Odessa Posted September 2, 2015 Posted September 2, 2015 You could use GetParentCell to find the current cell at start of a menumode block, then see if it changes immediately in GameMode.  Alternatively, in MenuMode, move an XMarker to the player. Then in GameMode,  if GetInGrid XMarker, 1 ; if player is still in same or next cell to the marker  is false, then you assume fast travel.
nkAlex Posted September 2, 2015 Posted September 2, 2015 Odessa, thanks for the tip! Unfortunately, both will still not fire from MenuMode 1007 (it just seems to never enter this block at all), but I may have some ideas... I could probably measure Player's average speed using a marker, and when it exceeds any reasonable value, assume fast travel/teleport. ...unless the PC is using a motorcycle mod, grrr! Â BTW, I've seen a lot of MenuMode 1007 checks in various scripts, are they there just for the sake of logic, or is it just my issue with a non-working 1007 block?
astymma Posted September 4, 2015 Posted September 4, 2015 Fairly sure that MenuMode 1007 is the game loading screen, i.e. the save game picking screen. Now I could be wrong... but...my advice, when you detect MenuMode 1023 ( pip boy data screen), record the position of the character. When you no longer detect MenuMode 1023 (in a GameMode block that's alerted by a flag you set when you enter MenuMode 1023), check position again. If a significant move has occured, they fast traveled. Or use Odessa's suggestion, of GetParentCell.  TBH, a lot of ways of accomplishing this.
nkAlex Posted September 4, 2015 Posted September 4, 2015 astymma, thanks, sounds like the best way so far  Fairly sure that MenuMode 1007 is the game loading screen, i.e. the save game picking screen.Hmm, from what I've read I thought it's the "spinning wheel" screen which is shown when jumping to a new location or loading a save game. TBH, a lot of ways of accomplishing this.Well, I was just hoping the game has some built-in means for something like that... which it does, but why the hell they don't work? %))
Guest Jezzy Posted September 28, 2015 Posted September 28, 2015 Quick question : Is it possible to find out the actor gender (male or female) from a script type effect? If its possible... whats the syntax? Â Thanks!
Imperfection Posted September 28, 2015 Posted September 28, 2015 Quick question : Is it possible to find out the actor gender (male or female) from a script type effect? If its possible... whats the syntax? Â Thanks! Â Look around the 3rd spoiler tag http://www.loverslab.com/topic/33181-scripting-in-fallout-new-vegas-for-dummies/ Â hope that helps, Â
Halstrom Posted September 28, 2015 Author Posted September 28, 2015 Quick question : Is it possible to find out the actor gender (male or female) from a script type effect? If its possible... whats the syntax? Â Thanks! From the GECK use the Wiki link in Help, the commands are something like rActor.IsFemale and rActor.IsMale where rActor is the Actor you want to check
Guest Jezzy Posted September 28, 2015 Posted September 28, 2015 The only way my script compile is if I test actor.getissex gender isfemale or ismale does not compile :/
Halstrom Posted September 29, 2015 Author Posted September 29, 2015 The only way my script compile is if I test actor.getissex gender isfemale or ismale does not compile :/Oops sorry yes you are using the right ones, I haven't used them for a while to remember exactly what they were. Yes its: if (rActor.GetIsSex Female == 1)
Loogie Posted September 29, 2015 Posted September 29, 2015 The only way my script compile is if I test actor.getissex gender isfemale or ismale does not compile :/  Essentially what you want is this:   if ref.GetIsSex Female == 1  do something here endif  If you want something to happen different for both genders, do this:   if ref.GetIsSex Female == 1  do something here else  do something else endif
Guest Jezzy Posted September 30, 2015 Posted September 30, 2015 How can you generate a random number in a effect script? Â I use set rnd to GetRandomPercent into the Begin ScriptEffectStart tag but it seem i always get the same %
astymma Posted September 30, 2015 Posted September 30, 2015 Should post your code Jezzy... it's likely not your call to that, but something else. Â You could also be using NX_GetRandom.
Avahashija Posted October 24, 2015 Posted October 24, 2015 Hello all, i want to modify a little part of a script from the Sunny Companion.  I made my way throught the hidden topics in Quest windows under Windows 10 - it costs me some time^^ ... but anyway - i made screenshots to show you my question.  I am loading this ESM's as Masters - Sunny Companion needs them :   If i choose the dialog "aSunnySexAnal" and open the editor for the Result Script - it shows a "function" --> where can i find the function "aSunnySexFunction" ? :   I searched the entire objects inside the GECK - but do not find it....  Thanks for help  Ava  PS.: Can somone tell me how to add a "spoiler"... i dont find the option^^
Halstrom Posted October 25, 2015 Author Posted October 25, 2015 The function should be unders scripts, and the spoiler button is often missing you have to actually type {spoiler} and {/spoiler} but replace the "{" & "}"with "[" & "]"
Avahashija Posted October 25, 2015 Posted October 25, 2015 Ah... ... i found it^^ maybe i was blind yesterday - thanks for help :-)  Now i fidle arround with the scripts a little - see what happens :-)  Ava  Test:   Test - its working - thanks a million :-) Â
Avahashija Posted October 25, 2015 Posted October 25, 2015 ok - now i struggle with the API...  i simply want to add an option "Sunny masturbate for me"...  But as far as i see i have only 3 classes call fnSexoutActSetInt "IsOral" 1 call fnSexoutActSetInt "IsVaginal" 1 call fnSexoutActSetInt "IsAnal" 1 As far as i understood - they trigger just a randomizer for the class - pe "isOral".  ...are there no other classes like "isBDSM" or "isMasturbate" ..... ?   But i see i can adress animations directly - call fnSexoutActSetInt "Anim" 635 How do i find Animation 635?  Is there a kind of database where i see what animation number i need to trigger the correct Animation for a Masturbation Action?  Thanks for help  Ava
Odessa Posted October 25, 2015 Posted October 25, 2015 There is an API guide by prideslayer/me here: http://git.loverslab.com/Odessa/sexout/wikis/API Â If you switch to the new ActRunFull call method, you can use flags to customize the random picker a lot more. Â For an anim database, your best bet is to look inside the scripts fnSexoutAddInternalAnimsA-H and fnSexoutAmraAddAnimsA-B Â --- Â To make Sunny masturbate you can just do this: Â call fnSexoutActRunFull (Ar_Map "ActorA"::SunnyREF)
Avahashija Posted October 26, 2015 Posted October 26, 2015 Thanks for help so far.... :-)  I try to edit my first script...  Here it is:    scn LevelersMerchantTrade1Scriptshort Buttonshort ProcessButtonlong myCapslong myCaps1long myCaps2long myCaps3;begin OnLoad;   EquipItem LC1SophiaOutfit1NPC 1;   EquipItem LC1SophiaOutfit2NPC 1;   EquipItem LC1SophiaOutfit3NPC 1;   EquipItem LC1SophiaOutfit4NPC 1;   EquipItem LC1SophiaOutfit5NPC 1;   EquipItem LC1SophiaOutfit6NPC 1;   EquipItem LC1SophiaOutfit7NPC 1;endbegin OnActivate   if IsActionRef player == 1      ;set myCaps1 to ( GetItemCount Caps001 )      set myCaps1 to ( GetGold )      set myCaps2 to ( LevelersMerchantTrunkREF.GetItemCount Caps001 )      set myCaps to myCaps1 + myCaps2      if myCaps2 > 0         LevelersMerchantTrunkREF.RemoveItem Caps001 myCaps2         AddItem Caps001 myCaps2      endif      if myCaps > 35000         set myCaps3 to myCaps - 10000         RemoveItem Caps001 myCaps3      endif      if myCaps < 15000         AddItem Caps001 12000      endif      if GetItemCount Ammo10mm < 100         AddItem Ammo10mm 150      endif      if GetItemCount Stimpak < 5         AddItem Stimpak 5      endif      if player.IsSneaking == 0         set ProcessButton to 1         if player.GetIsSex Male            ShowMessage LevelersMerchantMainMMESG         else            ShowMessage LevelersMerchantMainFMESG         endif      else         LevelersMerchantREF.OpenTeammateContainer 1      endif   endifendbegin GameMode   if ProcessButton == 1      set Button to GetButtonPressed      if Button > -1         if ( Button == 0 )            set ProcessButton to 0            ShowBarterMenu 25         elseif ( Button == 1 )            set ProcessButton to 0            ShowRepairMenu 100         elseif ( Button == 2 )            set ProcessButton to 0            ShowBarberMenu         elseif ( Button == 3 )            set ProcessButton to 0            ShowPlasticSurgeonMenu         elseif ( Button == 4 )            set ProcessButton to 0            if eval (call fnSexoutActorInUse LevelersMerchantREF)               DebugPrint "LevMerT1 - Ava-Action: Masturbating on LevelersMerchantREF - WAITING"                 ; Wait. ActorREF is already having sex, so any call will fail            else               DebugPrint "LevMerT1 - Ava-Action: Masturbating on LevelersMerchantREF"               call fnSexoutActRunFull (Ar_Map "ActorA"::LevelersMerchantREF)            endif         elseif ( Button == 5 )            set ProcessButton to 0            Activate         else            set ProcessButton to 0         endif      endif   endifend    Its a small menu with a few options - one of it should start the NPC to masturbate.  If i choose the option - the NPC walks in position and from then nothing happens. After i have choosen the option a can't even force the NPC to play other animations - seems for me the NPC is in a kind of waiting position.  Two questions. 1. I have a "debugPrint" statement in the script - but i don't see any output in the console - what do i make wrong? 2. Why is the NPC waiting?  This is my first try to edit a script^^ so hopefully you will be not to bothered from me....  Thanks for help  Ava
Halstrom Posted October 26, 2015 Author Posted October 26, 2015 Debug prints need debugging to be turned on with a line something like Set Debug 1, I do that in the beginning of SexoutSCR00Main somewhere
Guest luthienanarion Posted December 24, 2015 Posted December 24, 2015 Debug prints need debugging to be turned on with a line something like Set Debug 1, I do that in the beginning of SexoutSCR00Main somewhere dbmode 1
GreatKazooMan Posted December 30, 2015 Posted December 30, 2015 I'm not sure if this has been asked before, but I would like to ask anyway: Â How do you force third person out of first? I have a mod that forces first person by using DisablePlayerControls, but when I get control back I am still in first person and have to press 'F' to get back to third. What I want to do is modify the script so I can be able to go back to third automatically without pressing the 'F' key to do it. Would also come in handy so I can make a mod that disables first person mode. Â Thanks for any advice! ^_~
t3589 Posted December 30, 2015 Posted December 30, 2015 I'm not sure if this has been asked before, but I would like to ask anyway: Â How do you force third person out of first? I have a mod that forces first person by using DisablePlayerControls, but when I get control back I am still in first person and have to press 'F' to get back to third. What I want to do is modify the script so I can be able to go back to third automatically without pressing the 'F' key to do it. Would also come in handy so I can make a mod that disables first person mode. Â Thanks for any advice! ^_~ Â Tapcontrol Â
GreatKazooMan Posted December 30, 2015 Posted December 30, 2015 Thanks, t3589. At first I was like, "What does that mean?", then "And then what?", but I figured it out.  Anyone else reading this who doesn't understand, check this page out and you should: http://geck.bethsoft.com/index.php?title=TapControl  Such a simple method but easy and does the job perfectly!
ZuTheSkunk Posted January 20, 2016 Posted January 20, 2016 Hey there. I wonder: if the player receives enough XP to gain a level, is there some way to temporarily prevent the Level Up menu from showing up?
Guest Posted January 24, 2016 Posted January 24, 2016 Hey there. I wonder: if the player receives enough XP to gain a level, is there some way to temporarily prevent the Level Up menu from showing up? Guess it depends by the situations. I think you don't have many chances out there. The only 2 things I could think about are call a menumode to stop the game, or in case you want to remain in gamemode you should simulate a combat - when npcs are alerted the level up doesnt' come out
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