help plz really lost on this mod merger

Post » Sat May 28, 2011 4:25 pm

ive been trying and cant seem to figure out how to get this to work in the geck... what im trying to do is pretty simple but i cant get whatever i add to the megaton house to show up in the game.... well exactly what im trying to do is taking the sorter script/activator for weapons and armor and misc items from this mod... http://www.fallout3n...ile.php?id=9592 and implementing them into the megaton house using the containers found from this mod http://www.fallout3n...ile.php?id=7711 with maybe a few containers ill add myself... anyone think they can kinda try to walk me through on how to do this and also how to add items to the sort script?

:edit:
Just to clarify the reason i picked the underground hideout sorter script is because it doesnt repair your weapons and armor when sorting
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Jonathan Egan
 
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Post » Sat May 28, 2011 10:42 am

Use FO3Edit.
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Silencio
 
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Post » Sat May 28, 2011 7:58 am

im not sure how exactly i can accomplish what im aiming to do with fo3edit.. any tips?

i finally got the activator switches to load in game but they arent showing a menu when i activate them.. anyone mind looking at what i did so far and help me out?

posted the esp i made so far in the nexus forum post... http://www.thenexusforums.com/index.php?/topic/238191-help-plz-really-lost-on-this-mod-merger/#entry2116725
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maddison
 
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Post » Sat May 28, 2011 1:55 pm

Edit: scratch this post
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I love YOu
 
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Post » Sat May 28, 2011 9:17 am

The link to the manual for Fo3Edit can be found in my sig, it has a comprehensive process for merging plug-ins that should help you both understand merging and how to do it successfully. Hit us back with any questions!

Cheers,

Miax
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Ashley Tamen
 
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Post » Sat May 28, 2011 4:28 pm

im not trying to merge the plugins in that context tho.. im trying to take something found on one plugin in a different cell and implementing that into another plugin in another cell... basically im taking the script from underground hideout and trying to add 5 buttons to the megaton house that will run the script from underground hideout and sort all my stuff into the containers added by "t3t better megaton storage"... i got the buttons added already but i cant seem to get the script to run when i activate the buttons it just makes the noise of being activated thats it... my understanding of fo3edit is that its mainly used for merging lists, checking for conflicts, editing small sections of a plugin... not exactly useful for adding stuff to the game... i could be wrong tho it just seems like the geck is what i need to be using to do what im trying to do
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Kelly Osbourne Kelly
 
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Post » Sat May 28, 2011 4:11 pm

In that case ... open the mod with the script in FO3Edit, and your mod in GECK. Find the script in FO3Edit, copy it to a new script in GECK and update any references. Example: If it uses chest1ref and chest2ref, you need to change it to the refs in the Megaton house. The refs may need to be persistant and have a unique name (you can change that in the cell view window by doubleclicking the container). Then the script must be applied to your activator, and you can try it out :)

Please note that there could be more to it than that - you really should check out the mod in FO3Edit to figure out how it works. It may call other scripts, use tokens or similar. Also note that you need FOSE to get the sorter working.
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Rach B
 
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Post » Sat May 28, 2011 2:12 pm

Yea I have fose in both geck and fo3... I added the buttons successfully and attached a unique script that I copied from the other mod and changed the references to containers to ones found in the megaton house... It seems like the first thing it calls for is a quest to check if fose is installed then it calls for a menu.. Then it queries what button was pressed and then runs the sorting script using a formlist... I changed ref to containers to containers found in megaton player house and I copied the menus with a unique name and changed those references... Would not copying the fose check quest cause the buttons to not show the menu?
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Chris Ellis
 
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Post » Sat May 28, 2011 8:08 am

Then it queries what button was pressed and then runs the sorting script using a formlist

You will also need to copy those form lists (or make your own).

Would not copying the fose check quest cause the buttons to not show the menu?

You could either copy the fose check quest to your mod, or remove the fose check and go directly to showing the menu, assuming fose is available. Both should work, but be warned, though. If fose is not there, the script will simply stop working. There will be no warnings.
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M!KkI
 
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Post » Sat May 28, 2011 11:11 am

im not sure how exactly i can accomplish what im aiming to do with fo3edit.. any tips?

i finally got the activator switches to load in game but they arent showing a menu when i activate them.. anyone mind looking at what i did so far and help me out?

posted the esp i made so far in the nexus forum post... http://www.thenexusforums.com/index.php?/topic/238191-help-plz-really-lost-on-this-mod-merger/#entry2116725


Sounds like you did an incomplete merge, maybe.

FO3Plugin is a program you can find on Nexus which does one thing and one thing only - - merges mods - - i've used it with success before.

Only after you've merged the mods would you go into your new mod and begin placing the thing you want into the megaton house.
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Kortknee Bell
 
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Post » Sat May 28, 2011 8:50 am

ok i got it working finally copied the quest and the formlist over and now everythings working... anyone kno of a way to make a esp a master of another esp?
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celebrity
 
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Post » Sat May 28, 2011 1:29 pm

Fo3Edit is your solution here as well, download the Manual via the link in my sig and see Section 6.2, "Adding Master Files to a Plug-In".

Cheers,

Miax
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Noely Ulloa
 
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Post » Sat May 28, 2011 10:08 am

Fo3Edit is your solution here as well, download the Manual via the link in my sig and see Section 6.2, "Adding Master Files to a Plug-In".

Cheers,

Miax
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TOYA toys
 
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Post » Sat May 28, 2011 12:01 pm

sweet got it pretty much working exactly the way i want it... just have one final question... how can i convert this script into something i can activate from a terminal with no menu... i can merge the formlists im just not sure how i can get this script to work with just one press and no menu...

SCN DewdweaponsortscriptShort MenuLevel Short  WeapHealthFloat weaphealthF Float TimerA short ButtonShort CounterShort AmountInFormShort SortItemsNow REF WeaponIDNameREF ContainerReferenceName REF FormToUseREF NumberItemsInFormBegin OnActivateIF MenuLevel == 0	if DewdFOSEDetectionQuest.isPresent		Set Counter to 0		Set MenuLevel to 1		Showmessage Dewdweaponsortermenu		If WeaphealthF == 0			Set WeaphealthF to 1		Endif	else		Showmessage DewdFoseWarningMessage	endifendifENDBegin GameMode		If MenuLevel == 1		Set Button to GetButtonPressed		;Menu sets number of items in form and which form to use		If Button == 0			Set ContainerReferenceName to T3TREFLockWeap			Set FormToUse to DewdWeaponsSmallGunsList			Set AmountInForm to ListGetCount DewdWeaponsSmallGunsList			Set SortItemsNow to 1			Set TimerA To .1			DisablePlayerControls 1 1 1 1 0  1 1			Set MenuLevel to 0		elseIf Button == 1			Set ContainerReferenceName to T3TREFLockWeap			Set FormToUse to DewdWeaponsEnergyList			Set AmountInForm to ListGetCount DewdWeaponsEnergyList			Set SortItemsNow to 1			Set TimerA To .1			DisablePlayerControls 1 1 1 1 0  1 1			Set MenuLevel to 0			elseIf Button == 2			Set ContainerReferenceName to T3TREFLockWeap			Set FormToUse to DewdWeaponsHeavyList			Set AmountInForm to ListGetCount DewdWeaponsHeavyList			Set SortItemsNow to 1			Set TimerA To .1			DisablePlayerControls 1 1 1 1 0  1 1			Set MenuLevel to 0		elseIf Button == 3			Set ContainerReferenceName to T3TREFLockWeap			Set FormToUse to DewdWeaponsMeleeList			Set AmountInForm to ListGetCount DewdWeaponsMeleeList			Set SortItemsNow to 1			Set TimerA To .1			DisablePlayerControls 1 1 1 1 0  1 1			Set MenuLevel to 0		elseIf Button == 4			Set MenuLevel to 0		endif	endif	;Sorting Script	If SortItemsNow == 1		If Counter >= AmountInForm			Set SortItemsNow to 0			EnablePlayerControls		endif		If SortItemsNow == 1		set WeaponIDName to ListGetNthForm FormToUse Counter		If Player.getitemcount WeaponIDName >= 1			Player.equipitem WeaponIDName 0 1			if TimerA > 0				set TimerA to TimerA - getSecondsPassed			else				Set weaphealth to player.getweaponhealthperc				Set weaphealthF to (weaphealth*0.01)				Player.removeitem WeaponIDName 1 1				ContainerReferenceName.AddItemHealthPercent WeaponIDName 1 weaphealthF				set TimerA to .1			endif		else			Set Counter to Counter + 1		endif		endif	endifEND

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