won't work, either. So, provided you do what I said regarding making dummy weapons in a hidden cell to check this against (and provided you match its reference ID to mine or vice versa), this should work: scn AAABrushRangerScript Begin MenuMode 1007 If AAABrushRangerPerkREF.IsInList Else AddFormToFormList PerkCowboyWeapons AAABrushRanger EndIf End Edit: The wiki entry has this.Using this function to add a FormID already in the list will simply move it to the 0th index. It will not add a duplicate entry of the FormID to the list.This makes my check somewhat less necessary, but it's still a good idea not to have the script constantly doing work. Edited July 5, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
JustChill Posted July 6, 2018 Share Posted July 6, 2018 Beside of NVSE, I also recommend to use JIP LN NVSE plugin.It fixes various game issues and also adds +800 functions. So you've more abilities when it comes to scripting. Addition: Also, MenuMode 4 was added by JIP LN, so that won't work, either. Ah, well I've read read over that. So yeah, best would be to use JIP. Migck said once that people should uninstall FNV ASAP, if they don't want to use JIP. ^^ Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 6, 2018 Share Posted July 6, 2018 Wait, you can't actually check that the way I said, cos the references wouldn't exist at the main menu. Granted, the script would catch them eventually, but it may be best to do it like this: scn AAABrushRangerScript Begin MenuMode 1007 AddFormToFormList PerkCowboyWeapons AAABrushRanger End Begin GameMode If AAABrushRangerPerkREF.IsInList Else StopQuest <ThisQuest> EndIf End Or even better, get your GECK working with NVSE and JIP LN and just use my initial script. Link to comment Share on other sites More sharing options...
YanL Posted July 6, 2018 Author Share Posted July 6, 2018 Or even better Why? Still don´t test anything, but why this last script is inferior to the previous one? Like I said, I´m very bad at this, but this new one looks simple and elegant, and it does not strike me as something that could interfere with any other mod. Link to comment Share on other sites More sharing options...
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