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Everything posted by A.J.
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Fallout New Vegas GECK / Scripting Help 101
A.J. replied to Halstrom's topic in Fallout Technical Support
so if I understood well, you are spamming a dialogue package every 0.05 seconds, so you are sure that the ref will talk, then inside the dialogue itself you set a variable so that the quest script will stop spamming the addscriptpackage? -
Fallout New Vegas GECK / Scripting Help 101
A.J. replied to Halstrom's topic in Fallout Technical Support
what kind of package is MyPackage? what's the main purpose of the whole thing? being sure that NPCref will start a dialogue, and it will do it just once? -
Fallout New Vegas GECK / Scripting Help 101
A.J. replied to Halstrom's topic in Fallout Technical Support
Sorry tomm, but my guess is there's something not right in the example in the beth guide. A character is always playin any animation, so the first example, IsAnimPlaying == 1, doesn't make complete sense for me because theroretically it would be always 1 if you don't pass some parameter. My guess is if you don't specify the animgroup, it simply doesn't work. Next time you find yourself with a script that needs it, you could still make an attempt speifying SpecialIdle as parameter if you are curious -
Fallout New Vegas GECK / Scripting Help 101
A.J. replied to Halstrom's topic in Fallout Technical Support
Ok, for idles I know... I was hoping you could make other neat things with packages, à la Skyrim... I don't use it often, but I did use sometimes IsAnimPlaying, and it worked for me. It's the only way I know to test any kind of animgroups (special idles, movement, combat etc.), I'll be careful then in the next scripts to see if I will have problems like you. -
Fallout New Vegas GECK / Scripting Help 101
A.J. replied to Halstrom's topic in Fallout Technical Support
I was thinking the same. It should change animation but not the "state" itself (sitting). Not sure how you can override the state of a player with something that, i.e. like when you disable the chair behind the Player's back but the Player will still be sitting on the "nothing", on the air... At that point, really, a tapkey could make the trick pretty well as someone suggested. Behind a conditional statement, it never fails for me. Or you could try PlayerREF.placeatme <some grenade / mine / something that explodes>... -
Fallout New Vegas GECK / Scripting Help 101
A.J. replied to Halstrom's topic in Fallout Technical Support
Tomm is that quest only on TTW or there's a way for me to check it via NV GECK? Because I experimented a lot with packages on player, they never worked. At least, I had funny discoveries and consequences, but they weren't working as intended, like for npcs. Prideslayer, what about calling a playidle via spell that invokes a very high priority special idle, that leasts 0.02 seconds, where it simply restore the Idle position? like taking the playgroup mtIdle, grabbing only the first frame, convert it to a specific special idle and invoke it... just like you reset everything else, your common reset animations for facial or body do that much or less, invoke another animation that reset values. Can do you the kf if you think the idea works, it takes me few minutes to do that -
Adding swing to static doors?
A.J. replied to ChancellorKremlin's topic in Fallout Technical Support
here it is http://forums.nexusmods.com/index.php?/topic/984792-tutorial-working-with-the-nicontrollermanager/ you can try Prideslayer's solution, but be careful to doors meshes and different dimensions. As feeling, I guess you prolly have to change texture UV via Blender, for weird doors like casino ones... and in the end you will prefer adding the swing via nifskope than fire up Blender to re-do the UV... well, this comes to your attitude and skills of course. I hate UV. -
Adding swing to static doors?
A.J. replied to ChancellorKremlin's topic in Fallout Technical Support
You can't do it via GECK, you must modify the mesh via nifskope, because static doors really miss the info that make them swing. There's some well explained tutorial written by TrickyVein on Nexus, if I can find the link again... -
PSA - Don't use Fallout Character Overhaul or Enclave Bunker Vegas
A.J. replied to plolwat's topic in Technical Support - Fallout Sexout
Really not hard to believe, translation was really messed up so I really can't count on that. But still, are you 100% sure it works without ANAM? I never tested it, but I can tell you this: I create a custom SpecialIdle inside anim menu (I never set that sibling, so I guess that field is automatically empty for my custom ones. Important to say, the kf is not LOOP, it is CLAMP, like for morphs). Then, I don't link it to a file. Now, if I playidle it in game, as consequence usually the animation gets in a busy state, like if the action starts but it doesn't find a file so it can't finish (because CLAMPed animations can't be interrupted in any ways, that's the culprit of this behaviour), it doesn't allow me to invoke anymore animations and it gets stuck until I don't force reset it with that method I told you once, using Playgroup Idle, etc. That's why I was thinking the purpose of the ANAM was avoiding that whole situation, many vanilla animations are CLAMP and not LOOP and I doubt you can force reset it without using console. Need to make some more tests some day. Anyway, changing subject, if you want take a look at that Clean.esp, if it works properly for the problem of the Knockdown it wouldn't be bad sticking it in some top post in the technical section, for those who don't want to investigate and clean which mod creates the issue. You see problems involving Knockdown are soooo frequent. -
PSA - Don't use Fallout Character Overhaul or Enclave Bunker Vegas
A.J. replied to plolwat's topic in Technical Support - Fallout Sexout
They say curiosity killed the cat. And I guess if I were a cat, I would have finished all my 9 lives since a long time... I just tried it and it works, I attach the two esps if you want to make a try. Dirty introduces a dummy branch, forcing the value of Knockdown's sibling. Inside Clean.esp, I edited that value via FNVEdit, instead of deleting it as you usually do, forcing it to Null again just like in the vanilla ESM (see jpg). As result, if Clean is loaded after Dirty on the LO, it "cleans" it. EDIT: about the Sibling thing. Keep in mind I've read it on a russian website with Google translator, so you figure... I interpreted that the animation system in FONV needs a fallback animation when "Return file" is checked, something like if it can't find the file it will automatically fallback on the Sibling specified in that field. But as I said, take it as it is... anims.7z -
PSA - Don't use Fallout Character Overhaul or Enclave Bunker Vegas
A.J. replied to plolwat's topic in Technical Support - Fallout Sexout
I think it's a bug that could affect other custom branches when they're highed than Loose, so it's not bad cleaning that anyway. Now the interesting part would be understanding why GECK sets as "modified" the Knockdown branch the first time you open the menu. Same happens with the Races menu, whatever race I focus (without modifying anything) will be marked as "modified". But I agree, no need in a cleaned esm when the ESPs are the real problem. Maybe rebuilding a vanilla Knockdown branch (maybe simply copying it from the FONV.ESM to a dummy ESP via xEdit?) on a clean ESP could do the trick. Need to try it one day... @nouseforaname I never checked those two mods and it's strange that they modify animation branches. However, with your current load order, since Sexout is loaded after them, that should solve the problem (if really they are the problem) -
PSA - Don't use Fallout Character Overhaul or Enclave Bunker Vegas
A.J. replied to plolwat's topic in Technical Support - Fallout Sexout
EDIT: I just tried it, for curiosity. Sexout ... Dirty ESP Cleaned ESP = DOESN'T solve the issue - no animations -Changed the dirty ESP header as ESM- Sexout Dirty ESM = No animations Dirty ESM Sexout = Animations work So I guess you can only create a dummy ESM which cleans Knockdown and put it as last ESM in the LO. This doesn't solve the ESPs problems but it would solve the ESMs problems (like Enclave Bunker should be ESM if I remember well) -
PSA - Don't use Fallout Character Overhaul or Enclave Bunker Vegas
A.J. replied to plolwat's topic in Technical Support - Fallout Sexout
That's what I noticed with Alice before I cleaned it: if it was before Sexout.esm, it was working correctly; if it was lower, its knockdown was blocking Sexout animations. Note that it was ESP with ESM header, that's why I was able to move it before. You had a great idea Prideslayer, I never thought about that -
PSA - Don't use Fallout Character Overhaul or Enclave Bunker Vegas
A.J. replied to plolwat's topic in Technical Support - Fallout Sexout
if you move an ESP that was already "cleaned" of the Knockdown animations (which cause this issue) lower in your Load Order, you should solve it -
This is one of the most incredible ideas I've read in a while. If you succeed in allowing the player to mark territory with the pee... I can already see me peeing in a radius of one km to create my personal hunting ground... with all the deers inside... that can't go out because there's pee on the edges... oooooh... that's-pure-fun... Thank you very much for this!
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oh damn... I'm pretty sure it was in FONV aaaand... now it is... sorry
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A bunch of UDFs View / Download File Description: This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago. It doesn't do anything on its own, since it's just UDFs that handle some math. This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference. There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam. They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course. Use: Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do. Unuseful notes about movement: Compatibility: 1.2 PS is compatible with companions mods and pipboys mods (huh, finally). Permission: This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you. Credits: Jaam Doctasax's tutorials Examples: A bunch of ingame frames taken when I apply some functions and the result I achieve. https://www.youtube.com/watch?v=G5G-Ps6Zmuc&feature=youtu.be Submitter A.J. Submitted 07/30/2014 Category Modders Resources Requires
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Abssssolutely amazing...
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It's probably some GetType called on a reference a couple of frames before it's spawned, or called on a Pencil01. These scripts run in gamemode, you can figure the continuous spam bam-bam-bam-bam-bam on console...
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Version 1.3 NTVM
92 downloads
Description: This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago. It doesn't do anything on its own, since it's just UDFs that handle some math. This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference. There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam. They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course. Use: Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do. Unuseful notes about movement: Compatibility: 1.2 PS is compatible with companions mods and pipboys mods (huh, finally). Permission: This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you. Credits: Jaam Doctasax's tutorials Examples: A bunch of ingame frames taken when I apply some functions and the result I achieve. https://www.youtube.com/watch?v=G5G-Ps6Zmuc&feature=youtu.be -
is there a way to stop nvse from writing its things on console and instead decide when do it? some... script function to enable/disable it?
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It is? functions don't work?
