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Fallout New Vegas GECK & Scripting Help 101


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Guest tomm434
Posted

@tomm434:Ā  There's an IsInInterior condition/fxn.Ā  I know that there's a Can Use Doors flag for NPCs, but I don't know if it's something that you can change in game.

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By the way, "Ignored by sandbox" don't work on animals. They still exit the cell. And "Can't open doors" doesn't affect them at all..

Posted

really? I used that some times and it always worked for me, my dogs never open the doors if I don't flag it

Posted

PrintToConsole "Client Quest 00: Free Hooker List Count: %2" sCntr

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CTD advice:Ā  With messages, check that you've got the "F" in %#.#fĀ  and that your fingers didn't get dyslexic and type the % after the letter.Ā  : P

There's your answer. %2 is not a valid format specifier. I'd just stick with %.0f

Posted

NPC dogs (Rex) or Creature dogs?

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Rex is a creature...

Posted

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PrintToConsole "Client Quest 00: Free Hooker List Count: %2" sCntr

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Ā 

CTD advice:Ā  With messages, check that you've got the "F" in %#.#fĀ  and that your fingers didn't get dyslexic and type the % after the letter.Ā  : P

There's your answer. %2 is not a valid format specifier. I'd just stick with %.0f

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Hah.Ā  That was me learning from my mistake.

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If you just want to display an integer, use %g.Ā  It looks to me like f has to have a float number per the wiki.Ā  %.0f gives you a plain integer.

Posted

Thanks Everyone for your help. I fixed the CTD and finally worked out why my script wasn't working. :D

Reason: I currently only have 1 hooker setup for testing and it appears that to get the first entry in a FormList using ListGetNthForm the index has to be 0 :exclamation:Ā Ā  So I just moved the decremet of sCntr to the top of the loop and it worked fine.

It's a good thing I'm testing with only 1 hooker or I may never have realise that the first hooker in the list wasn't getting picked.

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For those who haven't worked it out and are wondering what sort of Mod I writing -

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It's a Whorehouse that the Player can own after doing a Quest :D

I'm surprised noone else has done one already although considering the problems I'm having maybe it's not such a surprise. :dodgy:Ā 

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@Halstrom the %i prints out reference vars as an 8 digit hex just like you see in the console. Good for checking it Ref vars are set correctly.

Posted

%i is formID, %n is name, and by the way all variables are in fact float. Some just get truncated to integer when used.

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Which means, don't use very big integers, when converted to float rounding will occurs. I think you should not have more than ten digits to be safe.

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Posted

2 misc questions:

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1)Ā  Button text can't be dynamically assigned, can it (e.g., listing an NPC's name)?

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2)Ā  As part of one mod, I'd like to build a greenhouse house.Ā  I'm under the impression that the house would actually have to be an exterior cell to actually see the real sky.Ā  I'm wondering if anyone has suggestions on a glass object to use for the roof windows so that they'll actually let light in.Ā  Most of the ones that I saw were almost entirely opaque.

Posted

2)Ā  ...Ā  Most of the ones that I saw were almost entirely opaque.

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based by your cure on details, if they're not opaque you suppose to see the outside world. I did that sometimes but it's a real pain

Guest tomm434
Posted

NPC dogs (Rex) or Creature dogs?

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Creature dogs. It's a shame flag doesn't work on them.Ā  Reducing of the Sandbox pakage distance solved everything.

Posted

n00b question:Ā  When I launch the GECK, do I need to keep deselecting DEFAULT.esp, or am I just wasting my time by doing that?

Posted

n00b question:Ā  When I launch the GECK, do I need to keep deselecting DEFAULT.esp, or am I just wasting my time by doing that?

No, justĀ select the esp/esm you want to edit, it should automatically select/load any masters required. There may be an issue loading mods with multiple masters that means you have to edit the GECK ini file in Notepad, should be detailed in the OP of this thread. Pretty much everything should have FalloutNV as a master including anything new you create.

Posted

Unless one of your master uses a master you don't use. In that case not selecting either your master or your master's master will be problematic (and should give you a lot of error messages).

Guest tomm434
Posted

I've got a problem. I createĀ  a new version of Mesmetron so player can mesmerize friendly characters. But I want to make sure that nobody sees player. I use function

player.isActordetected == 0

The problem is, when player hits the target he becomes detected automaticly, no matter is he is under stealthboy spell. So, can be this avoided somehow? If I uncheck "minor crime" in mesmetron, I will be able to fire it at any time and no one will react, right? That wouldn't be good.

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Posted

The GECK wiki notes says this doesn't work on the player. Though the engine knows when the player is detected as it is diplayed when the player is sneaking.

Look at other functions related to detection/combat, there may be something.

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GetDetected should work, but you have toĀ scan through the whole place at the time of fire.

Guest tomm434
Posted

The GECK wiki notes says this doesn't work on the player. Though the engine knows when the player is detected as it is diplayed when the player is sneaking.

Look at other functions related to detection/combat, there may be something.

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GetDetected should work, but you have toĀ scan through the whole place at the time of fire.

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No, this does work on player because if this condition is included, spell does not apply to the actor. When I deleted this condition, mesmetron works fine on friendly characters. The problem that NPC detects player character when he is being shot no matter what. I've never seen friendly weapon used on NPC before in the game, is there any way to make the weapon friednly?

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Oh, no that's a bad idea. It is better to make dialogue option to inject npc something. I mean if player fires weapon on NPC, there is no way not to aggro npc.

Posted

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Ā there is no way not to aggro npc.

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That, unfortunately. Last week I've even seen a creature taking the aggro in VATS even if the player wasn't hitting him... well just to say, I assume there's something else which is not controllable, like the fact your weapon must do 1 damage to let a script effect work. Anyway there could be some way, like faking a hit, which makes things definetely complicated, if you can avoid with a workaround (like the dialogue you say) it would be 100 times better in my opinion

Guest tomm434
Posted

Does anyone know any reason that GECK won't load esp file? I've got infinite loading and then program doesn't respond. It's very sad because I've spent a couple of hours tweaking mesmetron and making up the dialogues(I created a new file while another person is changing my mod). Here is the esp but it will work only if you have TTW installed.

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I've got the same issue when I tried deleting all unused DLC in my general mod (like Courier stash, Gun Runners Arsenal). I didn't use them in my mod in any way. I've chosen "clean up masters" option in FNVedit.

Mesmetron.esp

Posted

That happens with a corrupted plugin, which may also cause the game to not load up (intro slides run, menu never appears).

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I had this happen to me once and I was able to fix it by reverting to a backup version that worked, and copying into it the new entries from the corrupted version with TESsnip. (FNVEdit is probably a better choice).

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I hope you've been keeping regular backups? I do one for every few hours of work. If not, you could try with an empty plugin instead.

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Someone else may know a better way.

Guest tomm434
Posted

That happens with a corrupted plugin, which may also cause the game to not load up (intro slides run, menu never appears).

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I had this happen to me once and I was able to fix it by reverting to a backup version that worked, and copying into it the new entries from the corrupted version with TESsnip. (FNVEdit is probably a better choice).

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I hope you've been keeping regular backups? I do one for every few hours of work. If not, you could try with an empty plugin instead.

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Someone else may know a better way.

I keep backup but not for this small pluign unfortunately. I'll try copying all changes in new file, thanks

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In FNVedit I can move everything (objects, script, effects) but not dialogues Only one dialogue from greeting is moved. ANd after moving new file doesn't open in GECk anyway. Maybe that is one of the TTW features.

Posted

I know you can't save a GECK file if you are silly enough to have it open in FNVEdit at the same time, you get all sorts of errorsĀ :)

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