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Torn in reality


Fienyx

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I'm having an issue between 2 mods that doesn't make any sense to me.

 

Finite ammo and Equipment Converter

 

Finite ammo seems to be the cause of the issue, but the realism of having only 20 arrows in your quiver, and not being able to refill during combat is what I like about it.

 

Equipment Converter lets you keep that nice looking, weaker equipment and give it the stats of something better, or vice versa. Meaning leather armor with daedric stats, or a silver longsword with the stats of a rusty iron dagger. (of course, that's to be given to someone else, lol)

 

With both mods active, If you try,  You put the item in the model pot, next item in the stats pot, hit the converter, get a message, "Finite Ammo Token Ring Added", and lose both pieces of equipment.

 

It's not a LO issue either, I have tried one above the other, One above the patch one below, no matter where either is in the load order, it always gives the same result. I spent 3 hours messing around with load orders. 

 

If I remove finite ammo, the equipment converter works perfectly.

 
Edit:These two don't show any conflicts in obmm conflict detector either. I checked the scripts in cs and checked them in tes4edit, I can't find anything that references the other in any way.
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This isn't as simple as it may seem. Probably has something to do with how exactly these mod work.

 

I never tried any of them, but from your description, it seems like Equipment Converter clones the item in the "model pot". Actually clones the item in the stats pot and replace its model path with the one in the model pot. This is how I'll get it working if I have to write the same kind of mod.

As to Finite Ammo mod, no idea unless I actually take a look. Probably this one is responsible for removing the cloned arrows. But the point is, you'll have to modify the scripts... or not.

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Yes, Equipment Converter (EC) does clone.

  ===== From mod description =====

 

Finally a minor bloat warning.
The system uses cloneform to make the new objects, as well as any enchantment that needs cloning (if it's not from Oblivion.esm, enchantment station, or a previously merged item). This ensures that the base-object of your new item is saved in your savegame, and keeps its stats, model and enchantment. This happens once every time you use the pot and should not cause serious trouble unless you go mad with it and clone items hundreds of times using cheat mode.

 

As for Finite Ammo (FA), I'm not sure what I would need to change. I have no problems with changing a script though.

Here's the main script for FA

 

 

scn FAControlScript
 
short ammoChk
short ammoCnt
short attackKey
short attackButton
short bundleCnt
short isAttackPressed
short isXblt
short maxAmmo
short spellTimer
ref ammoEnch
ref ammoRef
ref curAmmo
ref curCont
ref menuRef
float ammoDamage
float ammoWeight
float fQuestDelayTime
 
BEGIN MenuMode
 
set attackKey to getControl 4
set attackButton to getAltControl2 4
set isAttackPressed to ( isKeyPressed3 attackKey + isKeyPressed3 attackButton )
set menuRef to getActiveMenuSelection
if ( MenuMode 1008 )
setQuestItem 1 faAmmoBundle
set curCont to getActiveMenuRef
if ( curCont.getItemCount FATokenRing == 0 )
curCont.addItem FATokenRing 1
endif
return
elseif ( menumode 1 )
setQuestItem 0 faAmmoBundle
if ( menuRef == faAmmoBundle )
disablePlayerControls
if ( isAttackPressed )
player.equipItemNS faAmmoBundle
endif
else
enablePlayerControls
endif
set curAmmo to player.getEquippedObject 17
set isXblt to modelPathIncludes "xbowBolt" curAmmo
if ( isXblt )
set maxAmmo to 10
else
set maxAmmo to 20
endif
if ( curAmmo )
if ( player.isInCombat )
if ( curAmmo != ammoRef )
message "You can not swap ammo while in combat."
player.unequipItemNS curAmmo
set ammoCnt to ( player.getItemCount ammoRef - 1 )
player.removeItemNS ammoRef ammoCnt
player.equipItemNS ammoRef
player.addItemNS ammoRef ammoCnt
return
endif
elseif ( curAmmo == faAmmoBundle )
player.addItemNS ammoRef bundleCnt
player.removeItemNS faAmmoBundle bundleCnt
set ammoRef to 0
elseif ( curAmmo != ammoRef )
if ( player.getItemCount faAmmoBundle != 0 )
player.addItemNS ammoRef bundleCnt
player.removeItemNS faAmmoBundle bundleCnt
else
set ammoRef to curAmmo
endif
elseif ( player.getItemCount curAmmo > maxAmmo )
if ( player.getItemCount faAmmoBundle != 0 )
player.addItemNS ammoRef bundleCnt
player.removeItemNS faAmmoBundle bundleCnt
set ammoRef to 0
endif
set bundleCnt to ( player.getItemCount curAmmo - maxAmmo )
set ammoRef to curAmmo
copyName curAmmo faAmmoBundle
appendToName " Bundle" faAmmoBundle
copyModelPath curAmmo faAmmoBundle
copyIconPath curAmmo faAmmoBundle
set ammoEnch to getEnchantment curAmmo
removeEnchantment faAmmoBundle
setEnchantment ammoEnch faAmmoBundle
set ammoWeight to getWeight curAmmo
setWeight ammoWeight faAmmoBundle
set ammoDamage to getAttackDamage curAmmo
setAttackDamage ammoDamage faAmmoBundle
player.addItemNS faAmmoBundle bundleCnt
player.removeItemNS curAmmo bundleCnt
set ammoCnt to ( player.getItemCount ammoRef - 1 )
player.removeItemNS ammoRef ammoCnt
player.equipItemNS ammoRef
player.addItemNS ammoRef ammoCnt
endif
endif
endif
 
END
 
Begin GameMode
 
set fQuestDelayTime to 0.1
set spellTimer to ( spellTimer + 1 )
if ( spellTimer >= 10 )
if ( XbowSpellBallRef.getInSameCell Player == 0 )
XbowSpellBallRef.moveTo Player 0 0 150
elseif ( XbowSpellBallRef.getDistance Player > 1000 )
XbowSpellBallRef.moveTo Player 0 0 150
endif
XbowSpellBallRef.cast FAAmmoSpell Player
endif
set curAmmo to player.getEquippedObject 17
set isXblt to modelPathIncludes "xbowBolt" curAmmo
if ( isXblt )
set maxAmmo to 10
else
set maxAmmo to 20
endif
if ( curAmmo )
if ( player.isInCombat )
if ( curAmmo != ammoRef )
message "You can not swap ammo while in combat."
player.unequipItemNS curAmmo
set ammoCnt to ( player.getItemCount ammoRef - 1 )
player.removeItemNS ammoRef ammoCnt
player.equipItemNS ammoRef
player.addItemNS ammoRef ammoCnt
return
endif
elseif ( curAmmo != ammoRef )
if ( player.getItemCount faAmmoBundle != 0 )
player.addItemNS ammoRef bundleCnt
player.removeItemNS faAmmoBundle bundleCnt
else
set ammoRef to curAmmo
endif
set ammoChk to 0
elseif ( player.getItemCount curAmmo > maxAmmo && ammoChk == 0 )
set bundleCnt to ( player.getItemCount curAmmo - maxAmmo )
set ammoRef to curAmmo
copyName curAmmo faAmmoBundle
appendToName " Bundle" faAmmoBundle
copyModelPath curAmmo faAmmoBundle
copyIconPath curAmmo faAmmoBundle
set ammoEnch to getEnchantment curAmmo
removeEnchantment faAmmoBundle
setEnchantment ammoEnch faAmmoBundle
set ammoWeight to getWeight curAmmo
setWeight ammoWeight faAmmoBundle
set ammoDamage to getAttackDamage curAmmo
setAttackDamage ammoDamage faAmmoBundle
player.addItemNS faAmmoBundle bundleCnt
player.removeItemNS curAmmo bundleCnt
set ammoCnt to ( player.getItemCount ammoRef - 1 )
player.removeItemNS ammoRef ammoCnt
player.equipItemNS ammoRef
player.addItemNS ammoRef ammoCnt
set ammoChk to 1
endif
endif
 
End

 

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Here's the ammo script for FA

 

 

scn FAAmmoScript
 
ref temp
ref curAmmo
ref curTarget
short isXblt
short count
short maxAmmo
 
Begin GameMode
 
set temp to getSelf
 
if ( getSelf != player && getSelf != playerRef && getIsCreature == 0 )
set curAmmo to temp.getEquippedObject 17
set isXblt to modelPathIncludes "xbowBolt" curAmmo
if ( curAmmo == 0 )
return
elseif ( temp.getItemCount FATokenRing != 0 )
return
else
if ( isXblt == 1 )
set maxAmmo to 10
else
set maxAmmo to 20
endif
if ( temp.getItemCount FACheckRing == 0 )
set count to temp.getItemCount curAmmo
if ( count < maxAmmo )
set count to ( maxAmmo - count )
temp.addItem curAmmo count
endif
temp.addItem FACheckRing 1
elseif ( temp.getDead )
temp.addItem FATokenRing 1
set maxAmmo to temp.getItemCount faCountRing
temp.removeItem FACountRing maxAmmo
temp.removeItem curAmmo maxAmmo
temp.setRestrained 0
elseif ( temp.isInCombat )
set curTarget to temp.getCombatTarget
if ( temp.getItemCount FACountRing >= maxAmmo )
temp.stopCombat curTarget
if ( isWeaponOut == 0 )
temp.addItem FATokenRing 1
temp.removeItem FACountRing maxAmmo
temp.removeItem curAmmo maxAmmo
temp.equipItem curAmmo
temp.setRestrained 0
endif
elseif ( temp.getWeaponSkillType == 3 )
if ( temp.getRestrained == 0 && temp.isAttacking == 1 )
temp.setRestrained 1
elseif ( temp.getRestrained == 1 && temp.isAttacking == 0 )
temp.setRestrained 0
temp.addItem FACountRing 1
endif
endif
endif
endif
endif
 
End
 

 

 

 

Bundle Script

 

 

 

scn FABundleScript
 
BEGIN OnEquip player
 
set FAControl.removeChk to 1
 
END

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For comparison, here's the main script for EC.

 

 

SCN HTBEquipmentConvertScript
 
Ref StatsSource
Ref ModelSource
Ref NewItem
Ref AEnch
Ref NewEnch
Short Ac
Short Cc
Short Aslot
Short Cslot
Short FLG
Short WpA
Short WpB
Short CheatA
Short CheatC
 
Begin OnActivate
 
set FLG to 0
set Ac to HTBECStatsSourceRef.GetNumItems
set Cc to HTBECModelSourceRef.GetNumItems
 
If Ac == 0 || Cc == 0
set FLG to 1 ;No Items
Return
endif
 
Set StatsSource to HTBECStatsSourceRef.GetInventoryObject 0
Set ModelSource to HTBECModelSourceRef.GetInventoryObject 0
;---------------------------------------------------------
; A Weapon
;---------------------------------------------------------
If StatsSource.IsWeapon StatsSource == 1
if ModelSource.IsWeapon ModelSource == 1
set WpA to StatsSource.GetWeaponType StatsSource
set WpB to ModelSource.GetWeaponType ModelSource
 
If (WpA == 0 && WpB != 0 && WpB != 2) 
set FLG to 3 ;Different Types
Return
endif
If (WpA == 2 && WpB != 0 && WpB != 2) 
set FLG to 3 ;Different Types
Return
endif
If (WpA == 1 && WpB != 1 && WpB != 3) 
set FLG to 3 ;Different Types
Return
endif
If (WpA == 3 && WpB != 1 && WpB != 3) 
set FLG to 3 ;Different Types
Return
endif
If (WpA == 4 || WpA == 5 || WpA == 6)
If WpA != WpB
set FLG to 3 ;Different Types
Return
endif
endif
set NewItem to CloneForm StatsSource
CopyName ModelSource NewItem
CopyModelPath ModelSource NewItem
 
If (ModelSource.isIconPathValid ModelSource)
CopyIconPath ModelSource NewItem
endif
 
set AEnch to 0
set AEnch to StatsSource.GetEnchantment StatsSource
 
if AEnch != 0
if IsClonedForm AEnch == 0 && AEnch.GetSourceModIndex > 0
; It's not a cloned form yet and it's from a mod, so clone it
set NewEnch to CloneForm AEnch
NewItem.SetEnchantment NewEnch NewItem
else
; Base game enchantment or already in savegame, so apply it
NewItem.SetEnchantment AEnch NewItem
endif
endif
 
;Cheats?
If CheatA == 0
HTBECStatsSourceRef.RemoveAllItems
endif
 
if CheatC == 0
HTBECModelSourceRef.RemoveAllItems
endif
 
;Give the new item
Player.AddItem NewItem 1
Return
else ; Incompatible items
set FLG to 3 ;Different Types
Return
endif
endif
 
;---------------------------------------------------------
; Not a Weapon
;---------------------------------------------------------
set Aslot to GetEquipmentSlot StatsSource
set Cslot to GetEquipmentSlot ModelSource
 
If Aslot != Cslot
If (Aslot != 6 && Aslot != 7 && Aslot != 8 && Aslot != 15) 
set FLG to 3 ;Different Types
Return
endif
if (Cslot != 6 && Cslot != 7 && Cslot != 8 && Cslot != 15)
set FLG to 3 ;Different Types
Return
endif
endif
 
set NewItem to CloneForm StatsSource
 
If MaleBipedPathIncludes "." ModelSource
CopyMaleBipedPath ModelSource NewItem
endif
If MaleGroundPathIncludes "." ModelSource
CopyMaleGroundPath ModelSource NewItem
endif
If MaleIconPathIncludes "." ModelSource
CopyMaleIconPath ModelSource NewItem
endif
 
CopyName ModelSource NewItem
 
If FemaleBipedPathIncludes "." ModelSource
CopyFemaleBipedPath ModelSource NewItem
endif
If FemaleGroundPathIncludes "." ModelSource
CopyFemaleGroundPath ModelSource NewItem
endif
If FemaleIconPathIncludes "." ModelSource
CopyFemaleIconPath ModelSource NewItem
endif
 
set AEnch to 0
set AEnch to StatsSource.GetEnchantment StatsSource
 
if AEnch != 0
if IsClonedForm AEnch == 0 && AEnch.GetSourceModIndex > 0
; It's not a cloned form yet and it's from a mod, so clone it
set NewEnch to CloneForm AEnch
NewItem.SetEnchantment NewEnch NewItem
else
; Base game enchantment or already in savegame, so apply it
NewItem.SetEnchantment AEnch NewItem
endif
endif
 
If CheatA == 0
HTBECStatsSourceRef.RemoveAllItems
endif
 
if CheatC == 0
HTBECModelSourceRef.RemoveAllItems
endif
 
Player.AddItem NewItem 1
 
end
 

 

 

 

Like I said, I looked through the scripts, and have no idea why the sword or armor I try to make with EC prints a message "Finite Ammo Token Ring Added" 

I remove FA and EC works perfectly.      Maybe I missed something in there.

 

Edit: Here's the other scripts for EC

 

Convert quest script

 

 

SCN HTBAddConvertorQuestScript
 
short doonce
 
begin gamemode
 
if doonce == 0
player.additem HTBECConversionTrigger 1
player.additem HTBECModelUrn 1
player.additem HTBECStatsUrn 1
set doonce to 1
else
stopquest HTBECAddConvertorQuest
endif
end

 

 

 

Stat Urn

 

 

 
SCN HTBECStatsUrnScript
 
short menu
short button
 
Begin OnActivate Player
If Player.IsSneaking == 1
set menu to 1
else
HTBECStatsSourceRef.Activate Player
endif
end
 
begin gamemode
 
if menu == 0
return
endif
 
if menu == 1
set menu to -1
set button to -1
if HTBECConverterRef.cheatA==0
messagebox "Source of stats - Options" "Open" "Toggle cheat mode on" "Pick up"  "Cancel"
else
messagebox "Source of stats - Options" "Open" "Toggle cheat mode off" "Pick up"  "Cancel"
endif
elseif menu == -1
set button to getButtonPressed
if button < 0
Return
elseif button == 0 ; Open
set menu to 0
HTBECStatsSourceRef.Activate Player
return
elseif button == 1 ; Cheat mode
set menu to 0
set HTBECConverterRef.cheatA to (HTBECConverterRef.cheatA==0)
return
elseif button == 2 ; Pick Up
set menu to 0
HTBECStatsSourceRef.RemoveAllItems Player
Activate
else
set menu to 0
endif
endif 
 
end

 

 

 

Model Urn

 

 

 

 
SCN HTBECModelUrnScript
 
short menu
short button
 
 
Begin OnActivate Player
If Player.IsSneaking == 1
set menu to 1
else
HTBECModelSourceRef.Activate Player
endif
end
 
begin gamemode
 
if menu == 0
return
endif
 
if menu == 1
set menu to -1
set button to -1
if HTBECConverterRef.cheatC==0
messagebox "Source of shape - Options" "Open" "Toggle cheat mode on" "Pick up"  "Cancel"
else
messagebox "Source of shape - Options" "Open" "Toggle cheat mode off" "Pick up"  "Cancel"
endif
elseif menu == -1
set button to getButtonPressed
if button < 0
Return
elseif button == 0 ; Open
set menu to 0
HTBECModelSourceRef.Activate Player
return
elseif button == 1 ; Cheat mode
set menu to 0
set HTBECConverterRef.cheatC to (HTBECConverterRef.cheatC==0)
return
elseif button == 2 ; Pick Up
set menu to 0
HTBECModelSourceRef.RemoveAllItems Player
Activate
else
set menu to 0
endif
endif 
 
end

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Unfortunately, no one can figure out what's going on there with only fragments of scripts. I've noticed a couple of weird things, but they don't seem to be enough to make much difference alone.

If you can make sense of them, I'd try spamming debug messages. That is the starting point of any debugging.

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I edited the posts. Those are all the scripts, complete. They don't copy and paste nicely indented how they show in the cs. I used tdt in the console, but nothing comes up for either mod. I un / equipped bow, arrows and used the converter, but nothing in the text changed. I've never debugged anything before, and this is honestly the first time I've come across an issue like this. Will keep trying to figure this out. What were the couple of weird things you noticed?

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No, tdt has nothing to do with this. What I meant was that you have to write debug messages (like printc) between them and see what's happening with your eyes.

 

As to what I had noticed: for example, FAAmmoScript has this.

if ( getSelf != player && getSelf != playerRef && getIsCreature == 0 )

This script is *probably* supposed to work only on NPCs. But this may also run on containers. Suspicious, but I couldn't be certain.

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Yeah, I don't know how that all works and have lost all ambition on it. I chose to keep the converter. Decided keeping neat looking things is more important than having every npc and myself limited to 20 arrows per battle. Thanks for trying to help. I just wish I could get into it more. MS is a bitch.

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Nah, actually, try this. I've found it.

 

First, open the script named "HTBEquipmentConvertScript"

 

Next, declare two more array variables.

array_var arItems
array_var arIter1
Find these lines (line 29, 30)

    Set StatsSource to HTBECStatsSourceRef.GetInventoryObject 0
    Set ModelSource to HTBECModelSourceRef.GetInventoryObject 0
Correct them like this

;	Set StatsSource to HTBECStatsSourceRef.GetInventoryObject 0
;	Set ModelSource to HTBECModelSourceRef.GetInventoryObject 0
	Let arItems := HTBECStatsSourceRef.GetItems
	ForEach arIter1 <- arItems
		Let StatsSource := arIter1["value"]
		if IsPlayable2 StatsSource
			break
		endif
	loop
	
	Let arItems := HTBECModelSourceRef.GetItems
	ForEach arIter1 <- arItems
		Let ModelSource := arIter1["value"]
		if IsPlayable2 ModelSource
			break
		endif
	loop
	Let arItems := arIter1 := ar_Null
You should be find with this. uh, probably.
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Movomo, you are the best.  They both work how they should now, thank you. I try to learn this, but the reading limitations and the...... oh, a squirrel!  What was I saying? Oh yeah, I have concentration issues. LOL  When your wiring starts to fry, it does all sorts of things. Thanks to MS, and somewhere between 35-40 minor concussions in 3 1/2 yrs, I'm a much different person. Kinda  adhd, bi-polar and something else, I forget what it was.   

 

But, I digress, YOU ARE PURE AWESOME!!!

 

Hell, it took me 3 days to get the PSE-SeeYouSleepDLL patch I made. And that's a nice short script.

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