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Perk based dialogue and scripts - more questions!


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I'm new to scripting' date=' could someone go through what these mean?

 

!=

<

<=

==

>

>=

[/quote']

 

!= is not equal to

< less than

<= less than or equal to

== equal to

> great than

>= greater than or equal to

 

GetIsID returns 1 if true, 0 if false

GetIsCreature is the same

 

You'll likely want all 3 conditions:

GetIsID RoseOfSharonCassidy NotEqualTo 1
GetIsID Veronica NotEqualTo 1
GetIsCreature NotEqualTo 1

Now those should work but you may need their actual instance formid's which are RoseOfSharonCassidyREF and VeronicaREF. Remember these have to be dialogue conditions, not scripts. You should just have to add a dialogue condition, choose GetIsID from the dropdown list, then the NPC from the dropdown list, then the operator of NotEqualTo then fill in the value of 1.

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And last for tonight, anyone able to say why this I can't get this to work:

 

VeronicaREF.RemoveAllTypedItems vGOMPlayerEquipmentContainer 1 0 40

 

It works, but the minute I speak to her again, she re-equips her weapon. However, if I actually go to Gomorrah ((which is where this script is from (although Player replaces VeronicaREF there)) it works properly, ie she loses and then does not re-equip her weapons.

 

So my guess is that there must be some other script used that prevents them from re-equipping, but looking around I couldn't find it.

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And last for tonight' date=' anyone able to say why this I can't get this to work:

 

VeronicaREF.RemoveAllTypedItems vGOMPlayerEquipmentContainer 1 0 40

 

It works, but the minute I speak to her again, she re-equips her weapon. However, if I actually go to Gomorrah ((which is where this script is from (although Player replaces VeronicaREF there)) it works properly, ie she loses and then does not re-equip her weapons.

 

So my guess is that there must be some other script used that prevents them from re-equipping, but looking around I couldn't find it.

[/quote']

 

The script that controls Follower equipment is VNPCFollowersQuestSCRIPT [sCPT:001209D1]. The relevant portion of the script is this:

 

; JSH 11.15.10 - Restore a companion's weapons if they somehow lose them and they're not confiscated.
if (vDialogueTops.PlayerFrisked == 0) && (VMS18.bPlayerFrisked == 0) && (vDialogueGomorrah.iInGomorrah == 0) && (GetQuestRunning FortEquipmentConfiscationQuest == 0) && (bWeaponCheck == 1)

	if (CraigBooneREF.GetItemCount NVBooneWeapons < 2)
		CraigBooneREF.AddItem NVBooneWeapons 1;
		CraigBooneREF.AddItem AmmoCompanion 1;
	endif

	if (ArcadeREF.GetItemCount NVArcadeWeapons < 2)
		ArcadeREF.AddItem NVArcadeWeapons 1;
		ArcadeREF.AddItem AmmoCompanion 1;
	endif

	if (LilyREF.GetItemCount NVLilyWeapons < 2)
		LilyREF.AddItem NVLilyWeapons 1;
		LilyREF.AddItem AmmoCompanion 1;
	endif

	if (VeronicaREF.GetItemCount NVVeronicaWeapons < 2)
		VeronicaREF.AddItem NVVeronicaWeapons 1;
		VeronicaREF.AddItem AmmoCompanion 1;
	endif

	if (RoseofSharonCassidyREF.GetItemCount NVCassWeapons < 2)
		RoseofSharonCassidyREF.AddItem NVCassWeapons 1;
		RoseofSharonCassidyREF.AddItem AmmoCompanion 1;
	endif

	if (RaulREF.GetItemCount NVRaulWeapons < 2)
		RaulREF.AddItem NVRaulWeapons 1;
		RaulREF.AddItem AmmoCompanion 1;
	endif

	if (EDE1REF.GetItemCount EDEZapGun == 0)
		EDE1REF.AddItem EDEZapGun 1;
		EDE1REF.AddItem AmmoSmallEnergyCellRobot 1;
	endif

	if (EDE3REF.GetItemCount EDEZapGun == 0)
		EDE3REF.AddItem EDEZapGun 1;
		EDE3REF.AddItem AmmoSmallEnergyCellRobot 1;
	endif

	if (EDE2REF.GetItemCount EDEZapGunUpgrade == 0)
		EDE2REF.AddItem EDEZapGunUpgrade 1;
		EDE2REF.AddItem AmmoSmallEnergyCellRobot 1;
	endif

	set bWeaponCheck to 0

elseif (bWeaponCheck == 0)

	set bWeaponCheck  to 1;

endif

 

What you'll likely have to do is set one of the casino flags equal to 1, take the companion's equipment, then when you return the equipment don't forget to reset the casino flag to 0. Don't use bWeaponCheck since every single frame this script resets it back to 1. Use the casino flag instead.

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Thank you Astymma, I don't know where I would be without your guidance. Using the casino flag sorted the problem out (although for some reason, her robes and hood remain) - maybe I need a different command other than VeronicaREF.RemoveAllTypedItems for that?

 

Also, for whatever reason, I cannot find the perks folder in FNV/DATA/Textures/interfaceicons/PipboyImages/ - which is where it says the perk images are kept in the geck. I want to use a custom one, and wanted to see the dimensions (width and length) of the originals to make mine the same size. Anyone know what dimensions a perk dds image should be?

 

Thanks.

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Thank you Astymma' date=' I don't know where I would be without your guidance. Using the casino flag sorted the problem out (although for some reason, her robes and hood remain) - maybe I need a different command other than VeronicaREF.RemoveAllTypedItems for that?

 

Also, for whatever reason, I cannot find the perks folder in FNV/DATA/Textures/interfaceicons/PipboyImages/ - which is where it says the perk images are kept in the geck. I want to use a custom one, and wanted to see the dimensions (width and length) of the originals to make mine the same size. Anyone know what dimensions a perk dds image should be?

 

Thanks.

[/quote']

 

VeronicaREF.RemoveAllTypedItems vGOMPlayerEquipmentContainer 1 0 40 only removes weapons (type code 40). You would need to probably also use the following:

VeronicaREF.RemoveAllTypedItems vGOMPlayerEquipmentContainer 1 0 24
VeronicaREF.RemoveAllTypedItems vGOMPlayerEquipmentContainer 1 0 26

24 is armor

26 is clothing

Probably need both since her robes have DT and the hood doesn't making one armor and one clothing.

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Thanks again.

 

@ Pride: What's the BSA?

 

There are a bunch of .BSA files in your data directory, most of them come from the vanilla game. The vanilla game assets like meshes, textures, and animations are all in those files. When the game tries to load "data/somewhere/something/blah" it looks in the BSA files for them first, then the data directory. Your data directory, in a vanilla install, is basically empty except for the ESMs and BSAs. If it doesn't find the file, it looks in the data directory for it.

 

Archive Invalidation reverses the order it looks(*), so it looks in the data directory first, and then the BSAs.

 

 

 

(*) this is technically incorrect. What AI does is create an EMPTY BSA that the game looks in first. If the file isn't found, then the data dir is searched. If it still isn't found, then it falls back to the non-empty BSAs.

 

This is how it works in FONV since some official patch a year or so ago. FO3 and the TES games never got this patch, which is why in those games you need to "toggle" AI off and on when you install new assets, since AI in those games is actually a text file with a list of overridden assets. You never have to toggle AI in FONV -- set it and forget it.

 

 

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Ah yes of course the BSA files, I knew I remembered them from somewhere.

 

I'll have a look. Meanwhile I tried using a 250 x 250 size, thinking that it was apparently the right size (because one of the Sexout perks was) and lo and behold, it was massive in the game and all over the screen lol. It also wasn't neatly transparent like the other ones.

 

For some reason, DDSconverter doesn't give me the option to toggle the opacity...

 

Oh and one more thing, it seems my perk based dialogue is appearing even though I don't have the perk, I don't know why. The quest has priority 100, start game enable and allow repeated conversation topics and allow repeated stages, and the perk is toggled as playable, level 1 and num ranks 1.

 

This wasn't happening before, and I don't think I changed anything. If I check my perks in game, it isn't there, but the dialogue to start it is. The "greeting" topic IS tagged as the perk I want it to need to start the convo too.

 

Weird.

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It makes them an "OR" rather than an "AND". To fully understand it you need to read the dialog conditions wiki page -- and if you ever think you want to tick that box, you do need to fully understand it. OR has a stronger "binding" than the default AND (like multiplication has over addition), and there are no parenthesis, so you have to carefully order the conditions to use "OR" -- unless they're all "OR".

 

Your conditions do not seem to be checking for the perk.. you're using the perk dropdown thing?

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That's not what I've done. I've created a topic, and given them names. Only two are supposed to actually link in to any dialogue, the rest are responses to those two lines. My problem is, both those "initial" topics are firing, regardless of my having the perk or not.

 

One fires where it should with Veronica (under the "I have some questions" topic) and the other is firing with EVERYONE, except Veronica and Cass, which is part of the conditions. I WANT it to fire with everyone, but ONLY if I have the Perk.

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One fires where it should with Veronica (under the "I have some questions" topic) and the other is firing with EVERYONE' date=' except Veronica and Cass, which is part of the conditions. I WANT it to fire with everyone, but ONLY if I have the Perk.

[/quote']

 

Do you have a "hasperk" condition, set on target?

The speech checkbox & AV/perk check dropdown don't do everything by themselves. They pretty much just show the player there's a special condition (& award some xp too, maybe).

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