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| Companion Scripting help...I think | Companion Scripting help...I think | |
| Author | Message |
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Nicks
Posts : 215 Join date : 2017-01-21 Age : 23 Location : Somewhere...i think
Character sheet Name: Character Faction: Level:
| Subject: Companion Scripting help...I think Wed Feb 01, 2017 12:17 pm | |
| Okay, so I'm making a mod called synths of the Mojave and there is going to be a companion that is a synth. I wanted to make it were you have to repair the synth before she could become your companion but I had no clue how to do that so I copied ED-e's script. it kinda worked but instead of spawning the synth it spawns ED-e (which I expected to happen) but I don't know how to fix this so if anyone could possibly help that would be great. Here is a video of what is happening. PS. I'm on my phone at school so I can't embed the link, I'll update it when I get home. https://youtu.be/IpLTnInZbqM Thanks to anyone that can help or trys to help _________________ I make Stuff In the realm of Computers - formerly known as Onceknown - |
| | | TheHermit
Posts : 1658 Join date : 2014-05-22 Age : 38
Character sheet Name: Faction: Level: 33
| Subject: Re: Companion Scripting help...I think Wed Feb 01, 2017 12:38 pm | |
| Paste script here (in spoiler and code tags) _________________ - MY MODS & MODS I'VE CONTRIBUTED TO:
FALLOUT: NEW VEGAS: Alternative Fonts for DarnUI Bad Mothafucka LE Brave New World Cobalt ENB & Rust ENB FO4 Power Armors for FNV & TTW Magazines of Unparalleled Aesthetic Quality Mors Immatura - Homage to a Fallen Ranger New Vegas Bounties LE New Vegas Killer LE Ride of the ValkEd-E Slightly Less Annoying Cazador Poison Sound and Audio Fix
|
| | | Nicks
Posts : 215 Join date : 2017-01-21 Age : 23 Location : Somewhere...i think
Character sheet Name: Character Faction: Level:
| Subject: Re: Companion Scripting help...I think Wed Feb 01, 2017 10:29 pm | |
| @TheHermit Sorry for the late response ive been at school, but anyways before i show the scripts i just want to say there are two, one for the broken ed-e and another for the actual working Ed-e. and i had a broken synth and copied the damaged ed-e script to him and i copied the working ed-e script to the working synth. just wanted to say that so you would know. - Damaged ed-e:
- Code:
-
scn EDEScriptDisabled
int Waiting ; 0 = Not waiting, 1 = Waiting int CombatStyleMelee ; 0 = Not melee, 1= Melee int CombatStyleRanged ; 0 = Not ranged, 1 = Ranged int IsFollowingDefault ; 0 = Not following default, 1 = Is following default range int IsFollowingLong ; 0 = Not following long, 1 = Is following long int FollowerSwitchAggressive ; 0 = Passive (wait on player), 1 = Aggressive (attack when see enemies) int iEDEFixed ; 1 = EDE Fixed, 2 = EDE Upgraded int iButton ; Tracks the button presses for EDE's repair menus int iMenu ; Tracks the current menu screen for EDE's repair menus int iRepairState float fTimer
begin OnActivate Player if IsActionRef Player set vDialogueEDE.bEDEExamined to 1 if Player.IsInCombat == 1 showmessage EDECombatMessage else showMessage EDERepair00 endif endif end
begin OnActivate if IsActionRef Player if Player.IsInCombat == 1 showmessage EDECombatMessage else showMessage EDERepair00 endif endif end
begin GameMode if iEDEFixed == 1 set fTimer to GetSecondsPassed + fTimer if fTimer >= 2 set iEDEFixed to 2 EDE1Ref.SetRestrained 1 EDE1REF.enable EDE1Ref.ResetAI disable endif elseif iEDEFixed == 2 disable return endif set iButton to GetButtonPressed if iButton == 0 set iMenu to 0 endif if iMenu == 0 ; EDERepair00 if iButton == 1 showMessage EDERepair01 set iMenu to 1 elseif iButton == 2 ShowMessage EDERepair03 set iMenu to 3 elseif iButton == 3 ShowMessage EDERepair02 set iMenu to 2 endif elseif iMenu == 1 ; EDERepair01 if iButton == 1 imod FadeToBlackAndBackQuickExtendedISFX set iEDEFixed to 1 disableplayercontrols startquest vDialogueEDE set vNPCFollowers.bEDEAvailable to 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; EDE1Ref.MoveTo NVCompanionEDEDisabledREF elseif iButton == 2 showmessage EDERepair02 set iMenu to 2 elseif iButton == 3 showMessage EDERepair04 set iMenu to 4 endif elseif iMenu == 3 ; EDERepair03 if iButton == 1 imod FadeToBlackAndBackQuickExtendedISFX set iEDEFixed to 1 disableplayercontrols startquest vDialogueEDE set vNPCFollowers.bEDEAvailable to 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; EDE1Ref.MoveTo NVCompanionEDEDisabledREF elseif iButton == 2 showMessage EDERepair04 set iMenu to 4 endif elseif iMenu == 2 ; EDERepair02 if iButton == 1 showMessage EDERepair01 set iMenu to 1 elseif iButton == 2 set iRepairState to 1 showMessage EDERepair03 set iMenu to 3 endif elseif iMenu == 4 ; EDERepair04 if iButton == 1 player.RemoveItem ScrapElectronics 1 player.RemoveItem SpareParts 3 player.RemoveItem SensorModule 2 imod FadeToBlackAndBackQuickExtendedISFX set iEDEFixed to 1 disableplayercontrols startquest vDialogueEDE set vNPCFollowers.bEDEAvailable to 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; EDE1Ref.MoveTo NVCompanionEDEDisabledREF elseif iButton == 2 && iRepairState == 0 showMessage EDERepair01 set iMenu to 1 elseif iButton == 2 && iRepairState == 1 showMessage EDERepair03 set iMenu to 3 elseif iButton == 3 showMessage EDERepair02 set iMenu to 2 endif endif end
- living ed-e script:
- Code:
-
scn EDEScript
int Waiting ; 0 = Not waiting, 1 = Waiting int CombatStyleMelee ; 0 = Not melee, 1= Melee int CombatStyleRanged ; 0 = Not ranged, 1 = Ranged int IsFollowingDefault ; 0 = Not following default, 1 = Is following default range int IsFollowingLong ; 0 = Not following long, 1 = Is following long int FollowerSwitchAggressive ; 0 = Passive (wait on player), 1 = Aggressive (attack when see enemies) float fTimer int OnceOnly int iLogsPlayed ; Count of the number of logs played int iRadioConversation ; ref rLogBlocker ; reference to stop the player from getting logs in the same cell int bSameCell ; Set to 1 if the player is in the same cell as a log blocker.
begin OnLoad if OnceOnly == 0 set OnceOnly to 1 endif end
begin GameMode if iRadioConversation == 1 && this == EDE1Ref EDERadioREF.enable sayto Player EDEStatic set iRadioConversation to 2 endif if (rLogBlocker != 0 && bSameCell == 0) if (rLogBlocker.GetInSameCell Player) set bSameCell to 1 endif elseif bSameCell == 1 && rLogBlocker.GetInSameCell Player == 0 set bSameCell to 0 endif end
begin SayToDone EDEStatic startconversation Player EDERadioConversation end
;---------------------------------------------------------------------------------------------------------------------------------------------
begin OnDeath
if VNPCFollowers.bEDEHired == 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1; set vNPCFollowers.bCritterinParty to 0 if (VNPCFollowers.nCurrentFollowers == 0) set VNPCFollowers.bPlayerHasFollower to 0 endif set VNPCFollowers.bEDEHired to 0 ShowMessage FollowerMessageDeadEDE player.RemovePerk EnhancedSensors ShowMessage FollowerMessagePerkEDERemove endif set VNPCFollowers.bEDEDead to 1 if GetQuestCompleted vDialogueEDE == 0 setstage vDialogueEDE 100 endif
end
begin GameMode if OnceOnly == 1 set fTimer to GetSecondsPassed + fTimer if fTimer >= 5 set OnceOnly to 2 set EDE2Ref.OnceOnly to 2 set EDE3Ref.OnceOnly to 2 setrestrained 0 resetai endif endif end
;---------------------------------------------------------------------------------------------------------------------------------------------
begin OnCombatEND
if GetPlayerTeammate == 1 resethealth restoreav perceptioncondition 100 restoreav endurancecondition 100 restoreav leftattackcondition 100 restoreav leftmobilitycondition 100 restoreav rightattackcondition 100 restoreav rightmobilitycondition 100 ; JSH 02.04.11 - Reset ED-E if he's frenzied. SetActorValue Aggression 0; RestoreActorValue BrainCondition 100; endif
end
Also maybe this could be the problem, Theres something called the Ed-e home marker that is in the primm nash residence home that is directly under where ed-e spawns after he is fixed. - The home marker thing:
https://gyazo.com/42f71f5baecbc8a5f6cb8241f9ccc8e4
Anyways thanks for any help you may be able to give me and even if you cant help thank you for responding _________________ I make Stuff In the realm of Computers - formerly known as Onceknown - |
| | | TheHermit
Posts : 1658 Join date : 2014-05-22 Age : 38
Character sheet Name: Faction: Level: 33
| Subject: Re: Companion Scripting help...I think Thu Feb 02, 2017 2:54 am | |
| You should know, I'm no expert - so hopefully someone can chime in if what I tell you is erroneous.
The first thing I would suggest is you make a new script from copy (which I guess you have done), but give it a different name, for example, SynthScriptDisabled and make sure that the first line is scn SynthScriptDisabled. At the moment, your synth turns into E-DE because you haven't tailored the script to the synth. It's not as simple as just copy and paste in all cases. Basically, using the Damage Ed-E script as an example, you need to create scripts that point to custom synth and not Ed-E. A lot of the script is superfluous for what you're wanting to do. You don't want any references to Ed-E in there at all or it will affect Ed-E instead. I imagined the script would be a more simplistic - on par with most follower mod scripts, but there's a lot of stuff in there that I'm not sure about... timers, etc. The script also references a lot of 'showMessage xxx' and you'll find those messages in the GECK. You shouldn't use them for the Synth, though. You should make your own. If I was to do this myself, I would see if I can find all of those messages and references in GECK, look at them and then possibly copy them too, rename them and change everything up to reference the new stuff.
I can't really be much help here, I'm afraid. Sorry. _________________ - MY MODS & MODS I'VE CONTRIBUTED TO:
FALLOUT: NEW VEGAS: Alternative Fonts for DarnUI Bad Mothafucka LE Brave New World Cobalt ENB & Rust ENB FO4 Power Armors for FNV & TTW Magazines of Unparalleled Aesthetic Quality Mors Immatura - Homage to a Fallen Ranger New Vegas Bounties LE New Vegas Killer LE Ride of the ValkEd-E Slightly Less Annoying Cazador Poison Sound and Audio Fix
|
| | | Nicks
Posts : 215 Join date : 2017-01-21 Age : 23 Location : Somewhere...i think
Character sheet Name: Character Faction: Level:
| Subject: Re: Companion Scripting help...I think Thu Feb 02, 2017 3:01 am | |
| Even if it doesn't work thanks for your input , but yeah I'll try it tomorrow and see what I can do. _________________ I make Stuff In the realm of Computers - formerly known as Onceknown - |
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| Subject: Re: Companion Scripting help...I think | |
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| | | | Companion Scripting help...I think | |
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