ChancellorKremlin Posted May 12, 2012 Posted May 12, 2012 OK, nothing to do with Sexout this time round, just a few general questions I have about FNV which I am hoping some of you may be able to answer. OK, here goes. 1 - Does anybody know why items on certain, named characters, seem to respawn? I've enslaved Sunny, Jackyln, Sammy Weathers and a few other 'unique' NPC's through HumanTrafficking.esp (Slavery Simple) and it does come with a toggle respawn on/off toggle, but I am wondering, why do their items keep respawning? I enslave them, arm them in my fashion, give them clothing, and then I come back a few days later, and they have reverted to their original outfits and items. Anyone know why? 2 - Also, does anyone know why the slaves at the fort and cottonwood cove limp? Is it because they have a crippled leg or two? I know the legion backpack doesn't give that effect alone. I ask because I am being really perverse, and I want Cass to walk like that, plus the backpack. But can I even cripple followers limbs, without them automatically fixing it later? 3 - Does anyone know why the Slaves don't have a wiki entry in the Fallout wikia? It seems strange, all I can find are the 'crucified' slaves, nothing else. That's it for now, but I will surely ask a few more questions in the future, and I'll just use this thread. Thanks.
gregathit Posted May 13, 2012 Posted May 13, 2012 Chancellor, the unique NPC's in question likely have inventory scripts that are simply overriding the HT toggle. Also it could be that their items are non-playable and that also could cause issues. The limp animation is assisned to them (and replaces their walk animation). You should be able to modify an existing esp or make your own and disable Cass's normal walk animation and enable the limp one in its place. As to the last question......well, there is really nothing much to say about the slaves since you can't interact with them at all (other than just killing them). They are legion slaves....what more is there to add?
ChancellorKremlin Posted May 13, 2012 Author Posted May 13, 2012 Chancellor' date=' the unique NPC's in question likely have inventory scripts that are simply overriding the HT toggle. Also it could be that their items are non-playable and that also could cause issues.[/quote'] I've checked some of their scripts in the GECK, there doesn't seem to be anything that should respawn their items there? Also, none of their items are non-playable (except for Sunny) - most are things like 10mm pistol, ammo, wastelander outfit, etc. Where abouts in the GECK could I do a proper check to disable them respawning items? Coming to think of it, why are they even respawning items? Do normal, unique NPC's in the game do that from time to time? The limp animation is assisned to them (and replaces their walk animation). You should be able to modify an existing esp or make your own and disable Cass's normal walk animation and enable the limp one in its place. Ah brilliant' date=' thanks. As to the last question......well, there is really nothing much to say about the slaves since you can't interact with them at all (other than just killing them). They are legion slaves....what more is there to add? I know, I just thought it strange there is no article on it, seeing as there are articles for pretty much everything else. I also find it interesting they don't wear slave collars either. Another question, more of a bug this time. Has anyone ever had the problem of trying to use the bed in your room in Novac, or your bed in the Lucky 38, pressing E on it, and there just being a sort of click sound, and nothing happening? I can't seem to get rid of it. I am using Watch You Sleep (or something along those lines, I can't remember what it's called) so that might be the issue, just wondering if anyone else has the problem. Thanks gregathit.
sen4mi Posted May 13, 2012 Posted May 13, 2012 Edit: this message is too verbose. Please skip down to the quoted part near the end. For example, I looked up Non-Player Character SammyWeathers (NPC_ 001364C8) in FNVEdit, and found that she is referenced via NVCCSammyWeathers (ACHR 001364C5). Both her NPC and her placed character self are referenced in numerous dialog topics, but I am ignoring those because if dialog was giving her gear you would probably notice the relevant dialog. FNVEdit tells me that NVCCSammyWeathers references: QUST 00135F63 vCCLeftMyHeart -- vCCLeftMyHeartSCRIPT SCPt 00135F6F SCPT 00137322 NVCCTruckDoorSCRIPT SCPT 00138A9D NVCCRadiationDeathActivatorSCRIPT SCPT 0013A3B8 NVCCSlaveHeadPopperSCRIPT SCPT 0013A67C NVCCMrsWeathersSCRIPT SCPT 00168941 NVCCKennyWeathersSCRIPT But none of these scripts look likely. If I go back to her NPC record, I see that it references: NPC_ 00130BB9 Mrs. Weathers (Mrs. Weathers is apparently the template) RACE 00000019 Caucasian SCPT 00168940 NVCCSammyWeathersSCRIPT ARMO 0002F563 SlaveCollar (null owner) LVLI 000609E4 CondOutfitWasteland3 LVLI 0012889A CondFortSlaveHeadwrap PACK 0013A3B4 NVCCSlaveFreePackage PACK 0013A3B5 NVCCSlaveEnslavedPackage CLAS 0001567E Slave HAIR 0005DC6B Bedraggled EYES 00004252 Green And the leveled items sound like plausible causes of gear reappearing. For example 000609E4 CondOutfitWasteland3 references ARMO 0001CBDB Wasteland Settler Outfit in three different item conditions: 0.30, 0.40, and 0.50 In all three cases, the level is level 1. And, I do not see any controlling script. But, I can imagine all sorts of implementations here. For example, perhaps every time the player levels a CondOutfitWasteland3 is removed and a new one is added, with one of those three conditions. Anyways, I do not know if it is possible to remove a leveled item from a character's inventory using removeItem, so I went searching through google and found this: http://forums.nexusmods.com/index.php?/topic/269290-nccs-nosco-companion-system-endorsements/page__st__710__p__3598923#entry3598923 You either use the "RemoveItem" console command with the leveled list(s) hex code, or edit the companion plugin in the NVGECK and remove the lists from her inventory; then save, convert and et cetera. Unlike Oblivion, FO3/NV don't remove leveled lists when you remove the items they spawn. And that sounds plausible to me. But I have not tested any of this, myself, so I left you a trail of things I examined, in case I followed the wrong clues. Edit: this looks relevant -- http://geck.bethsoft.com/index.php/How_to_give_an_NPC_random_but_persistent_clothing -- it looks like "has leveled item" in inventory is intended to create the effect of the NPC changing their clothes every few days.
ChancellorKremlin Posted May 14, 2012 Author Posted May 14, 2012 Edit: this message is too verbose. Please skip down to the quoted part near the end. For example' date=' I looked up Non-Player Character SammyWeathers (NPC_ 001364C8) in FNVEdit, and found that she is referenced via NVCCSammyWeathers (ACHR 001364C5). Both her NPC and her placed character self are referenced in numerous dialog topics, but I am ignoring those because if dialog was giving her gear you would probably notice the relevant dialog. FNVEdit tells me that NVCCSammyWeathers references: QUST 00135F63 vCCLeftMyHeart -- vCCLeftMyHeartSCRIPT SCPt 00135F6F SCPT 00137322 NVCCTruckDoorSCRIPT SCPT 00138A9D NVCCRadiationDeathActivatorSCRIPT SCPT 0013A3B8 NVCCSlaveHeadPopperSCRIPT SCPT 0013A67C NVCCMrsWeathersSCRIPT SCPT 00168941 NVCCKennyWeathersSCRIPT But none of these scripts look likely. If I go back to her NPC record, I see that it references: NPC_ 00130BB9 Mrs. Weathers (Mrs. Weathers is apparently the template) RACE 00000019 Caucasian SCPT 00168940 NVCCSammyWeathersSCRIPT ARMO 0002F563 SlaveCollar (null owner) LVLI 000609E4 CondOutfitWasteland3 LVLI 0012889A CondFortSlaveHeadwrap PACK 0013A3B4 NVCCSlaveFreePackage PACK 0013A3B5 NVCCSlaveEnslavedPackage CLAS 0001567E Slave HAIR 0005DC6B Bedraggled EYES 00004252 Green And the leveled items sound like plausible causes of gear reappearing. For example 000609E4 CondOutfitWasteland3 references ARMO 0001CBDB Wasteland Settler Outfit in three different item conditions: 0.30, 0.40, and 0.50 In all three cases, the level is level 1. And, I do not see any controlling script. But, I can imagine all sorts of implementations here. For example, perhaps every time the player levels a CondOutfitWasteland3 is removed and a new one is added, with one of those three conditions. Anyways, I do not know if it is possible to remove a leveled item from a character's inventory using removeItem, so I went searching through google and found this: http://forums.nexusmods.com/index.php?/topic/269290-nccs-nosco-companion-system-endorsements/page__st__710__p__3598923#entry3598923 You either use the "RemoveItem" console command with the leveled list(s) hex code, or edit the companion plugin in the NVGECK and remove the lists from her inventory; then save, convert and et cetera. Unlike Oblivion, FO3/NV don't remove leveled lists when you remove the items they spawn. And that sounds plausible to me. But I have not tested any of this, myself, so I left you a trail of things I examined, in case I followed the wrong clues. Edit: this looks relevant -- http://geck.bethsoft.com/index.php/How_to_give_an_NPC_random_but_persistent_clothing -- it looks like "has leveled item" in inventory is intended to create the effect of the NPC changing their clothes every few days. Thanks Sen4mi, that was verbose, but very very informative, and extremely helpful for someone of my limited abilities. So at the end of the day, I should just purge those items from her inventory list in the GECK? I'm going to try and do that then. I really appreciate all the trouble you went through to help me with that, I really do. It seems that rather than change NPC's clothing, all that script does is give them clothing in slightly better condition, it seems utterly useless - I've never once seen an NPC in FNV change their gear for something different. Anyway, more questions: More of a bug this time. Has anyone ever had the problem of trying to use the bed in your room in Novac, or your bed in the Lucky 38, pressing E on it, and there just being a sort of click sound, and nothing happening? I can't seem to get rid of it. I am using Watch You Sleep (or something along those lines, I can't remember what it's called) so that might be the issue, just wondering if anyone else has the problem. And finally, can someone give me a hand with this script? I am trying to incorporate this slave script, which cripples both of the slaves legs on load (which is why they limp when walking around) unto Cass, so she does the same: scn SlaveScript begin OnLoad Setactorvalue LeftMobilityCondition 0 Setactorvalue RightMobilityCondition 0 end This is from FortSlaveBackpackAAFTemplate. I've tried it both with and without scn SlaveScript. Here is Cass' script: scn RoseofSharonCassidyScript int Waiting int CombatStyleMelee int CombatStyleRanged int IsFollowingDefault int IsFollowingLong int FollowerSwitchAggressive ;--------------------------------------------------------------------------------------------------------------------------------------------- begin OnDeath if VNPCFollowers.bCassHired == 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1; if (VNPCFollowers.nCurrentFollowers == 0) set VNPCFollowers.bPlayerHasFollower to 0 endif set VNPCFollowers.bCassHired to 0 set VNPCFollowers.bHumanoidInParty to 0 ShowMessage FollowerMessageDeadCass player.RemovePerk WhiskeyRose ShowMessage FollowerMessagePerkCassRemove endif ; If you're on Cass' companion quest, update the quest to fail If getstage vCassCompanion >= 0 SetStage VCassCompanion 110 endif ; If you've been tasked with killing Cass, update the quest if GetObjectiveDisplayed VMS29a 40 == 1 && GetObjectiveCompleted VMS29a 40 == 0 SetObjectiveCompleted VMS29a 40 1 SetObjectiveDisplayed VMS29a 46 1 endif ; If the player has not gone to see Alice McLafferty and asked where Cass is, ; hide that objective if GetObjectiveDisplayed VMS29a 41 == 1 && GetObjectiveCompleted VMS29a 41 == 0 SetObjectiveDisplayed VMS29a 41 0 endif ; VMS05 - player was sent by Alice McLafferty to negotation with Cass if (GetObjectiveDisplayed VMS05 30) && (GetObjectiveCompleted VMS05 30 == 0) SetObjectiveDisplayed VMS05 30 0 SetObjectiveDisplayed VMS05 36 1 endif set VNPCFollowers.bCassDead to 1 end ;--------------------------------------------------------------------------------------------------------------------------------------------- begin OnCombatEND if GetPlayerTeammate == 1 resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 endif end ;--------------------------------------------------------------------------------------------------------------------------------------------- begin OnHit VFSJeanBaptisteCuttingREF ; If the player has the objective to bring Cass back to Jean-Baptiste, when he shoots ; her she disintegrates if GetObjectiveDisplayed VMS29a 45 == 1 || GetObjectiveDisplayed VMS29a 36 == 1 && VFSJeanBaptisteCuttingREF.IsInCombat == 0 ; Removing Cass from factions so she actually dies in non-hardcore mode RoseOfSharonCassidyREF.RemoveFromAllFactions RoseOfSharonCassidyREF.SetPlayerTeammate 0 ; Kill Cass, and disintegrate her kill CIOS LaserDisintegrationFXSpell ; Update quest SetObjectiveCompleted VMS29a 36 1 ; In case player had Cass already SetObjectiveCompleted VMS29a 45 1 ; If the player tried to defend Cass, Jean-Baptiste attacks after killing Cass if VMS29a.JeanBaptistePissed == 1 SetEnemy VanGraffFaction PlayerFaction EnablePlayerControls else ; Need to pause to let Cass disintegrate before JB talks to the player set VFSSilverRushCassKillingTriggerREF.CassKilled to 1 ;VFSJeanBaptisteCuttingREF.StartConversation player endif endif end BEGIN OnLoad ;Script to make sure we set the right combat style on loading. If (CombatStyleMelee == 1) RoseofSharonCassidyREF.SetCombatStyle FollowersCombatStyleMelee; Else RoseofSharonCassidyREF.SetCombatStyle FollowersCombatStyleRanged; EndIf END The problem is, no matter where I put it, it takes no effect. You will noticed I have already made it that so after combat, her crippled legs don't reheal (meaning I can just shoot her and cripple her) but that is kind of an unelegant solution. Does anyone know how I can get the two to work? Thanks!
sen4mi Posted May 15, 2012 Posted May 15, 2012 Hi again! First, yes, I have gotten that same behavior from the queen sized bed in Novac with See You Sleep... installed. I did not figure out how it breaks the bed. You can sleep on it anyways using the console: Click on the bed to get its ID, which I think is 000CEECD, and then go like this: "000CEECD".activate And, for Cass, I would go through the same basic exercise I went through with Sammy, to find out which scripts run against her. Companions get a "heal after combat" script, which I did not notice in your quoted script, here. (By the way, if you tried to follow in my footsteps, FNVEdit will *NOT* show you cross references within FalloutNV.esm unless you first right click Build Reference Info and select that esm and say ok and then wait for that to complete -- you will get a timer in the title bar while you are waiting, that mostly works, and you will get a message in the messages box and in the status bar when it's done.) In addition to the RoseofSharonCassidyScript, I see a form list NPCFollowersLIST 000BC4BB which is referenced by Quest to Handle Followers 000371D1, and my very first step would be to inspect that quest and its FollowersQuestSCRIPT 00037138... but it looks bland. Here placed character reference is 00135F19 and of course a lot of scripts refer to her via that reference. One of which is VNPCFollowersQuestScript 001209D1 which does things like give companions weapons and would be a logical cause of the healing we see for companions. I do not see any direct cause of healing, but I do see a SetPlayerTeammate which is supposed to change the NPC AI -- and I am wondering it that might also trigger the healing? I would look further, but I am out of time. If you like, I can do some further inspections later?
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