jazzisparis / jip-ln-nvse Goto Github PK
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License: GNU General Public License v3.0
An extension for the New Vegas Script Extender (NVSE)
License: GNU General Public License v3.0
RemoveAllPerks does not always remove perks. With a set of the same perks, he can remove everything at once, or leave 1 random perk unremoved. Typing the command again may or may not help. As a result, you have to enter this command a third time, but I think in some cases it may not work even the third time.
(Perk Entry 22 = "Get Max Carry Weight")
When calling GetEncumbranceRate on the player before and after adding a test perk that adds 5.0 to the max carry weight (see image below), I noticed no difference in the ratio, meaning the increase in max carry weight is not being accounted.
Code from GetPerkModifier could be used to fix this issue.
RemoveItemTarget hanging game when I try to move item from scripted containers.
Or maybe it is because im doing it in loop...
I'm not sure, but that's not good.
I'm trying to modify Lasere's200 autoloot to respect ownership of stolen items
Mod in question: https://www.nexusmods.com/newvegas/mods/75388
Error in xNVSE console says a plugin failed compile and to check the jip_ln_ nvse.log
Error in mentioned log file:
NVSE Version: 6.35
JIP LN Version: 57.21
JIP MemoryPool session total allocation: 256KB
Also I am using Mod Organizer 2 on Steam Deck.
Not sure what exactly is going wrong with the mod to cause this.
I had a bit of a tough time hunting this one down -- this plugin changes the ModifyPositiveChemDuration script to only work on chems, and not food items. Ideally, I'd prefer a function like that to be optional, if at all possible, but if that's not in line with the project's goals or identity, is it possible to fix the Pip Boy display? Food items still show an increased duration with the script fixed, but the applied effect is still shortened. This makes the function appear to be a bug. It took me a while to hunt this down, because it doesn't appear to be documented anywhere besides a comment on the Nexus Page, and on the YUP page. Are all the fixes in this plugin documented anywhere?
Thank you
Hey there jazzisparis,
sorry for coming back that late on this.
Was noted as fixed here:
#20
I tried it out back then already and unfortunately the issue persists when loading saves after a clean restart, or switching settings.
So the faction change doesn't work on the fly, but requires an additional reload for spawned creatures (works reliable on persistent references).
I just didn't came back, as I thought that this clearly is an engine quirk. Since all the creatures get added into the proper faction after reloading.
However, I still would like to know if you think that this quirk can be resolved somehow. :)
Everytime a game is loaded, the status of the factions will be re-evaluated.
Upon MenuMode 4 when the game starts, all Base Actors will be added to the respective Animal Friend faction.
The operational script upon loading the game makes all friend factions enemies in GameMode and then sorts out specific lists according the saved settings to make only the selection in MCM friendly again (happens also when changing the selection in MCM).
However, changing the settings in MCM in the current game also just makes persistent references hostile or friendly respectively.
I've verified that by using the Den Mother (Nightstalker boss) as example.
She got hostile, when I excluded the nightstalker from Abomination but added them to Mammal (which is a perk I didn't have).
It has no effect on the spawned Nightstalkers unfortunately, as they staid friendly. :(
So even if they have a base record, it appears that the spawned variants cannot get the change immediately.
When saving the settings and reload the game, it works.
There is absolutely no difference in the CALL of the operational script, except of the fact that the save just got loaded.
That script has no section for GetGameLoaded and changing the settings in MCM simply calls this function script and apparently it works on persistent references.
Therefore I am not sure if that quirk is even fixable. :(
What do you think?
Kindest regards,
JC
Updated to v55.84, after doing so FNV hard crashes at boot. Reverting to 55.83 resolves the issue.
Modlist:
"name": "Hand Loader - Vigilant Recycler 1.2.0",
"name": "Fallout - The Frontier 1.0.0",
"name": "Fallout - The Frontier Hotfix 0.4.5",
"name": "JohnnyGuitar NVSE 3.50",
"name": "JAM - Just Assorted Mods 3.2c",
"name": "NVAC - New Vegas Anti Crash 7.5.1.0",
"name": "New Vegas Heap Replacer 2.4",
"name": "lStewieAl's Tweaks 6.06",
"name": "TFRC - The Frontier Re-Cut - Map 0.9",
"name": "The Mod Configuration Menu 1.5",
"name": "UIO - User Interface Organizer 2.09",
"name": "Unofficial Patch NVSE 1.2.17",
"name": "Yukichigai Unofficial Patch - YUP 12.0",
Hey there jazzisparis,
thanks again for your help back in 2017.
https://forums.nexusmods.com/index.php?/topic/2619794-jip-nvse-plugin/page-127#entry53930538
;)
Anyways, I somewhat had issues with the command back these days and ultimately decided to stick to the scanning method.
However, as of recently coming back to it, I made a pretty configurable version which still has the same issues with SetBaseFactionRank.
https://geckwiki.com/index.php?title=SetBaseFactionRank
I've recorded a video to showcase the issue:
https://www.youtube.com/watch?v=cGvXXYa40TA
As you can see the Den Mother reacts accurately on it (possibly a placed reference), while the spawns appear a bit tricky.
They often do not react to immediate faction changes on their base form.
Except reloading fixes the issue.
Is it possible to fix that behaviour on the function so it's a bit more dynamic?
I've checked the Nightstalkers that do not react properly and they simply don't get added into the faction.
"GetInFaction" returns 0.
When reloading it returns 1 and they behave properly. :O
Kindest regards,
JC
JIP-LN crashing game on pressing TAB, when playing on Steam Proton (Linux)
How to reproduce:
Fixing a bug where merchants have a caps limit of 32,767 does not work in most cases.
Except for the only case: when you buy a product from an NPC, as a result of which his caps increase to 32,767. Now, until you exit the trade menu, everything works correctly. Also, if you re-enter the trade menu, the number of caps the seller has will decrease to 30,063.
Would it be feasible for you to publish the latest releases to GitHub as well as Nexus Mods? You could even setup GitHub CI to do it for you. I'm a contributor on a command line mod manager, Portmod, and it would make it a lot more seamless for the user if Portmod was able to just grab it from the direct GitHub link, instead of having to go to Nexus Mods, and go through the "Slow" button to download the file.
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