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retlaw83
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Various bug fix and feature ESPs for merge

Here are four bugfix ESPs I've been sitting on for whatever reason

TTWCharonShotgun - There is no lever action shotgun in Fallout 3, but Bethesda sure wanted Charon to have one. So they gave him a combat shotgun and assigned the BB gun animations to it. This turns it into a lever-action like originally intended.

TTWOrdnance - Changes four misspellings of the word "ordnance" from "ordinance." Two in Fallout 3 dialog, one in Raider Ordnance Armor, and one in a note in Dead Money.

TTWVault21Sales - Lets you sell Fallout 3 vault suits to Sarah in Vault 21. Probably going to need to recompile the scripts.

TTWBugFixes - Fixes several things

INGESTABLES:

- Moonshine is now affected by the Whiskey Rose perk.

- Mirelurk recipes added by TTW now have their hardcore modifiers hidden if the player is not in hardcore mode. Some recipes missing the modifiers to hunger have had them added.

CHALLENGES:

Yoa Gui Hunter from Honest Hearts is for killing 3 Yoa Gui in the Zion Valley. They triggered on DC ones as well. I just changed the wording. Whether we up that number from 3 to make it in line with other creature challenges is up to you guys.

DIALOG TOPICS:

One of the result scripts in the Wasteland Survival Guide quest is to give you fatman ammo. Except the ammo's form isn't typed right, so the script wouldn't compile. Fixed it. It's the last dialog option under MS03TaskSetDone.

LOAD SCREENS:

There are small guns and big guns load screens, changed the wording so they just talk about the gun skill. Also, the load screen for the BoS in vanilla NV doesn't say which one it is talking about, so I said the battle with the NCR was for control of technology "in the west" while the original did not specify "in the west"

PERKS:

Bark Skin now gives 3 DT instead of 5 DR.

Category: 

Task

Component: 

Other

Priority: 

Normal

Status: 

Closed (merged)

Project: 

Tale of Two Wastelands

Version: 

TTW 2.4

File Attachments: 

Reporter: 

retlaw83

Created: 

Sun, 04/13/2014 - 19:12

Updated: 

Tue, 04/15/2014 - 08:47
Edited by: TJ on 04/15/2014 - 08:47
TJ
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Checked, verified and merged

Checked, verified and merged most of these for r137. Status is as follows:

TTWBugfixes

  • Fixed TTW added ingestible settings related to displaying hardcore stats.
  • Several load screen texts changed to make more sense in relation to having FO3 game map as well as Mojave.
  • Wasteland Survival Guide quest should now give mini nukes where appropriate.
  • "Barkskin" now gives (3) DT instead of (5) DR.

TTWCharonShotgun

I held off on merging this as I feel the team should discuss how to proceed here.

TTWOrdnance

  • This is the right fix, unfortunate in every instance it's fixed, unfortunately this fix is more suited for the TTW Fix pack. That's where I'll merge it.

TTWVault21Sales

  • Looks good but retlaw said the scripts may need to be recompiled. Holding off until I get a chance.

Issue changes: 

Status: Needs Playtesting » Verified
Kai Hohiro
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The Script Begin in

The Script Begin in VFreeformTheStreet01SarahWeintraubTopic062 includes a vanilla bug that causes only +1 rep to be awared to the player when they handover multiple suits at once, rather than +1 per suit. You would want to alter the script like so:

short count   set count to (VFreeformTheStreet01.VaultSuits3) + (VFreeformTheStreet01.VaultSuits22) + (VFreeformTheStreet01.VaultSuits11) + (VFreeformTheStreet01.VaultSuits19) + (VFreeformTheStreet01.VaultSuits34) + (VFreeformTheStreet01.Boomster1) + (VFreeformTheStreet01.Boomster2) + (VFreeformTheStreet01.VaultSuits21) + (VFreeformTheStreet01.VaultSuits101) + (VFreeformTheStreet01.VaultSuits101) + (VFreeformTheStreet01.VaultSuits108) + ( VFreeformTheStreet01.VaultSuits112) + (VFreeformTheStreet01.VaultSuits112) + (VFreeformTheStreet01.VaultSuits87) + (VFreeformTheStreet01.VaultSuits92)   Player.AddItem Caps001 VFreeformTheStreet01.CashMoney AddReputationExact RepNVTheStrip 1 count
TJ
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Thanks Kai

Thanks Kai

 

... so apparently dialogue (begin) scripts are limited to 512 characters.

EDIT: Correction, I'm stupid. The problem is the line length. I can fix that.

 

TJ
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Finished in r138. Charon

Finished in r138. I've discussed the Charon Shotgun fix with Jax. It does fix the issue, and changes nothing important in doing so. If nobody objects it will be merged sometime tomorrow morning.

Issue changes: 

Status: Verified » Closed (merged)
Gribbleshnibit8
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Not gonna reopen it, but

Not gonna reopen it, but would it not be possibly better to change that script to use a form list and the vanilla IsInList function (which I'll admit I've had issues using for this purpose). That would allow any vault suits to be added later, by other mods. On the off chance people care.

JaxFirehart
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Well we have to change the

Well we have to change the script anyway, may as well change it to something proper. Write it up and post it and I'm all for it.

retlaw83
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My version just split the

My version just split the vanilla line in two. If there's a better way go for it, I've never been much of a scripter.

Gribbleshnibit8
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Ok, so I dug into the vault

Ok, so I dug into the vault suit thing a bit more. It is, of course, way more complex than it needs to be. The player enters the shop and passes through a trigger that counts up all the vault suits they have with them and stores that value to a bunch of quest vars. Then the dialog uses those vars to know how many of each to take, and how much "CashMoney" to give the player.

There's a separate check for the boomer suits, as they're worth only half of the value of regular vault suits, I guess on account of being modified. On top of that the trigger script is way more lines than it needs to be, but that's neither here nor there. The point is, do we want to ignore the trigger, or modify that too (which would preclude adding any more suits without additional edits) or just ignore it entirely and do everything in the dialog.

I ask because they might have done this because the dialog couldn't handle the count, though that seems silly since it DOES count in dialog too, because it doesn't store the total count along with all the others! WTF ARE THEY DOING THERE?!?!?!

Anyway :)

I propose to just bypass the triggers entirely, and do it all in dialog with the list based method. One issue with this is the boomer suits, which require an extra speech check. They can't go in the list, but should they even anyway? They're modified vault suits, and she doesn't take armored suits either. As far as the Sarah dialog goes, why not just put it all in one script, or is there a reason it's separate?

int count
int boomCount
int CashMoney
set count to player.GetItemCount VaultSuitList   ; no boomer suits in this list
set VFreeformTheStreet01.Total to VFreeformTheStreet01.Total + count
player.RemoveItem VaultSuitList count
set CashMoney to count * 30

If VFreeformTheStreet01.BoomerSuits == 1
	Set boomCount to Player.GetItemCount OutfitBoomer1 + Player.GetItemCount OutfitBoomer2
	set VFreeformTheStreet01.Total to VFreeformTheStreet01.Total + boomCount
	set CashMoney to CashMoney + (boomCount * 15)
	player.RemoveItem OutfitBoomer1 999
	player.RemoveItem OutfitBoomer2 999
endif

player.additem caps001 CashMoney
AddReputationExact RepNVTheStrip 1 VFreeformTheStreet01.Total  ; don't know if this will work or not, but can try it

 

 

On the note of vault suits, there's a couple of dialog topics that reference vault suit wearing by doing explicit checks on GetEquipped for each of the vanilla vault suits. That'd be a bit tedious to set up (though you can copy conditions, so not too bad to paste them back in). It doesn't mention 101 specifically, just vault suit in general, so that might want to be marked for fixing later.

INFO:0603A4F1 INFO:0603A4F2

 

TJ
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I think that'll cover it.

I think that'll cover it. Looks good, I like it. It's got some Gribble on it.