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tomm434
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Everything posted by tomm434
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I saw that in Odessa's script. So it's not necesary, I get it, thanks. :)
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Well, I didn't know "Print" existed before I saw Odessa's debug script. Before I used "PrintC". But simple "Print" is more convenient.
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Also before doing this can you click on Freddy and type "GetAV Variable01" and tell me the result? This will help me debug.
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I made another dialogue(which will be shown if Freddy is not in cage) for the case like yours. I thought it would work. I'll take a look when I have the time. THK for the report. meanwhile you can type in console "set "xx037550".freddyreleased to 1 " "setstage xx037550 30"
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jaam, I also have problem wiith the version 4 beta 6 Code is: (call from dialogie result script) let LunetteRef.isFollowing := 0 let LunetteRef.isWaiting := 1 LunetteRef.evp LunetteRef.movetomarkerwithfade VThornLucyToRoomPath07MarkerREF 400 0 0 Print $LunetteRef.isFollowing Print $LunetteRef.isWaiting Ingame I get this. Also I just realised that there is no "isWaiting" variable - it's just "Waiting" - "LunetteRef.Waiting". But with let syntax it complies fine. With "set" syntax it throws an error like it should. If I try "let LunetteRef.isWaitingfd := 1" (I added a suffix) - it throws an error. And I just tried to change "Waiting" to "isWaiting" in NPC's object script and I can't do that. So ok, I'm fine with that. But why does "isWaiting" complied with "let" anyway? Is it some internal variable like "FollowerSwitchAggressive" or something?
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
Thanks,Pridelslayer, Waffles, jaam! -
Halstrom, but it looks like you don't need to since they are already on form lists. Leo is a friendly supermutant in Fallout3. You can meet him during random encouters. Yeah. Modding with TTW is very inconvenient - GECK loading time raises to 1 minute + too many form id garbage around.
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
I'm afraid that's beyond my skills. I don't even know how to open existing NVSE pluings -
well I just hope that any NV mods made with TTW installed will work with TTW deleted.
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Wait. You mean that it edits Fallout.esm ? I remember devs saying it doesn't!
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That's very interesting that TTW uses baseforms from NW, not from Fallout3. If you load TTW and click "use info" on Fawkes in form list, you'll see that it is the exact Fawkes who is used in singe player company.
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
Thanks. GetWalkSpeed might be unreliable indeed. Crippled limbs should be easy to track, just need test. But I'd better not to introduce this at all because I would be a bad person. if actor will be wearing light armor and my script will drop it every time. At least I will make a check for vanilla form lists! -
sorry I meant formlist, not topic.
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
it seems like AR is not what I need. Now I'll have to go with formlists but that won't work for non-vanilla armor. At least I can forbid her to wear Power armor. -
Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
I thought that Armor rating returns me what kind of armor is it - light\medium\heavy. I don't want my NPC to wear heavy armor and comment if she is wearing medium armor. -
Nessa , that was a miracle for me but there are TTW actors in Sexout formlists! Open supemutant topic and you will see Fawkes andLeo therec . I don't know how Prideslayer does that.
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Fallout New Vegas GECK / Scripting Help 101
tomm434 replied to Halstrom's topic in Fallout Technical Support
Anyone know how to use GetArmorAR? ref armorRef int Rating int Rating2 int Rating3 begin gamemode set ArmorRef to ActorRef.GetEquippedObject 2 Print $ArmorRef set Rating to ArmorRef.GetArmorArmorRating set Rating2 to ActorRef.GetArmorArmorRating ArmorRef set Rating3 to GetArmorArmorRating ArmorPowerT45d Print $Rating + " is rating1" Print $Rating2 + " is rating2" Print $Rating3 + " is rating3" end So, armorRef is set to NPC armor because the name of the armor is returned correctly but Rating 1-3 are always eval to "0" no matter what armor Actor has(Light\medium). -
I know it happens when you create your own form ID for creatures. By default all vanilla form IDs are in Sexout list. Also that might has something to do whether you created completely new form ID or took another from ID as template or just create new form ID by renaming old form ID. But that's only my theory and I'm not sure about any of that. I hope someone will clarify. In laboratory I add all creatures to list in gamemode block to be sure. I also do that(not in public version yet) for mutants in my mod.
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you can try adding your creatures in appropriate formlist and see if that helps. Search for "Sexout" in form lists. I had a nighkin(made by me) who didn't want start sex and then it solved the problem. Use AddToForm in gamemode block(If get game loaded\restarted) or just before sex.
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So to "catch" actor I do somethin like this if stage ==0 Start animation let stage :=1 elseif stage ==1 if eval (call FnActorinUse == 1) ; now he is in use for sure. You can use timer but timers are unreliable as Pride said. So we catch this SoB right in the middle of the act let stage :=2 endif elseif stage ==2 ; he is in use now if eval (call FnActorinUse ==0) ; not anymore do your script endif
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jaam, I've got experience with this. I check NPC via "inUse" function with 0.1 delay and it returns 0 when actor is starting to get up(after being thrown to the ground). It happens every time but you never know. I've got a script which kills actor after he is free of the mod and it looks like NPC is thrown to the ground after animation and then killed while he is on the ground.
