[wip] Nipton revisited

Post » Tue Mar 15, 2011 2:12 am

Hey all, kind of got tired of looking at nipton, so I decided to try my hand at fixing the place up. First I was curious if I should upload any stages of the mod. Like cleaned exterior or cleaned exterior/interior (No people on crosses, tire fires or corpses).

First some modding advice, I am currently looking at the exterior cells for all items that do not belong in an ncr controlled town. I am then giving them a unique reference id. If I understand the concept correctly, I can then call those unique id's in a script and disable them. I plan on attaching a script to a new terminal entry on the mayors computer.

Would this mess anything else up? I am assuming that since I tagged each item with its own unique id, I will not be altering other instances where those base objects are called.

Also, I was curious if a perk was made to put the player into the NcrFactionNv, how would it react with disguises? I was thinking it'd be neat to add in a recruiting station. Downside of the perk being all NCR enemy factions will always recognize you for what you are. A ncr trooper. Upside would be access to a merchant that sells ncr gear based on your reputation. (Early way to get ranger armor?). Not sure how possible that bit is for me. Never messed with merchants before.
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Cathrin Hummel
 
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Post » Mon Mar 14, 2011 6:41 pm

Just to get a better understanding?

1. Will the place be cleaned up from start or will this happen after you meet the legion there?
2. Will this happen automatically with no other changes, or will you have people moving into the town?

Sounds good either way, there's no reason to ever go back to Nipton after you first go there so making it into a town again would be great.

EDIT: Didn't realize that other thread about this was yours, read that again and got a better grasp of what you're thinking of. :)
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Danii Brown
 
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Post » Tue Mar 15, 2011 5:07 am

I'm still fond of my idea to make it follow the path of Kvatch Rebuilt for Oblivion with the city progressively getting repaired.

Not entirely sure what direction you're going in from that first post. Care to elaborate?
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Nicole Mark
 
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Post » Mon Mar 14, 2011 7:21 pm

You visit nipton as normal. encounter the legion there. Fight your way up to the mayors office. The mayors office has a computer, a new option appears on the terminal. Send distress signal. This option triggers a countdown for a few days. After the time is up all exterior bodies and legion stuff disappears from nipton.

After I get that working I am thinking of adding in ncr patrols and perhaps a merchant that sells ncr gear based on your rep.


Having a heck of a time getting that script to work.

I am attempting to disable around 41 items in nipton, and cant get that script to fire. Thinking that the computer terminal script cant store a variable, so the time never increases to fire the cleanup script. Trying cipscis's script validator. It worked the first time I loaded my script, but doesnt refresh now with my changes. That or my changing of ref id was a really bad idea. In which case cleaning up nipton turns into a real nightmare :P
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Katharine Newton
 
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Post » Tue Mar 15, 2011 2:43 am

First some modding advice, I am currently looking at the exterior cells for all items that do not belong in an ncr controlled town. I am then giving them a unique reference id. If I understand the concept correctly, I can then call those unique id's in a script and disable them. I plan on attaching a script to a new terminal entry on the mayors computer.
Ah, that's a fairly bad idea, as that means those items are always loaded. They've got a system set up for what you want to do already- just make one reference persistent, and set it as the "Enable parent" of all the others. Then when their parent is disabled, the rest will disappear. You can also parent other things to it with "Enable state to opposite" so if the "Ruined Nipton" item is disabled, some NCR propaganda posters enable.
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Pat RiMsey
 
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Post » Mon Mar 14, 2011 12:49 pm

Ah, that's a fairly bad idea, as that means those items are always loaded. They've got a system set up for what you want to do already- just make one reference persistent, and set it as the "Enable parent" of all the others. Then when their parent is disabled, the rest will disappear. You can also parent other things to it with "Enable state to opposite" so if the "Ruined Nipton" item is disabled, some NCR propaganda posters enable.



Aah thanks, I thought that there might be a better way!
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c.o.s.m.o
 
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Post » Mon Mar 14, 2011 2:47 pm

I'd suggest instead of the terminal, that changes be triggered by completing the quest where the NCR sniper asks you to go investigate Nipton.
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Crystal Clarke
 
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Post » Tue Mar 15, 2011 3:55 am

Kind of cautious when it comes to altering vanilla quests, or making things dependent on them. Instead I settled on creating a new quest which relies on primitive triggers.

Now that I have my quest set up and working, I cannot get the parent to deactivate. I gave one of the items a reference editor id. I then used the ending stage of my quest to run np1.disable however, nothing happened.

Np1 in my case is the persistent reference and parent of all the junk in nipton. However, nothing was disabled. Feel like I am missing something obvious :P
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Cayal
 
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Post » Mon Mar 14, 2011 10:32 pm

Try sticking some other code in along with it, like Player.addItem Caps001 1, to see if it's getting that far.
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Erich Lendermon
 
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Post » Tue Mar 15, 2011 3:16 am

Your a genius! Got the script working
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neil slattery
 
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Post » Tue Mar 15, 2011 5:06 am

version 1 release posted to nexus. http://www.newvegasnexus.com/downloads/file.php?id=36815

Its a bare bones version. 48 hours after visiting nipton all bodies/dogs/legion crap are removed from nipton. Hopefully with all that immersion breaking stuff moved out, others will move merchants and other npcs to the town :-)
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Shirley BEltran
 
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Post » Mon Mar 14, 2011 11:22 pm

Awesome, having figured out how to remove the corpses etc. from town do you think it is possible to do the same for corpses in all cells or was it done specifically for Nipton?
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NIloufar Emporio
 
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Post » Mon Mar 14, 2011 1:40 pm

Awesome, having figured out how to remove the corpses etc. from town do you think it is possible to do the same for corpses in all cells or was it done specifically for Nipton?


Specifically for nipton. However, if you want to remove other corpses, you can edit my esp. Set the parent of the corpses to MavNip (Really creative I know). Then after 48 hours have passed those corpses, or items will be removed as well.
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Manny(BAKE)
 
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Post » Tue Mar 15, 2011 4:42 am

Specifically for nipton. However, if you want to remove other corpses, you can edit my esp. Set the parent of the corpses to MavNip (Really creative I know). Then after 48 hours have passed those corpses, or items will be removed as well.


Yeah, problem is the corpses aren't placed in the game, they are caused by me lol! I just noticed that some are placed but the majority of corpses I see are from me killing someone in a town etc. and they just never get removed. Some are quest related or have items on them so I can understand that, just wish non quest related NPC corpses disappeared.
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Marie Maillos
 
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Post » Mon Mar 14, 2011 10:04 pm

Hmm dont corpses disappear on zone refresh? Or whatever its called when a cell resets itself. Should just be a matter of time before someone creates a mod that does that everywhere.
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Jonathan Windmon
 
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Post » Mon Mar 14, 2011 10:26 pm

(http://newvegasnexus.com/downloads/file.php?id=36815)

So I made my own version to base my mod on instead, but for some reason now that I've connected the bodies in interiors to the marker as well, the game crashes before reaching main menu. No idea what's up, and I haven't been able to fix it. So I think I'll take you up on that modder's resource offer after all, thanks. :P

And so the work finally starts! :hubbahubba:
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Jonathan Braz
 
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