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ArgusSCCT

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  1. Ok so I I got an array with GLTA of all the possible leveled lists in the game. Now my issue is separating what is and isn't a leveled list that corresponds to a weapon. I know I could just use GLTA on a specific mod and all that and it'd be easier, but I want to be able to detect anything that is a weapon within a leveled list and then add it into the game. However, I don't suppose there is some way to open up a leveled list, and find out if its contents are weapons, that is unless there's some other way to pick out everything without resorting to IsModLoaded or anything that ends up relying on another mod.
  2. I see, I wasn't aware such a function existed. I haven't kept up to date with that plugin. Been too busy with a lot of other stuff. Regardless, that will make it a lot easier to retrieve, instead of having to iterate through a bunch of lists to get everything. Thanks.
  3. Interesting I shall see where this leads. I'm hoping though, that I do not have to use nested cycles, what I do already does that, and I want to avoid that, not because of performance or anything but because I want to find a better way to do it.
  4. So I had an idea, but I'm not sure how it could be done with Fallout. I basically want to create a plugin that detects weapons from other mods, and inserts them to leveled lists, however there's two things I don't know how'd identify. First, the weapons, although, I would guess most people place their weapons in the NVAllWeapons Form List. Then there's also the fact that some plugins may have their own leveled lists and stuff, so it'd be redundant if I started distributing stuff that they have already distributed. Anyway, the way I'd do if it were possible, and I'm sure this way isn't because Fallout doesn't have a language that operates properly on OO, would be to create a leveled list object and insert the weapon, ammo, levels, etc, and then place into various leveled lists. So is there any way to attempt to do this? My emphasis would be to avoid using anyone else's plugin, my plugin is only the distributor, it would not use assets from anyone's mods, it would only distribute their stuff.
  5. Not sure I like that, the script is always running, I thought about that, and it might not be such a good idea. I guess if there's no other way I'd keep it like this, but I don't like its response time, it is simply too slow, especially when compared to menus from other mods. That said, I don't know if the amount of options and they size of the menu matters. I would guess it does, especially with the if statements.
  6. Well I made that damnable menu, and surprisingly it works for the most part. The issue I've got with it right now, is that it doesn't show the messages as fast as I would like, for starters bringing up the main message takes a while, I have to hold down the key for a while, I don't know if that's how IsKeyPressed is supposed to work, I thought it was just pressing the key and that'd be it. In any case, this is what I came up with: Also wondering if I should just put the function call at the end of every menu, as in right before the EndIf of each If (iMenuMessage == x), instead of placing it in every block.
  7. Well that statement wasn't so much about performance as it was about trying to understand how things work with the engine. As far as I'm aware, code is translated to machine language or whatever so that the CPU can execute those instructions. What I don't understand is why the engine would screw up in a case which the CPU would be perfectly capable of executing whatever it is that screws with the engine. I'm not really sure if this matters that much or not, to be honest, but I still like to know, even if I don't really make anything that would have to consider a person's CPU, well at least I don't think Fallout's language is really suited for that anyway.
  8. These all look like good ideas, thanks. I will take a look at them all. I don't know about this game's engine but I do know that too much if/elseif can make a processor work slower due to constant checking of conditions. I don't know if that is the case here, I don't think so, maybe if someone over did it and a person wasn't using a strong CPU, it might slow down. I'm not sure how the whole engine thing works to be honest, I know the processor has to carry out the instructions eventually, but if a person pushes then engine too much it can cause issues regardless of how powerful their CPU is. Well, that's what I understood anyway. Thanks for the help.
  9. The output would be the new modded weapon. So say if I choose to add a grip, then I should get a new weapon variant with a grip, be it a 10in, 15in or 20in version. The previous weapon would then be removed. But basically it is just a model change, though not like swapping the models for an object, each model has its own object within FNV, or to state that better, each model itself is a weapon. EDIT: The ideas with maps seems pretty good, I don't know about the performance issues or anything, I can imagine that using too many ifs, will make things slower because of the constant checking, and if I remember correctly, they say FNV's compiler isn't all that smart and checks all the conditions in an if even if the first one is false and its being used with an AND, or so I was told. Though my main issue is with repeat code, and having to fix something ten times if there's an error, I don't like to repeat code, not unless its necessary. Oh and thanks for the map idea DoctaSax, it sounds like a pretty nice idea. I've only ever used maps like once before, so I didn't really consider them.
  10. Is using too many if statements a bad thing? There's a mod I'm working with which involves more than three weapon mods and because of that I needed to make my own "mod" system. Basically what it should do is that depending on a key press, a mod menu should open up to change the weapon's mods, but there are three versions of the weapon, a 10 inch version, a 15 inch version and a 20 inch version, and each has different set of mods. Now here's what I do, I identify the weapon first, then depending on the options chosen in the menu it gets replaced with another version with the mod chosen, but then there are scenarios like this one. The weapon has a grip, and the player wants to add a silencer, so then it would have to check if the weapon is the 10,15 or 20 version and check if it has a grip in order to give the player a version that has both a grip and a silencer. I already saw how large and ugly it would be to check for all of those conditions for all three weapons, there were simply to many ifs, for something that should not be this complex. I thought about giving each mod option a number, and then selecting an index of an array with all the weapons with that number, but then the problem to check if it has a grip or not comes up, as well as I'm also not so sure what to do if the player wants to remove a mod and not just add it. I'd just do the ifs, but I want to see if I can figure out something else before resorting to that.
  11. Obscure or not, it worked and it was way simpler than what other mods were attempting to do, and these were not the sort of mods I'd have expected to have such complex codes. Well some of them probably require it, but I thought most were overly complex just to press a button twice.
  12. Well I found a way to do it, by looking at someone else's script, though I'm not entirely sure what this little block is doing. It'd be nice if someone could explain, this is the first time I really couldn't figure it out by making the script myself, or by basing it on someone else's thing and then making my own, this is pretty much someone else's script.
  13. Anybody know a simple way to switch modes by using 1 hotkey. Sort of like switching modes with night vision. I looked at mods that do that, but they use very large scripts to accomplish that and I thought it was just not necessary. Been trying to do it my own way, but from what I tried, every time I press the hotkey, it starts switching modes like crazy instead of just staying in the first mode, and switching again with another press. It's in a GameMode script, so I'm not so sure how to make the action only happen once, I thought about a delay, but it won't work how I want it to work here.
  14. I guess it can be done. But does it work with every armor? These armors are not like that mesh, they're fully covered, everywhere it counts.
  15. Alright, that's fine. Anything works for me, I'm using FNV to be specific. Don't know if it really matters, FO3 or FNV, they use the same sort of stuff anyway.
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