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Fallout New Vegas GECK & Scripting Help 101


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Posted

CK has the kissing animations currently included in the "modders testing range" (10000+) in sexoutsex and they work quite well with sexout calls(at least amras; there seems to be an alignment issue with AJ's kissing animation). It's temporary, but it does work, until a better solution is found. 

Posted

IsInList:

Checks if the calling reference's base object is contained in the specified FormList.

 

Nina's checking tree to pee:

 

        if aaPDogScannerTree.IsInList aaPTreeForm

 

------

 

You can always gbo if you'll need somewhere

There was some issue with IsInList not working sometimes so I swapped to the NX version of IsInList and never had a problem since.

Posted

I can probably pull *some* of them in, I just need to find the time to go through them and find the ones that work ok without all the erection/bodysuit/whatever stuff.

 

The kissing ones should fit squarely in that category, but note I say *should*. Things rarely go how they should.. ;)

 

Isn't THAT the truth?  :shy:  I SHOULD have been done with my current mod project 2 months ago! :lol: Probably won't be done for another 2 months! :blush:

 

I've been looking into some of Amra's stuff at the moment. It seems the anims I'm mostly interested in are in his resource pack for modders. The two "Stand Kiss" animations essentially. "Stand Kiss to Face" would likely work for everyone.. provided the guy isn't excited at the time. The "Stand Kiss" animation would probably only work for F/F since the MALE PART for the M/F is clearly not standard.

 

Another consideration would be AJ's kiss animation. (The location of which escapes me at the moment. It's around here somewhere!)

 

Really though, it probably wouldn't be such a huge deal to add one set of animations for quest purposes. I should probably quit whining and just do it when needed!  :cool:

Posted

AJ's I've messed with and helped test, and they were working ok except for changing actor orientation when they shouldn't have. I think between AJ and DMan, that issue has been sorted out though.

Posted

It might be possible to do some checking to see if the animation playing is one of Amra's or not and if so equip a bodysuit using his meshes if so, but I'm so against that in principal that someone else will have to do the work. I'll include it if it tests out ok, but I really don't like it, and only foresee it causing more problems down the road with undressing, bodysuits, etc.

I can see why but you understand quite a few people are restless at seeing all that good stuff just sitting there. Also, some type of penis animation or animated penis was bound to happen at some point, so I figure straigthtening this out will too. Amra's anims just make it a good time - people can see the upside. 

 

I can probably pull *some* of them in, I just need to find the time to go through them and find the ones that work ok without all the erection/bodysuit/whatever stuff.

Let's get us a list of the stuff that needs doing, and make it a 'calling all cars'-type project? We need a completely compatible reset anim, some offsets, a weight-painted penis on Breeze, some other stuff. I think this just needs organizing, spreading the load, and centralizing the issue to its own thread instead of being spread out across a bunch of 'em. Including this one ;)

Posted

I'm really sorry, I completely forgot about it.

PrideSlayer, when you have a chance, could you please check if this work properly with SO?

 

On a side note, while I understood how to correct the "swing" angle of a single characters, I still have to understand how they work in the scene itself, where their Bip01 / Bip Non Accuum must be located, who is at 0 angle, who is 180 degrees... nevermind. With a bit of luck one of these days I'll understand that. I hope so.

 

EDIT: ops... I just noticed this isn't the best topic to talk about angles ;)... *runs away*

Kiss.zip

Posted

 

"... a weight-painted penis on Breeze, some other stuff."

 

On Robert's too!! :angel: That's my personal favorite for guys. :heart:

 

Actually... I wonder if it would be a big hassle to just convert the Oblivion one over? Hmm... Still have to update all the anims of course.

Posted

Amra's animations add a weight painted penis to Robert's already, hence the need to make one for breeze, so he doesn't feel left out. :D

 

I really like Doc's idea. I understand the difficulties that are involved in making all the other animations compatible with the new mesh, but I think in the end it could be absolutely worth it. I'm willing to help out in any way I can to make that happen. Amra's animations breath new life into sexout and frankly, I don't want to play without them anymore. 

 

Posted

The roberts body has it built in from the start, no need to do anything there, at least that's my understanding.

 

 

Doc: I have such a thing, the gitlab issues for the sexout project. Next to nobody is using that to enter things like this though, so as I remember and have time, I go through and add them. FOMM stuff is taking the majority of my modding time right now. I do understand people are 'chomping at the bit' for new animations, but I can't add them in if they're going to create new problems, or a bunch more maintenance work for me -- so they need to be fixed so they 'play nice' with the existing animations.

 

If you'd like to volunteer maintaining a TODO list in an easier format, the gitlab project also has a wiki.. ;)

 

AJ: PM me that please, or go submit it in a gitlab issue for sexout. That's a perfect example of a file that I will forget about testing an hour from now, even if I download it right now and make 50 postit notes.

Posted

@pride:  Do you have to be given access to the project in gitlab to submit issues?

No. You do need to sign up for an account on gitlab, it's separate from the forum accounts.

Posted

The roberts body has it built in from the start, no need to do anything there, at least that's my understanding.

 

 

Doc: I have such a thing, the gitlab issues for the sexout project. Next to nobody is using that to enter things like this though, so as I remember and have time, I go through and add them. FOMM stuff is taking the majority of my modding time right now. I do understand people are 'chomping at the bit' for new animations, but I can't add them in if they're going to create new problems, or a bunch more maintenance work for me -- so they need to be fixed so they 'play nice' with the existing animations.

 

If you'd like to volunteer maintaining a TODO list in an easier format, the gitlab project also has a wiki.. ;)

 

I get that you prefer to work with gitlab but for this we'd need maximum exposure, and I think a pinned thread is the way to go there. If next to nobody is using gitlab to post issues with sexout at the moment, even fewer will wander in there on their own to look at outstanding issues. Sorry, but that's just being realistic. The only important thing here is that it gets done, or at least gets some kind of momentum, and for that to happen the threshold for people to pitch in needs to be as low as possible. There are people enough who know at least something about nifs and kfs, but they don't always follow this thread, the API thread, the beta thread, whichever other one where this is discussed, let alone gitlab.

 

(All the more reason to get all this out of this topic, which is FNV scripting 101. Sorry to be a forum nazi, people, but there it is - the more all this is scattered over different topics, the less likely anything gets done about it due to overall confusion on how things stand and people reiterating what's already been said elsewhere. Talk about sexout bugs and new features go to the NG thread or NG beta thread, talk about modding for sexout to the API thread.)

Posted

Got a simple question, I'm nearly done with my script that adds items, I decided to redo it and check if the armor is power armor instead of checking through a list, much more precise, more compatible with everything and it doesn't rely on other mods adding PA to a formlist. So here's my issue, I believe the function AddItem has an unfortunate limitation which screws with the NPC's weapons, I've run into that and I don't know how to deal with it, 

 

I tried this http://geck.bethsoft.com/index.php?title=AddItem or the workaround in there but it didn't help, I'm either doing it wrong, or it's not working because its for OnEquip blocks and Effect Scripts, neither of which I'm using. If anyone has any ways of dealing with that, I'd be grateful, this script is nearly done, like for real now. 

 

Here's the bit of my code that's supposed to work with AddItem, maybe it can help if someone sees it. 

 

 

 

FOREACH entry <- NPCList																 
		LET rContainer := entry["Value"]
		LET rArmor := rContainer.GetEquippedObject 2 
		MessageEx "Checking %n" rContainer  
		MessageEx "Person is wearing %n" rArmor 
		IF(IsPowerArmor rArmor && IsFormValid rArmor)
			rContainer.AddItem PPAModList 1
			MessageEx "It is Power Armor" 
		ENDIF
	LOOP

 

 

Posted

I didn't understand the issue, but I found this just a couple of days ago about clothing re-evaluation, could help you?

---

 Force Actor Clothing Reevaluation

This script causes actors to re-evaluate what items they should equip based on what is left in their inventory. Use this after adding armor to an actor from a leveled list to make the actor equip it.

actor.AddItem ArmorLeather 1    ;Add a known armor to the actor
actor.EquipItem ArmorLeather    ;Equip the armor we added
actor.RemoveItem ArmorLeather 1 ;Remove the armor we added

 

Posted

I didn't understand the issue, but I found this just a couple of days ago about clothing re-evaluation, could help you?

---

 Force Actor Clothing Reevaluation

 

This script causes actors to re-evaluate what items they should equip based on what is left in their inventory. Use this after adding armor to an actor from a leveled list to make the actor equip it.

 

actor.AddItem ArmorLeather 1    ;Add a known armor to the actor

actor.EquipItem ArmorLeather    ;Equip the armor we added

actor.RemoveItem ArmorLeather 1 ;Remove the armor we added

 

 

I don't know if its the first bug or the second one, I'm almost confident its the first one cause their weapons are disappearing and whenever I attack them in combat they just stay still and act all weird. If they didn't have any weapons, then they'd attack with their fists, so I'm guessing their weapons are invisible and unusable. 

 

Unfortunately I'm not adding armor either, well except an non playable item to remove chances of adding another item, and a few other armor items, but mostly its misc items. 

Posted

MCM Menus:

 

I've got checkboxes (type 5).  In the 2 - Default section, I've got my vars set to 1.  When I go in-game, all boxes are unchecked.  Is my understanding correct that if they're set to 1, they SHOULD be checked when you load as the default?

 

Also, is there a scroll/variable limit on the menu?  My last 4 (cause they're split into 2 columns) aren't showing once I scroll down all the way.

 

Also, any idea how to get both 1 column on a page and then 2 columns further down on the page?  I'm not sure that it's possible.

 

 

Posted

Have you tried redefining 'SetUIFloat "StartMenu/MCM/*:1/_columns" x' midway through the section? Otherwise you could leave numbers out to make one column blank.

 

EDIT: or, you could try using 2 numberings, one for the title with no variable, and one for the variable with no title. I think this would look the same/similar as 1 column.

 

Something like (untested):

 

 

                SetUIFloat "StartMenu/MCM/*:1/*:17/_enable" 1
                SetUIString "StartMenu/MCM/*:1/*:17/_title" "The name of this variable"
                SetUIFloat "StartMenu/MCM/*:1/*:17/_type" 0
                
                SetUIFloat "StartMenu/MCM/*:1/*:18/_enable" 1
                ;SetUIString "StartMenu/MCM/*:1/*:18/_title" "" ; blank
                SetUIFloat "StartMenu/MCM/*:1/*:18/_type" 4
                SetUIFloat "StartMenu/MCM/*:1/*:18/_value" MyQuest.Variable
              

 

 

 

I've never got MCM '2- default' to work like that, I just init my vars in a block somewhere else.

 

How many vars have you set before you can't scroll to them? SexAssault has 32 (some empty) in two columns with no problem.

Posted

I had a total of 44 (the last 18 actually being split between two columns).  I ended up just making a submenu and throwing the others in there.

 

I had the idea that you had about splitting the name of the var with the actual field, but then I was worried about someone clicking on the name and expecting it to change when it obviously wouldn't.  (Who does that?  I don't know.  PROTECT THE USERS FROM THEMSELVES!)

 

It seems like the DEFAULT section is for what MCM should set things to when a user clicks the actual MCM default option rather than how to start it.  You're right:  the other stuff had to be init'ed in the actual mod's scripts.

 

And I TOTALLY wasn't using Sex Assault's MCM scripts to help understand what in the fuck was going on.  Not at all.  :wub:

Posted

In my experience the more crap you stuff into MCM, the more it becomes susceptible to inaccessibility due to the load order glitch.  ie.  If mods with MCM are moved around in the load order it can sometimes leave MCM options so screwed up that you can't get to them.

 

It seems the more items an MCM has, the more often they get hit by this.  I wonder if there's a connection?

Posted

My game has been acting half-broken recently, and I'm afraid that I might need to wipe and reinstall.  One of my symptoms of "too many mods" has appeared when I'm 10 below my limit (which was 100).  I'm hoping that some stuff is just me, but I'm assuming that it isn't.  (MCM menu is currently slow as hell).

Posted

Not to blame TTW, not at all, it's just an observation. But I assume that loading twice the archives and assets should be quite heavy to be handled by a computer, compared to a "normal" NV installation

Guest tomm434
Posted

Is there any way to make npc use melee weapon and hit other npc 1 time?

 

Function "Use weapon" and "Fireweapon" apliy to range weapons

I can't use startcombat function because other npc responds. I want other npc to stand and do nothing(because she will lose his fatigue after first hit).

 

 

I tried to set

ref.setav confidence 4; I don't want her to run away - just stand still
ref.setav aggression 0

and setting combat alert in her package to  - doesn't work. She still reacts by "equiping" her fists.

 

Posted

I've never got MCM '2- default' to work like that, I just init my vars in a block somewhere else.

The default section of the MCM script is for stipulating what values to restore the options to if people hit the 'default' button. Actually establishing default values for a mod's first run is for another script.

Posted

Is there any way to make npc use melee weapon and hit other npc 1 time?

 

Function "Use weapon" and "Fireweapon" apliy to range weapons

I can't use startcombat function because other npc responds. I want other npc to stand and do nothing(because she will lose his fatigue after first hit).

 

 

I tried to set

ref.setav confidence 4; I don't want her to run away - just stand still
ref.setav aggression 0

and setting combat alert in her package to  - doesn't work. She still reacts by "equiping" her fists.

 

If the scene leasts very little seconds, you could setrestrained 1 her, so she won't move. I assume she will get hostile (turn red) but she won't react, so you could after that calm her down by script in some way

Guest tomm434
Posted

 

Is there any way to make npc use melee weapon and hit other npc 1 time?

 

Function "Use weapon" and "Fireweapon" apliy to range weapons

I can't use startcombat function because other npc responds. I want other npc to stand and do nothing(because she will lose his fatigue after first hit).

 

 

I tried to set

ref.setav confidence 4; I don't want her to run away - just stand still
ref.setav aggression 0

and setting combat alert in her package to  - doesn't work. She still reacts by "equiping" her fists.

 

If the scene leasts very little seconds, you could setrestrained 1 her, so she won't move. I assume she will get hostile (turn red) but she won't react, so you could after that calm her down by script in some way

 

 

yes. restrain did good. But yes, it works only on 1 hit because npc doesn't react at all.

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