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Fallout Zero feature


Andyno

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Yes, it's exactly as you just wrote. :yes:

 

Well, that sounds easy enough! :dance: Except the fact that the mod is ending right after the player kills the final boss, but I think that's the minor problem...

 

The exit script (LoadGame) can be on any ole script ... even on the end boss with a "Begin OnDeath" block.

That was just a suggestion with an exit door. But to better clarify what will happen then ...

All the time spent in Blood - Refilled , will seem like it never happened , so nothing changed in the FNV world.

 

BTW, can I just freely pick a name for a save? I mean, as far as I know, when you click on "Save" from the ingame menu, it will automatically choose a name for that corresponding save... right?

 

Yes you can make the name anything you want. It is the same as if you opened the console and typed ...

Save AnyGameName

The save function from opening the escape menu and clicking save, is a different hardcoded function that just uses the player name and time stamp.

 

What do you mean by "terminal not launching the game"? The terminal did launch the game, but without the feature I'm trying to add now.

 

In the video when the guy would click "Run B.S.P." It just stayed on the terminal screen. Then he continues the video saying on the nexus there was a fix. And on the fix comment section , someone says there was a fixed terminal script.

So I was just guessing as to what the problem might have been.

 

 

I'll post you that terminal script when I get back from work.

So you sa it cannot be all in only one script? I need the 2nd script when arriving in the BloodMod world?

 

Well the result script is not a full fledged script ... so it could have problems executing a lot of code ... especially if it needs more than one frame. So am thinking could just have the save command and a moveto , then when the player arrives inside a trigger box. Could have a "Begin OnTriggerEnter" block to do all the rest , or even a third script that will run for more than one frame if need be upon arrival.

 

But hmmm ... I was reading on another site about this mod ... and said you get to keep your loot , and able to buy some stuff from a vendor after you finish the mod. Of which won't be readily possible from this save method. But am thinking of a way to bounce saves back n forth , and set a variable(s) to unlock some content in the regular game world.

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Alright, so I tried to find something via Find Text feature, but my GECK suddenly crashed. But I found this script, and it looks like exactly as I thought. I attached it as a separate file, since it's very big. :wacko: Hope it helps somehow...

 

Regarding terminal script from BloodMod...

At the Run B.S.P. is this Item Result Script:

Set BLStart To 1
ForceTerminalBack

BLStart is a Global variable, which is also used in another script:

Scn BLStartQuestScript

Begin GameMode
    if Blstart == 1
        Player.RemoveAllItems BLLockerItemsREF
        Player.AddPerk BLCalebsSensePerk
        Player.MoveTo BLStartingMarker
        player.additem BLCalebDuster 1 1
        player.EquipItem BLCalebDuster 0 1
        player.additem BLCalebHat01 1 1
        player.EquipItem BLCalebHat01 0 1
        player.additem weapBLpitchforkthrowing 5 1
        Player.EquipItem weapBLpitchforkthrowing 0 1
        Player.ResetHealth
        StopQuest BLStartQuest
    endif
end
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Now regarding your last post...

 

Yes, this is exactly what I want - like the BloodMod never happened! It's very useful, since player can simply start the mod again and again after finishing it, if he/she wants.

 

Another good news - player can easily identify the BloodMod save from another saves! Very useful indeed!

 

Ahh, yes, sorry. I forgot that he plays the very first version with that bugged terminal. I had very harsh times with it, as far as I remember... The thing is that devinpatterson fixed that terminal bug (which original file is still in the mod list / https://www.nexusmods.com/newvegas/mods/47421/), and after that I implemented this fix in my next patch. I can't remember what exactly was the problem, but you shouldn't be surprised by that, since I was always overwhelmed by such things. :wink:

 

All right, I do as you suggest. I guess it's better to have several small scripts for better comprendium (sorry, if this is not the right word :blush: ).

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That text attatchment from falloutzero , was just a quest script to hold variables.

The scripting for what to do with them , are in other scripts.

So that is just a piece of a much larger puzzle ... and I suspect ... needs tricky attention detail to deconstructing the char ... then reconstructing the char.

 

But great news if you want it to be like the game was never played ... will be easy peasy.

Although I did figure out could use "GetGameLoaded" to set a variable , or just set a variable right before the "Con_Save "

 

Anyways , without that worry till you say you want it.

Looks like you already have a second script going separate from the Terminal result script.

 

So just make your result script look like this ...

 

Con_Save BloodExit ; just an example name

Set BLStart To 1
ForceTerminalBack

 

~~~~~~~~~~

But need testing to make sure the save command doesn't hang the 1 frame block.

Which if it does can figure out a work around I'm sure.

 

And then on your quest script with the "Begin GameMode" block ...

You would redo that to include all the scripting to strip the player of lvl and stats ... then open the stat selection menu. Which I can look into the specifics for you ... if we are clear on what the end result need be ?

 

Ya I did see it was devinpatterson that mentioned the script fix. A long time modder helping lots of people here on the nexus as far as I have seen :thumbsup:

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Indeed - much larger puzzle. Like I said - these features are very well hidden, and don't have an idea where to look for them.

 

Although I did figure out could use "GetGameLoaded" to set a variable , or just set a variable right before the "Con_Save "
Anyways , without that worry till you say you want it.

Not sure what you mean here. I think I'll stick to your plan with the save, and abandon the initial idea with recreating Fallout Zero. Even if I'll be able to find all those things the modder used, I still need to make it specifically for New Vegas, which brings another bunch of problems.

 

Anyway, I tested your Con_Save, and it doesn't work - the game is writing something like that I cannot save right now. It's probably caused by that I have still opened terminal, but that's just a guess. So it teleports me into Blood world without creating a savegame. At least it's not crashing... :happy:

 

You would redo that to include all the scripting to strip the player of lvl and stats ... then open the stat selection menu. Which I can look into the specifics for you ... if we are clear on what the end result need be ?

Yes, I pretty aware that I need to recreate the script. Although I don't know how, of course. There's not a trigger at the arrival in the Blood world, there's just a XMarkerHeading (Player.MoveTo BLStartingMarker).

Edited by Andyno
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Indeed - much larger puzzle. Like I said - these features are very well hidden, and don't have an idea where to look for them.

 

You could type in various different variables off of that text file in the "Edit / Find Text " header drop down with the mod loaded in geck. Just to see how and where they are used.

Could be useful to know how they are setting the player to level 1 ... even if you don't use their method to save the stats and recall them. But question for clarity ... You were wanting to set the player to level 1 in your mod , just like they did ?

 

Although I did figure out could use "GetGameLoaded" to set a variable , or just set a variable right before the "Con_Save "
Anyways , without that worry till you say you want it.

Not sure what you mean here.

 

I just meant if you still wanted content unlocked after playing BloodMod 1 time , like the mention in description saying a vendor will now sell new items ? But I guess lets not worry about that for now.

 

Anyway, I tested your Con_Save, and it doesn't work - the game is writing something like that I cannot save right now. It's probably caused by that I have still opened terminal, but that's just a guess. So it teleports me into Blood world without creating a savegame. At least it's not crashing... :happy:

 

Yes sounds exactly like that is the problem ... need to close the terminal first , then save the game.

I'm gona have to think on this , and hopefully get a comp running I can do some testing on.

But for now ... just put the "Con_Save" in the quest script , which I'll show below in an example script.

 

 

 

Scn BLStartQuestScript

 

Int iSaved

Int iArrived

Float fTimer

 

Begin GameMode

if Blstart == 1 && fTimer <= 1.5

Set fTimer to fTimer + GetSecondsPassed

If fTimer > 1.5 && iSaved == 0

Con_Save BloodModExit

Set iSaved to 1

If iSaved == 1

Player.MoveTo BLStartingMarker

 

If iArrived == 1 ; set this in an arrival script

Player.RemoveAllItems ;don't need locker, just destroy them.

; remove all perks

; remove all skill pts

SetSPECIALPoints 40

SetTagSkills 3 ; might need scripting to wait for special

Player.AddPerk BLCalebsSensePerk

player.additem BLCalebDuster 1 1

player.EquipItem BLCalebDuster 0 1

player.additem BLCalebHat01 1 1

player.EquipItem BLCalebHat01 0 1

player.additem weapBLpitchforkthrowing 5 1

Player.EquipItem weapBLpitchforkthrowing 0 1

Player.ResetHealth

StopQuest BLStartQuest

endif

endif

endif

endif

end

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

 

This just an idea to get things working hopefully ... but will need to change a few things so that things will be reset when player wants to replay bloodmod.

 

But see if you can find out how they are setting the player to level 1.

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I tried to use the Find Text feature in the FNV GECK, and it works - it found a con_save in my script. But for some reason the F3 GECK is crashing.

Yes, I want to (re)set the player's level to 1. Generally, I want to simulate a starting of the new game, except the fact that player cannot choose his appearance.

 

Ahh, you're right - I gave items from BloodMod to Chet in Goodsprings. Player can actually buy some stuff from him BEFORE starting the mod, which is pretty dumb, I know. I now think of completely remove this feature - player simply cannot buy/use anything related to BloodMod when he's outside the BloodMod world. But yeah, let's not worry about that now - it's the most minor problem...

 

What do you mean by "set this in an arrival script"? You probably mean to place the trigger at BLStartingMarker...right? Should I copy/paste all lines from this script to ANOTHER script?

I think it would be the most essential to get your comp running, so someone more competent will look at the problem... :thumbsup:

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Alright, I think I finally found something! Here's a bunch of scripts attached to doors located in the worldspace ZeroBegin. Not sure if every script is related to my needs, but better safe than sorry... In any case, they need to be seen by more competent eye than mine...

Edited by Andyno
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This looks like how they do it here in "ZeroDoorInitial2ndScript"

Sorry for the left side paste stack ... So give it a look in their script for better indent.

But notice the 2 green lines I put in this one.

 

 

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

; Yada yada before this point ...
Player.SetLevel 1
Player.ForceActorValue XP 0
Set AddKarma to (0 - Player.GetAV Karma)
Player.RewardKarma AddKarma
; GetPlayerName
elseIf DoOnce == 3
Set DoOnce to 4
; ShowRaceMenu
elseIf DoOnce == 4
Set DoOnce to 5
player.SetAV Strength 5
player.SetAV Perception 5
player.SetAV Endurance 5
player.SetAV Charisma 5
player.SetAV Intelligence 5
player.SetAV Agility 5
player.SetAV Luck 5
SetSPECIALPoints 40 ;------------- Redistribute SPECIAL POINTS
elseIf DoOnce == 5
Set DoOnce to 6
player.SetAV Barter 0
player.SetAV EnergyWeapons 0
player.SetAV Explosives 0
player.SetAV BigGuns 0
player.SetAV Lockpick 0
player.SetAV Medicine 0
player.SetAV MeleeWeapons 0
player.SetAV Repair 0
player.SetAV Science 0
player.SetAV SmallGuns 0
player.SetAV Sneak 0
player.SetAV Speech 0
; player.SetAV Survival 0
player.SetAV Unarmed 0
SetTagSkills 3 ;------------- Set Tag Skills
elseIf DoOnce == 6
Set DoOnce to 7
; ShowTraitMenu ;------------- Choose new Traits
elseIf DoOnce == 7 ; this is your point to run those last things in Quest script.
; Set DoOnce to 8
Activate Player
If DoOnceVideo == 0
Set DoOnceVideo to 1
PlayBink "IntroZeroChapt01.bik" 1 1 1 1 ; a video for your's would be nice touch
endif
else
endif
endif
END
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Thanks, but I still don't know how to use this script...

But here are some of my reactions to it:

1. GetPlayerName will be forced, since I want to name character Caleb.

2. ShowRaceMenu should be replaced by something related to my custom NPC character, well, at least I hope player can teleport into a NPC body...

3. BigGuns and SmallGuns are combined into Guns in NV.

4. You put a ; in the Survival line, but I don't know why, since NV has this skill, so I have to use this line too. I also don't understand why authors of Fallout Zero put this line into their script, since F3 doesn't have a Survival skill. o_O

5. ShowTraitMenu will also be used

6. regarding your first green line - don't know what you mean

7. regarding your second green line - yes, a video would be very nice, and very professional, but this is just beyond my imagination. I simply use the simple message as before...

Edited by Andyno
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