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YanL

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None of them should interfere, unless something looks for the first weapon in that form list based on its index, as it would then find yours instead of a vanilla weapon, but that scenario is in all fairness unlikely.

 

My first one was JIP-based, and it's as you can see the most elegant. But the reason I said you should run your GECK with NVSE and JIP LN is that for scripting, it makes life much easier, and I don't think anyone that mods their game is not already using stuff that requires NVSE anyway, like NVAC and for many people NVSR. Essentially, I said that not for this script as much as for probably many future instances. That and getting your GECK to recognise NVSE code is probably faster than making a hidden cell in your mod dropping the references into it, setting their names, and all that.

 

But yes, my last script should work fine so long as you do what I said with the hidden cell.

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Well, I suppose you could just trust it to work by having the GameMode block stop the quest without checking. Which will probably not cause any problems but you couldn't be sure. Otherwise, just leave the quest running. It should run only during loading screens. I wouldn't, but I like everything to be clean. If you don't mind a bit of dirt, I suppose you could just leave it running.

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I'm not bothered with the solution you proposed. I'm upset with this damn engine haha.


For me there is nothing cleaner than a mod that just uses the base game. No need for other mods or dlcs.


But sometimes we have to give up what we want. I'll use your JIP script instead.


I will not do that today though, but I´ll update whether it worked or not. ^^

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Yeah, this engine can be a pain.

 

I used to agree with that outlook on just using the base game, but too many things are broken or should have been there from the start but aren't (many of which were in script extenders for Oblivion and could easily have been integrated into vanilla Fallout 3/NV), and once I caved and started using JIP LN, my life got a hell of a lot easier.

 

Everyone uses NVAC, so everyone uses NVSE, with very few exceptions. It's not a big leap for a player in that situation to grab JIP LN. That's the way I look at it.

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My first one was JIP-based

 

Wish I could say the same. ^^

My first one was simply based on NVSE.

Even though it works pretty well, I probably could have profit more from JIP functions.

 

 

@YanL

I admire your addiction to the base game code.

However, I still would like to point out, that many stuff (even whole special variables) are bugged.

 

 

Optional game patches (toggle-able via ..\Data\NVSE\Plugins\jip_nvse.ini

  • bIgnoreDTDRFix - Fixes the Ignore DT/DR effect (mostly found in some melee/unarmed weapons), which is completely broken in the game.
  • bEnableFO3Repair - Brings back the FO3-style item repair menu to FNV. The max repair amount of items will be capped to the player's Repair skill. For example, with 75 skill, items can only be repaired for up to 75% of their max health, as opposed to 100% as before, regardless of skill level.
  • bEnableBigGunsSkill - Restores Big Guns as a fully-functional, playable skill.
  • bProjImpactDmgFix - Fixes an engine bug where weapons which fire projectiles that explode upon impact (i.e. Missile Launcher, Grenade Launcher, etc.) would only apply the damage from the explosion, even on direct hit, ignoring the weapon's hit damage.
  • bGameDaysPassedFix - Fixes an engine bug where the 'GameDaysPassed' and 'GameHour' global timers would "freeze" and stop increasing in game real-time (they would only increase when sleeping, waiting or fast traveling). This issue directly affected hardcore needs build-up, which would also freeze in game real-time.
  • bHardcoreNeedsFix - Fixes an issue where some hardcore needs could, for undetermined reasons, end up having negative values. This resulted in hardcore needs not increasing at the correct rate/ at all.
  • bNoFailedScriptLocks - Fixes an engine behavior where a script that has failed (due to any reason) at some point during execution will be effectively disabled by the game and will no longer be processed again until the game is restarted.
  • bDoublePrecision - Modifies the game's code such that arithmetic/relational operations in scripts are calculated/evaluated with double-precision floating-point accuracy (instead of single-precision). This was causing various issues, where relational operators (==, !=, <=, <, >=, >) were not evaluating correctly, and numeric calculations ended with inaccurate results (this was especially observed with relatively high absolute values). Additionally, this patch also guarantees no script errors/crashes in cases of division by zero.

This is a copy paste of the JIP LN NVSE plugin page.

It fixes some bugged original game stuff out of the box, by simply taking care of these variables in the INI noted at the very first sentence after the quote.

 

 

I can understand, why some god coders like Migck simply endorse the use of JIP.

You can do impossible things with and it even fixes your game. :D

This is my second "try" with JIP LN NVSE plugin:

(Current record of V1.8 )

https://www.nexusmods.com/newvegas/mods/64023?tab=videos#lg=2&slide=0

 

 

First one was a new perk system breaking "Animal Friend" into 4 perks.

But it was mainly an hommage, than a serious mod. Yet I still think it works well enough for the base game creatures or IWS (even though that mod is known to make your game unstable :sad:)

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Talking about perk, I was thinking of a better way to improve cowboy perk. It would check the type of reload of the weapon. But it still would not work because of the knives and dynamite.

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That would definitely require NVSE, so you may as well get your GECK running with it. Unless you meant overriding what's already there. But what I'd do is at the main menu when the game is launched, use GetLoadedTypeArray to make an array of all the weapon base forms, and then whichever ones fit certain criteria you can add to the form list that the perk uses. So, if the weapon type is a gun, you can check the reload animation, if it's a thrown weapon you can check its name for knife or knives, if it's an explosive you can check its name for dyna or dynamite, things like that.

 

Assuming I understood you right and you meant you wanted the perk to attempt to account for mod-added weapons dynamically. If it's just for your own mod, I don't have my GECK open but you should be able to specify weapons based on reloading animation as well as keep using the form list. I think anyway. Just switch the AND to OR in the conditions for the perk effect and add more conditions.

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Assuming I understood you right and you meant you wanted the perk to attempt to account for mod-added weapons dynamically.

 

Yep. Maybe a future project? :smile:

 

Anyway, returning here to the items campfire, workbench and reloadbench. you throw them on the ground, use them and take them back. Makes a lot of sense and also these items can be used for upgrade any home. Novac Room, for example.

 

And they are also quite boring to use :mellow:

 

If, IF is not something very complex, is it possible that these items can continue exactly this way, but can also be used directly when they are in the inventory?

Edited by YanL
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It wouldn't be too easy to do that with them as misc items, but it could be done. Aid items are much easier to work with in this regard. You simply set up script effects for them, and then instead of the line Begin OnActivate you change it to Begin ScriptEffectStart and remove the If IsActionRef Player line along with its corresponding ElseIf, Return, and EndIf lines. (Note that to be 'corresponding' as I say there, the EndIf and ElseIf lines are indented the same amount as the initial If line, which in our case is If IsActionRef Player.)

 

Try to work that out yourself. Think of it as a bit of practise. I think you'll be all right, but post back if when you try it doesn't work.

 

Edit: And remember that the script type needs to change from Object to Effect.

Edited by EPDGaffney
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