RitualClarity Posted January 29, 2014 Posted January 29, 2014 I see now that the version is a "forked" one The GECK 1 4 PowerUp for Fallout New Vegas -a fork by PurplePigeon is the title of the mod linked on the first page. In red it states "fork" and there is a link to the original work. I was expecting different versions in the downloads on that link not that the actual link was the fork. I don't know what I was thinking.
ChancellorKremlin Posted January 29, 2014 Posted January 29, 2014 Same thing happened to me forever ago. A pet hate of mine are downloads (but especially on nexus) that just have generic names rather than useful descriptions. Its fine when you download them individually, but when you have 100's of downloads, finding out what "Update Patch K5B99ALLol_35" does can be problematic.
Halstrom Posted January 29, 2014 Author Posted January 29, 2014 I see now that the version is a "forked" one The GECK 1 4 PowerUp for Fallout New Vegas -a fork by PurplePigeon is the title of the mod linked on the first page. In red it states "fork" and there is a link to the original work. I was expecting different versions in the downloads on that link not that the actual link was the fork. I don't know what I was thinking. I'll add that to this OP to make it clearer
nyaalich Posted January 29, 2014 Posted January 29, 2014 Same thing happened to me forever ago. A pet hate of mine are downloads (but especially on nexus) that just have generic names rather than useful descriptions. Its fine when you download them individually, but when you have 100's of downloads, finding out what "Update Patch K5B99ALLol_35" does can be problematic. Â MainFile-#####.zip
RitualClarity Posted January 29, 2014 Posted January 29, 2014  I see now that the version is a "forked" one The GECK 1 4 PowerUp for Fallout New Vegas -a fork by PurplePigeon is the title of the mod linked on the first page. In red it states "fork" and there is a link to the original work. I was expecting different versions in the downloads on that link not that the actual link was the fork. I don't know what I was thinking. I'll add that to this OP to make it clearer  Halstrom it was clear.  I was just downloading and working with many things at a time. I just didn't recognize the text in red or I wouldn't have embarrassed myself with posting that question. .
RitualClarity Posted January 30, 2014 Posted January 30, 2014 Got it Docta. Just need to rest for the day before I try to read how to install it and then test to see if it loads correctly etc. If I missed Hal's comment on the fork until much later then I need some rest before I botch the installation up. Besides need to change gears and watch a movie or something.
Nessa Posted January 30, 2014 Posted January 30, 2014 Heh, great. Now I don't even know which one -I- downloaded.
RitualClarity Posted January 30, 2014 Posted January 30, 2014 Yep it seems the alien causing more problems...
ChianasGeek Posted January 30, 2014 Posted January 30, 2014 Yeah, switch off that Mind Distortion Field device thingy, will ya?
jaam Posted January 30, 2014 Posted January 30, 2014 Heh, great. Now I don't even know which one -I- downloaded. Â Don't worry, the wrong one won't let you start the GECK without crashing
Nessa Posted January 30, 2014 Posted January 30, 2014 The idiot GECK crashes enough on its own actually...   Turns out I did have the updated one after all though. So that's something... Now if the script commands would actually work I'd be in business! Â
RitualClarity Posted January 30, 2014 Posted January 30, 2014 Yeah, switch off that Mind Distortion Field device thingy, will ya?  No. I won't have any fun if I do that... However it wasn't suppose to be directed at me...
RitualClarity Posted February 1, 2014 Posted February 1, 2014 I have a question to set up the GECK PU - NVSE extention   INSTALLATION, UNINSTALLATION AND RUNNING==========The PowerUp requires no special installation. Just copy geckpu-nv-14.dll and geckpu-nv-14.exe to yourFallout: New Vegas directory (where geck.exe is).To uninstall just remove these files. This version of PowerUp does not store any settings anywhere.To run the GECK with PowerUp, launch geckpu-nv-14.exe. It will automatically do the rest.To run GECK with PowerUp and NVSE, copy the Data folder to your Fallout: New Vegas directory (where geck.exe is),then load the Geck through nvse as usual: nvse-loader.exe -editor. Text in Red. What do I do to get the nvse-loader.exe -editor working. I did this once before for another game but can't remember how it is done. I want to make sure that I have the base tools installed to at least be able to see all this "scripting" thing a ma jiggys that you are talking about... lol. The only way I will be able to learn or do any more in the future is if I bite the bullet, or ray from the ray gun  and actually start looking and getting my hands on some mods and seeing the scripts and coding that is being mentioned.  After this gets set up I then plan to make a copy of all the GECK, NVSE, FNVedit and PU changes into the Game files. I believe those 4 are what I need installed into the actual game. I am not missing some other tools that are needed inside the base game. (Game Folder) Correct?
nyaalich Posted February 1, 2014 Posted February 1, 2014 You have to create a shortcut and launch it from that so that the shortcut goes to [Your Computer's Directory]\FalloutNV\nvse_loader.exe" -editor approximately. For example, because I've got the Steam version and I've got it installed on my D drive, mine is "D:\Steam\steamapps\common\fallout new vegas\nvse_loader.exe" -editor  I don't know what you're trying to do, but some of the best ways to learn is from popping open an existing mod that you have or searching and downloading one that has some of the functionality that you want to mimic and see how someone else did it. Did they do it the most efficient way? No idea.  I asked the creator of Willow (llamaRCA, iirc) if I could use some of her companion scripts (she said that I could), but she said that she would have done things a lot differently based on what she's learned since she created Willow.  EDIT: Corrected my half-assed location shortcut for posterity thanks to ChianasGeek and a nap.
ChianasGeek Posted February 1, 2014 Posted February 1, 2014 nyaalich has it right for making the shortcut, except you probably need to put the -editor switch outside the quotes, thus:  "D:\Games\Steam\SteamApps\common\Fallout New Vegas\nvse_loader.exe" -editor  (I think my PC complained before I did it that way )
nyaalich Posted February 1, 2014 Posted February 1, 2014 @ChianasTeek: You're right. I was too lazy to go to my shortcut and check. I fixed it so that I won't contribute to any future "WHY ISN'T THIS WORKING?!?!?" rage sessions for 1st time installers.
cuceta Posted February 1, 2014 Posted February 1, 2014 Hi guys, it's me again, the noob. I have another question, this time about Lists Here we go:  I created a new list ( cucetaNoobModAllowedItems ) and dragged/dropped some items into this list The purpose is to control what items are the player allowed to use/equip during a specific event  To scan what the player is currently wearing/using, i created a effect and used CIOS  When the player use/equip a new item (without checking if the item is inside the allowed item list), the effect/event works. However, checking if the item is inside the "allowed item list", doesn't work.  Here's what i tried ( script attached to a base effect ): Begin ScriptEffectStart set rSelf to GetSelf End Begin ScriptEffectUpdate set rArmor to rSelf.GetEquippedObject 2 set rLHand to rSelf.GetEquippedObject 3 set rRHand to rSelf.GetEquippedObject 4 ; ... And so goes on ... ; Is it wearing armor (upper body) ? if ( rArmor ) ; Is the armor allowed to wear ? if ( 0 == rArmor.IsInList cucetaNoobModAllowedItems ) ; NOT Working rSelf.UnequipItem rArmor ; endif endif ; ...More crap stuff ... End If i remove the "IsInList check", the item is unequipped and everything went as expected. But i need to check for allowed items I tested using items that indeed are inside the list  What am i doing wrong? (as usual)
nyaalich Posted February 1, 2014 Posted February 1, 2014 @cuceta: Found this in another thread, so thank DoctaSax, not me. In the thread, the request was checking to make sure that an actor couldn't equip armor and in that script/mod body suits were in the list (i.e., char had to stay naked). The snipped in it below uses an NVSE list function.  Why doesn't IsInList work? Couldn't figure that one out.  My guess is that it's expecting a Ref ID instead of a Base ID and that running it on a Base ID is like dividing by zero, but then I'm superstitious about Base/Form/Ref/Object IDs and like to make up shit.  If anyone wishes to enlighten me as to if that's the actual reason it doesn't work, that would be awesome.    Nope. Didn't work. Basically I stuck the nude bodies in the form list, put on a legion recruit armor and it never unequipped it.Like you thought it might. Eh, great.I shoulda gone & checked NG's undressing of course...ref rClothingItemset rClothingItem to characterRefID.GetEquippedObject 2 ; check UB-slot gearif -1 == ListGetFormIndex FormListID rClothingItem ;characterRefID.unequipitem rClothingItem 0 0/1 ;(1 if you want to hide the message)endif  *should* do the trick if done in a spell or object script.  Â
cuceta Posted February 1, 2014 Posted February 1, 2014 @nyaallich, you're the one who helped me, so thank you  That trick solved my problem
Odessa Posted February 1, 2014 Posted February 1, 2014 I think IsInList is a problematic function.. I use either (as does SCR and other plugins):  Like the DoctaSax quote:  if ListGetFormIndex SomeList MyForm < 0  ListGetFormIndex returns the position in a given list of the item you check, it returns -1 if the item is not in the list  Or if you are using the NX extender, I would use this:        if NX_IsInList SomeList MyForm < 1  This function returns 0 if the item is not in the list, or various other numbers if it is (see Prideslayers documentation) Â
cuceta Posted February 1, 2014 Posted February 1, 2014 Geck's documentation about IsInList never mentioned about issues, so i would never figure out about this. I wasn't aware about this ListGetFormIndex, good to know. Â It reminds me of the "indexOf" based functions who usually returns -1 when something couldn't be found
Halstrom Posted February 1, 2014 Author Posted February 1, 2014 I got a feeling the vanilla IsInList is broken, I never use it, 2 ways I do it, you can check if an actor has equipped something in a list by: if rZActor.GetEquipped BannedArmorList or use the NX equivalent if (NX_IsInList BannedArmorList rItem == 1)
cuceta Posted February 1, 2014 Posted February 1, 2014 I'm modding for Fallout 3, so i think NX_IsInList is out of question, right?
DoctaSax Posted February 1, 2014 Posted February 1, 2014 Yeah, NX_IsInList is a bit better, although listgetformindex still works. To check if an actor's wearing something from a list I just go GetEquipped List > 0 & that'll work in dialog conditions too and works right out of the box, vanilla wise - checkmeout's based on that. IsInList proper doesn't work here because clothing in an actor's inventory is an inventory ref, something in between a baseform and an in-game ref.
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