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tomm434
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Everything posted by tomm434
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
I've heard that reference walk doesn't work for inventory objects in Actor's inventory. Can I somehow scan the items which are located in actors inventory? -
The update is uploaded. Don't forget to read FAQ, especially "Update Notes" I couldn't upload resources to LoversLab becausefuile is too big. You'll have to download it from external link. Don't forget to update NVSE! New version was released on 12 of september. P.S. Also care if you're using any pipboy replacer mod - it can cause problems (You're very much welcome to report them anyway!) For laboratory quest I thank panthercom for his awesome impressions and Loogie for clothes that he made. -------------------------------------------------------------------------------------------------------------------------------- Also I have to say that I'm leaving TTWQuestOverhaul. It's been a pleasure to work on it but I'm making anoher mod which is not related in Sexout. I'll be here to fix any bugs that are related to Laboratory, Citadel and Fall of the Lone Wanderer quests. Loogie will maintain the mod when I'm gone. Thanks everyone who supported us! Double thanks to anyone who reported bugs.
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Ok, good to know, thanks.
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I'm doing final tests now
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Other quest vars are compiling good but this exact var compiles with "set" syntax but not with "let" syntax. There was a bug when you couldn't use let syntax for object script vars but it's been fixed. EDIT: you can try it yourself - it's vanilla NW variable.
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Can you compile this exact variable (VNPCFollowers.fFollowerWaitingLeaveDay) with let syntax?
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jaam, but this bug (?) still remains For vanilla NW: set VNPCFollowers.fFollowerWaitingLeaveDay to ( GameDaysPassed + FollowerWaitTime ) -Is okay let VNPCFollowers.fFollowerWaitingLeaveDay := ( GameDaysPassed + FollowerWaitTime ) - COULD NOT PARSE THIS LINE I'm calling it from quest script. It's nothing really, I'm okay with "set" function but I thought you should know.
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Awesome!
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Thanks Wartoot! Well that sucks. I'm afraid I can't help you with that because once you progress stage of main quest goes up and it won't progress. In new version I already made a failsafe for that - I had plenty of time - if you leave Marcus, quest will fail and main quest will proceed as usual. If you reload save before meeting Sarah for the first time it will work. EDIT: You can set stage manually via console but I can't tell you now which one.I can do it this evening when I'm home. Meanwhile if nothing serious happens we will finally release the new update till the end of this week.
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
I second that question. The only way I can think of right now is to make a script blocker and start a timer. if state == 0 let timer +=GetSecondsPassed if GetKeyPressed MyKey if timer >=2 let state :=1 let timer :=0 endif endif if state == 1 let timer +=GetSecondsPassed if GetKeyPressed MyKey if timer >=2 let state :=0 let timer :=0 endif endif endif Quest delay of 0.1 is enough. -
Halstrom, Dear people, We fixed the issue ourselves so we don't have to wait for Pridelsayer's update. All voice recordings are done. Little work remains. Stay tuned. Tomm out.
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
I remember prefixing topics with "111" and then Sexout throwing me an error when I tried to initiate dialogue callback via Quest interface (it could be fixed by adding quotes but still... ). I stick with "aa" prefix since then -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
second that. I would not advise any leading number. -
Prideslayer,So you think calling it on 4 actors at the same time would be safe? Aso I didn't find "duration" in per-Act settings list in GitLab.
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You're welcome. Also it seems that using this code almost every frame (0.0160 quest delay) is safe. I thought there would be freezes(because function stops the game) but code inside it is small so it doesn't affect perfomance at all.
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Use eval. if eval (0 == call fnSexoutActorInuse ActorRef) ; if actor is not used if eval (1 == call fnSexoutActorInuse ActorRef) ; if actor is used
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
Nice! Thk DoctaSax. And Odessa too for her contribution to bethesda wiki. -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
Odessa, oh. is there a reason you didn't add that to your debug log export? -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
"Get mod name" is very useful - now you can see load order of player in his export debug -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
carywinton, also consider using Bethesda way of moving actor between cells - add "MoveToMarkerWithFade MyMarker" in Travel Package result script and set door as destination. That emulates actor entering door\hatch. Just so you know - before playing with FOV you need to store original FOV (not everyone plays with 75). I don't remember the exact function. But I recommend DoctaSax's way but only with Dialogue package with a good distance( so actor can initiate fake zoom with any distance you want). Create a topic with GetIsid condition of Sunny Smiles and give that dialogue package to NPC to receive fake zoom instead of conversation. You can add MovetoMarkerWithFade just after showMessage function and actor will dissapear after player clicked "OK" (not before!) "showmessage mymessage" or "MessageBox Ex "Message text"" ActorRef.movetomarkerwithfade MyMarker PS> oh and to make sure player is looking in right direction use SetANgle function. FIrst you need to Get appropriate angle for player float MyAngle let MyAngle:= Player.GetAngle Z + Player.GetHeadingAngle ActorRef Player.setAngle Z MyAngle place it just before "show message" line . This code will make player look exactly at the actor. -
Pridelsayer, have you thought about changing the system by not spamming startconversation and giving an NPC a travel package with startconv at the end? Thus you can just give an NPC a dialogue and clean him up. Also that might sound not polite from me but now you promised to implement queue and you are encouraging people to move from CBDialogue at all. So well, why will somebody do it knowing that someday you will make that queue and all the efforts to redo already existing scenes(change all dialogues callback to a spell) will be wasted? And it's lots and lots of work with no motivation at all. So well, say that you won't do a queue so everybody starts making spells or travel packages. Just in case, I respect you work and your time very much! Also I imagine how it must be difficult and tedious to work with such amount of scripts.
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Prideslayer, what about manually cleaning actors from Sexout? What if in dialogue script(start) I dispell a sexout spell(s) NPC has and clean his NX variables. and only then call a function.
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SeXoutNG Amra72 Animations Resources for modders
tomm434 replied to Amra72's topic in Downloads - Fallout Sexout
Whoah. THis would be hard to implement. I know no possible way to detect a wall and set appropriate place and angle by script (Well it's possible but very hard and tedious). So I think this will be used by modders who created a marker before calling Sexout. Also - this anim is awesome! -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
That would do it but only if doctors have greeting topic which has no responses in "dialogue choices". In this case all of their responses would be top level topics and that's where your quest comes in. Also you could looking for "doctors dialogue faction" for TTW - I remember that some of the doctors were in it when I was doing alternatives ways for player to compensate healing services. you can't use faction in dialogues without dependency -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
And still it's "free 10 seconds quest delay which setts approproiate package to NPC ". I meant exactly what you said. In my lab quets I use exactly this system and only cast evp on actors(each number in packages names go for appropriate stage). Sorry for painting it over - to much inside information . So, it's more reliable and even convenient, especially if you want actor just do sandbox between exact moments of your quest.
