KainsChylde Posted May 6, 2012 Posted May 6, 2012 I've seen a few threads get derailed with modding questions. I myself am guilty of a few of those questions. So I thought I'd start this thread to make a place for noobs like me to ask these questions and the pros to give us the answers we seek without cluttering up other threads. My opening question is, how would you go about adding a mod item to formlists to distribute it out for general use throughout the wasteland? And would this also add the item to vendors, or is that a different list?
sen4mi Posted May 7, 2012 Posted May 7, 2012 One way to answer your question would be to put together a table of formlists and leveled items, maybe focusing on the ones that cover a lot of ground. But another approach might be to go into FNVEdit (or the GECK?) and select a common item similar to the kind of item you want to distribute and then examine the list of things which refer to it to see if you can find some references you like, then populate those references with your new gear. For example, the 9mm pistol has references from lists that a pistol mod might want to populate, including a perk related list (TheProfessionalWeaponsList) and holdout weapons, repair lists... But for making it available, I would probably start with CondNV9mmPistolLoot which when I follow it back another step is referenced by VendorWeaponsGunsTier1. Generally speaking, when you want to make a new item of some sort, you probably should spend some time studying similar existing items...
KainsChylde Posted May 7, 2012 Author Posted May 7, 2012 I see where you're going sen, and if I was making my own items I'd probably understand what you're saying better. I guess my question was too vague. What I mean is that between here and Nexus, there are a whole lot of awesome clothing and weapon mods, and a majority of them are player-only in containers. I want to take existing mods, and for my own use (many mod authors wouldn't want it distributed probably) edit them or make a patch distributing these items out in areas that make sense. Say, if its an energy weapon add it to BoS, Fiends, and Gloria Van Graff's store. A 5.56 rifle added to the NCRs arsenal, or just flat out replacing the Service Rifles. Some of the nicer armor and clothing mods added to NPC distribution for some flavor instead of all those Brahmin-Skin outfits. Mods like Ashara's Formal Wear added to The Strip, the Ultralux staff, and maybe to clothes Veronica would consider worthy of teaching you the Scribe Counter for. Stuff like that. How difficult would it be for a GECK illiterate such as myself to edit these mods to distribute them throughout the wasteland?
jaam Posted May 7, 2012 Posted May 7, 2012 Try looking at this mod: http://newvegas.nexusmods.com/mods/39735 It is introducing new clothes, then spread them around the wasteland.
sen4mi Posted May 8, 2012 Posted May 8, 2012 In my opinion, you can have several approaches here. One approach would be if you write down some background -- where does this gear come from? Which kind of people want it? ...and that sort of thing... (You would right down any thoughts having to do with economics, crafting, and so on.) Then you use your notes to guide you when you are deciding how it works in game terms. Another approach involves "cloning" an existing piece of gear and looking how that gear was made and deployed. Here you might add it to the same lists that the other gear is in, you might use the same weight, dt, dr, value, effects, condition, ... and you might even replace some specific instances of that gear. Of course, some people just make their gear stronger and costlier than everything else and then drop the gear in the player's lap. But you are trying to fix that! And jaam's suggestion is probably good also!
movomo Posted May 11, 2012 Posted May 11, 2012 I have a GECK question. Fallout 3, GECK My game crashes when OnUnequip block runs..in my opinion. I'm suspicious ot that. (edit: or maybe PMS or PlaySound function in effect script causing problem? ) I attached some simple script to SC2 Ghost armor, to increase my running speed when I press some key. This is a quick summary. (equip) -> (press button ;C) -> (add an actor effect which increases the speed) -> (press the button again, or run out of action point, or unequip) ->(remove the spell) This is the spell (actor effect) code. Seems works fine. scn AAGhostArmorOverdriveScript float dPCAP Begin ScriptEffectStart Player.SetAV SpeedMult 200 set dPCAP to 0 con_SetGameSetting fActionPointsRestoreRate, 0 con_SetGameSetting fJumpFallHeightMin 3000 con_SetGameSetting fJumpHeightMin 128 playsound WPNMineArm Player.AddItem 00GhostArmorDummy 1 1 Player.EquipItem 00GhostArmorDummy 1 1 Player.UnequipItem 00GhostArmorDummy 1 1 End Begin ScriptEffectUpdate set dPCAP to dPCAP + ( ( 11 - ( Player.GetAV Endurance ) )*ScriptEffectElapsedSeconds ) If ( dPCAP >= 1 ) Player.DamageAV ActionPoints 1 set dPCAP to ( dPCAP - 1 ) EndIf If ( IsControlPressed 6 == 1 ) sgtm .25 Else sgtm 1 EndIf End Begin ScriptEffectFinish PrintC "Ghost Armor - Deactivating Overdrive" con_SetGameSetting fActionPointsRestoreRate, 4 con_SetGameSetting fJumpFallHeightMin 600 con_SetGameSetting fJumpHeightMin 64 Playsound WPNMineDisarm Player.PMS pulseDisableFXShader Playsound WPNAlienBlasterFire3D Playsound FXExplosionRobotDeath if Player.IsMoving ==1 PushActorAway Player 1 Player.DamageAV LeftMobilityCondition 5 Player.DamageAV RightMobilityCondition 5 Player.DamageAV EnduranceCondition 5 endif Player.SetAV SpeedMult 100 Player.SMS pulseDisableFXShader Player.EquipItem 00GhostArmorDummy 1 1 Player.UnequipItem 00GhostArmorDummy 1 1 Player.RemoveItem 00GhostArmorDummy 1 1 End And this is the object script attached to the armor. When I open pipboy and attempt to unequip the armor it causes ctd. ScriptName AAGhostArmorOverdriveObjectScript short ButtonToggle short ButtonPressed Begin OnEquip Player set ButtonToggle to 0 End Begin OnUnequip Player Player.RemoveSpell AAGhostArmorMoveSpell set ButtonPressed to 0 End Begin GameMode If IsKeyPressed 46 != ButtonToggle ;C ;PrintC "C pressed" set ButtonToggle to IsKeyPressed 46 If ButtonToggle && ButtonPressed == 0 Player.AddSpellNS AAGhostArmorMoveSpell set ButtonPressed to 1 ElseIf ButtonToggle && ButtonPressed == 1 Player.RemoveSpell AAGhostArmorMoveSpell set ButtonPressed to 0 EndIf EndIf If ( Player.GetAV ActionPoints <= 20 ) Playsound TRPTripwireLaser EndIf If ( Player.GetAV ActionPoints <= 0 ) Player.RemoveSpell AAGhostArmorMoveSpell set ButtonPressed to 0 EndIf End Otherwise works fine and no problem. What am I doing wrong? And Kainschilde209, thanks for starting this thread.
sen4mi Posted May 11, 2012 Posted May 11, 2012 You have two lines in your onunequip script for your crash. I would try removing both of them -- does that fix the problem? If so, does your problem come back when you add back one of them or only when you have both of them? Can you cause the crash by running either of those lines from the console? (In other words, I am suspecting something about "Player.RemoveSpell AAGhostArmorMoveSpell" -- and you will need the literal reference for that spell to try it from console -- but I do not have full details on that effect.)
movomo Posted May 11, 2012 Posted May 11, 2012 You have two lines in your onunequip script for your crash. I would try removing both of them -- does that fix the problem? If so' date=' does your problem come back when you add back one of them or only when you have both of them? Can you cause the crash by running either of those lines from the console? (In other words, I am suspecting something about "Player.RemoveSpell AAGhostArmorMoveSpell" -- and you will need the literal reference for that spell to try it from console -- but I do not have full details on that effect.) [/quote'] I've just tried that. And the result is, something must be wrong with "Player.RemoveSpell AAGhostArmorMoveSpell" line. It works normally when in GameMode block, but in OnUnequip block or in console it causes CTD (is this function wrong with MenuMode? If I assign the armor to hotkey and try unequip in GameMode it works fine not crash. ). What's the problem? Hmm, maybe I should remove that line and create a quest to track PC's equipment?
Convolution Posted May 11, 2012 Posted May 11, 2012 The Geck wiki mentions that RemoveSpell became inconsistent in New Vegas, but maybe the issue also existed in Fallout 3. How about using Dispel instead? RemoveSpell Dispel
movomo Posted May 12, 2012 Posted May 12, 2012 The Geck wiki mentions that RemoveSpell became inconsistent in New Vegas' date=' but maybe the issue also existed in Fallout 3. How about using Dispel instead? RemoveSpell Dispel Nope, Dispel didn't work. But thank you. I'll try other methods when I'm home.
sen4mi Posted May 12, 2012 Posted May 12, 2012 You should perhaps also think about what will happen if an NPC wears this armor? One approach might be to have the spell itself check that the armor is equipped. And then have the spell dispell itself if the armor is not there.
movomo Posted May 13, 2012 Posted May 13, 2012 You should perhaps also think about what will happen if an NPC wears this armor? One approach might be to have the spell itself check that the armor is equipped. And then have the spell dispell itself if the armor is not there. Thanks All. I got it to work anyhow. Using your approach. Spell self-check is better and cleaner than making a new quest, I think. And as for the NPC, now PC speed isn't increased when an NPC wears it thanks to the self check. how dumbass me.
sen4mi Posted May 13, 2012 Posted May 13, 2012 What I mean is that between here and Nexus' date=' there are a whole lot of awesome clothing and weapon mods, and a majority of them are player-only in containers. I want to take existing mods, and for my own use (many mod authors wouldn't want it distributed probably) edit them or make a patch distributing these items out in areas that make sense. Say, if its an energy weapon add it to BoS, Fiends, and Gloria Van Graff's store. A 5.56 rifle added to the NCRs arsenal, or just flat out replacing the Service Rifles. Some of the nicer armor and clothing mods added to NPC distribution for some flavor instead of all those Brahmin-Skin outfits. Mods like Ashara's Formal Wear added to The Strip, the Ultralux staff, and maybe to clothes Veronica would consider worthy of teaching you the Scribe Counter for. Stuff like that. How difficult would it be for a GECK illiterate such as myself to edit these mods to distribute them throughout the wasteland?[/quote'] Today, I stumbled across: http://geck.bethsoft.com/index.php/How_to_give_an_NPC_random_but_persistent_clothing In other words, I think that you want to be adding clothes to leveled lists. I imagine that you should be using AddItemToLeveledList so multiple mods can update the same leveled list. http://geck.bethsoft.com/index.php/AddItemToLeveledList There are seem to be some trickinesses to consider, when working with leveled items http://geck.bethsoft.com/index.php/LeveledItem Also, there are two ways of getting references to another mod, for this purpose. One is to make the other mod a "master" -- this forces the game to crash if your mod is installed and the other mod is not. The other mod also should appear earlier on load order than your mod (but I do not remember what bad things can happen if you fail to do this). Another approach is to use FOSE's GetModIndex and BuildRef. This is how MCM works, and here is some typical code: if GetGameRestarted if IsModLoaded "The Mod Configuration Menu.esp" set iMaster to GetModIndex "The ModConfiguration Menu.esp" set rList to BuildRef iMaster 2790 ListAddForm rList SCEStokenMISC endif endif Here, you have to work with numbers instead of dragging and dropping in GECK. The formid numbers are hexidecimal 8 digit numbers, where the first two digits depend on the mod's load order. Those are the digits you get from GetModIndex. The last six digits (of the armor's id, from the other mod) you have to convert from hexadecimal to decimal and that becomes the second argument to BuildRef. But you also have to think about when this stuff gets added to the list. The mechanism I put here (if GetGameRestarted) is almost certainly wrong for the stuff you want to do. I do not want to explain all the possible ways of dealing with that, though, not right now anyways. Instead, if you are interested, ask me and I can post that in another message.
KainsChylde Posted May 13, 2012 Author Posted May 13, 2012 In order to simplify this process, I'd like to reduce the something like 20 different mods that do nothing but add a few articles of clothing into one esp. Is this difficult to do? What do I need to do?
OmgItsaGhost! Posted May 28, 2012 Posted May 28, 2012 I'm assuming this goes here because it deals with making a new weapon and such, but how does one go about doing this? I wanna make an M4A1 like the one in the attachment I added. Edit: Or the attachment I meant to add.... http://i45.tinypic.com/33uxsf5.jpg
sen4mi Posted May 28, 2012 Posted May 28, 2012 In order to simplify this process' date=' I'd like to reduce the something like 20 different mods that do nothing but add a few articles of clothing into one esp. Is this difficult to do? What do I need to do? [/quote'] For some reason, I did not notice this question until just now. In FNVEdit, you can right click "Deep copy as override into..." and then select the mod you want to copy stuff into (and you can make up a new mod, when making the choice of which mod gets this content, if you want). So, if you right click on the "Armor" node you can copy all the armor records into your personal mod... (for example). But you need to be careful about distributing this, because some people become unhappy if you distribute copies of things they contributed to. I'm assuming this goes here because it deals with making a new weapon and such' date=' but how does one go about doing this? I wanna make an M4A1 like the one in the attachment I added. Edit: Or the attachment I meant to add.... http://i45.tinypic.com/33uxsf5.jpg [/quote'] You need to create a mesh file (a .nif file), and textures (.dds files) and then you need to create a plugin. There's a lot of steps there, but you might be able to find someone else to work with. Or maybe you can find someone that has already done so. So I would start by doing some google searches, like: geck create weapon nif and variations on that theme (when you find something interesting, you can use words that seem unique to that context for further searches).
OmgItsaGhost! Posted May 28, 2012 Posted May 28, 2012 I'm assuming this goes here because it deals with making a new weapon and such' date=' but how does one go about doing this? I wanna make an M4A1 like the one in the attachment I added. Edit: Or the attachment I meant to add.... http://i45.tinypic.com/33uxsf5.jpg [/quote'] You need to create a mesh file (a .nif file), and textures (.dds files) and then you need to create a plugin. There's a lot of steps there, but you might be able to find someone else to work with. Or maybe you can find someone that has already done so. So I would start by doing some google searches, like: geck create weapon nif and variations on that theme (when you find something interesting, you can use words that seem unique to that context for further searches). Thanks. I mostly wanted to find out how to do this stuff myself so I don't have to be "that person" requesting stuff all the time xD but computers really aren't my strong point.
sen4mi Posted May 28, 2012 Posted May 28, 2012 Thanks. I mostly wanted to find out how to do this stuff myself so I don't have to be "that person" requesting stuff all the time xD but computers really aren't my strong point. I think that this kind of project is big enough that you should be looking for a team to be a part of or an expert with time to work with you or something like that. Either that, or if you can find something that is almost good enough, then you can start asking questions on how to fix things to your taste. And computers are easy... you just have to get used to the idea that they really are dumber than bricks. And then after that, its a zillion words you need to understand...
OmgItsaGhost! Posted May 28, 2012 Posted May 28, 2012 Thanks. I mostly wanted to find out how to do this stuff myself so I don't have to be "that person" requesting stuff all the time xD but computers really aren't my strong point. I think that this kind of project is big enough that you should be looking for a team to be a part of or an expert with time to work with you or something like that. Either that' date=' or if you can find something that is almost good enough, then you can start asking questions on how to fix things to your taste. And computers are easy... you just have to get used to the idea that they really are dumber than bricks. And then after that, its a zillion words you need to understand... [/quote'] I PM'ed the guy who made the Fully Customizeable Desert Eagle and he was nice enough to send a very in depth explanation of how to do this It seems to be an ambitious project for someone new such as myself, but I haven't found an M4A1 that I've really been happy with in this game yet, which disappointed me enough to want to go for it, you know? I think what you just said about finding something almost good enough, will probably be the path I take because one of the sites he directed me to is LOADED with various M4A1 models And yeah, the vocabulary throws me through hoops xD .dds, ,nif, navmesh, and I'm like " D: what does this do?" xD
Halstrom Posted May 29, 2012 Posted May 29, 2012 In order to simplify this process' date=' I'd like to reduce the something like 20 different mods that do nothing but add a few articles of clothing into one esp. Is this difficult to do? What do I need to do?[/quote']The Best way to do this is with FNVEdit, pick one of the mods with the moset stuff and caopy everything else into it then add it to the original mods containter. It can get a little comlicated if there are effects, scripts and things that need to be copied first.
KainsChylde Posted May 29, 2012 Author Posted May 29, 2012 In order to simplify this process' date=' I'd like to reduce the something like 20 different mods that do nothing but add a few articles of clothing into one esp. Is this difficult to do? What do I need to do?[/quote']The best way to do this is with FNVEdit, pick one of the mods with the most stuff, copy everything else into it then add it to the original mods containter. It can get a little complicated if there are effects, scripts and things that need to be copied first. I'm browsing the FNVEdit training manual and gradually learning how to do this, among other things. Keep an eye on my schoolhouse mod, its gonna get good
sen4mi Posted May 30, 2012 Posted May 30, 2012 I PM'ed the guy who made the Fully Customizeable Desert Eagle and he was nice enough to send a very in depth explanation of how to do this Yay! And yeah' date=' the vocabulary throws me through hoops xD .dds, ,nif, navmesh, and I'm like " D: what does this do?" xD [/quote'] .dds is an image file .nif is a 3d data file navmesh is description that the npc ai uses for determining where to move -- it's part of a location (a "cell" in the jargon used to describe game elements). There are a lot of terms to look up, but if you add "geck" to your searches you will often find relevant stuff. Sometimes you will even find helpful stuff!
OmgItsaGhost! Posted May 30, 2012 Posted May 30, 2012 Hmmm is there any easy fix to this by any chance?
sen4mi Posted May 31, 2012 Posted May 31, 2012 Hmmm is there any easy fix to this by any chance? To fix somthing like that, currently you need to export the boots into blender, and then re-import them after fixing them there. I do not know how to do this myself, but other people here do know, and claim that blender work is easy. The tricks, I think are that you have to use a multiple step process when exporting and importing (to connect pieces back together again properly), and you need to know how to find the operations you need in blender (which has a zillion options for doing different things). I imagine that you will learn a lot of the fundamentals doing your weapon mods. After you do that, you should find working on this kind of armor stuff easier to learn.
OmgItsaGhost! Posted May 31, 2012 Posted May 31, 2012 Hmmm is there any easy fix to this by any chance? To fix somthing like that' date=' currently you need to export the boots into blender, and then re-import them after fixing them there. I do not know how to do this myself, but other people here do know, and claim that blender work is easy. The tricks, I think are that you have to use a multiple step process when exporting and importing (to connect pieces back together again properly), and you need to know how to find the operations you need in blender (which has a zillion options for doing different things). I imagine that you will learn a lot of the fundamentals doing your weapon mods. After you do that, you should find working on this kind of armor stuff easier to learn. [/quote'] I see. I just tried this today because I liked Ada's RE2 dress, but I didn't like her shoes lol. I'm not a fan of those small heeled shoes in the wasteland. Those boots are just from Sheva's BSAA outfit.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now