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luthienanarion

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Everything posted by luthienanarion

  1. The raider child races are definitely from CotW, and they should be available in the race menu. If you're using my alpha of CotW2, the "Races" BSA is required for them to show up.   The kids in the shop will never have voices. The original CotW will never be updated, and the shop and its inhabitants are completely removed from CotW2. The items sold in it will be available by other means (currently a giant locker in Goodsprings if you install the "Clothes" BSA).
  2. NVSE

      That's entirely my fault. At the end of the SetHotkeyItem function, it returns 0 ('false', since it's a boolean function) instead of 'true' like all NVSE functions should. I'm just too used to returning 0 at the end of integer functions... Returning false from an NVSE function doesn't crash the script; it just stops it after the function return. Your script is actually running through each time the quest delay comes around, but the return value from SetHotkeyItem is acting like a return in your script.   I'll pass this along to hlp, or jaam can fix it. You make a great function tester, by the way.  
  3. Fallout New Vegas GECK / Scripting Help 101

    Swap these two parameters. http://www.gribbleshnibit.com/projects/NVSEDocs/#ListAddForm
  4. NVSE

    IsPlayable and SetIsPlayable only work on ARMO forms. Perhaps they should be expanded to work with more form types.
  5. Fallout New Vegas GECK / Scripting Help 101

    I just use my ListToArray function, which is getting an analogue in NVSE according to DoctaSax.     I stripped the file extension from the string, so it might look a little odd to see the same name multiple times in a full load order listing. I'll add an optional parameter to preserve the extension.
  6. Fallout New Vegas GECK / Scripting Help 101

    On that note, BGSBipedModelList::unk004 seems to be a BGSListForm instead of an integer.   class BGSBipedModelList : public BaseFormComponent { public:     BGSBipedModelList();     ~BGSBipedModelList();     BGSListForm*    unk004;        // 004     // 008 };
  7. Fallout New Vegas GECK / Scripting Help 101

    4.2.4 added IsPlayable and SetIsPlayable.
  8. Fallout New Vegas GECK / Scripting Help 101

    I found them a while back when I was looking around for some other data:   0x4 is the "has backback" flag 0x8 is the "medium armor" flag 0x20 is the "power armor" flag 0x40 is the "unplayable" flag 0x80 is the "heavy armor" flag   There are bits in-between that I don't know the purpose of.
  9. Fallout New Vegas GECK / Scripting Help 101

    There are currently no functions that return Light/Medium/Heavy armor class, but it's stored as some undefined bits in TESBipedModelForm::bipedFlags if you want to write a function of your own.