@rise: nope, definitely meant asking for help in public. i was unaware that i had to give warnings for sarcastic wombats though.
The First Train Ride cost from DC to NV in TTW
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
@rise: nope, definitely
- Decker
- Posts: 129
- Joined: Tue Dec 04, 2012 6:15 pm
I have zero experience
I have zero experience creating new mods; So far i've mostly just installed mods and used fairly basic console commands ingame. My modest computer programming skills are quite rusty and propably outdated, it's been well over a decade since I last wrote anything resembling a small computer program. Honestly I don't know if I could successfully get a simple minor mod done, but yeah, I think it is definitely worth a try.
Of course I've got to study all of the relevant tutorials and get the proper modmaking software toolkit sorted out first (and remember to take backups first, before I mess things up). This is going to take some time before I can even get started on my first mod, and eventually I will propably be asking some very noobish questions.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Installing the GECK is quick,
Installing the GECK is quick, easy, and done through Steam (Hover over "Library" and select "Tools").
- Decker
- Posts: 129
- Joined: Tue Dec 04, 2012 6:15 pm
Indeed, simply installing the
Indeed, simply installing the GECK was very easy, but of course that is not enough - ini-files gotta be edited too (I edited bAllowMultipleMasterLoads=1 in GECKcustom.ini for starters, but the GECK propably needs more ini editing later though, I dunno), and of course running the GECK through NVSE loader in Vista-compatibility mode in Win7 seems like it would be a good idea, and I threw in the GECK powerups with NVSE plugin as well, oh, also got the FNVEdit installed, while FOMM I already had installed.. and I still am not certain how exactly I could make sure the GECK is running in LAA mode in Win7?
I was able to simultaneously load TaleofTwoWastelands.esm (version 2.7.2) and all of it's masters in GECK, got a ton of errors/warning messages though. The first thing I did after loading data was to save an empty .esp file as my active file. I could access the cells, look and move around in the renderer window, and I found the relevant TTWTrainStationCW02 cell, where the doors of interest are located (named 'NVInvisibleDoor'), there are total of 3 instances of such doors leading to the train interior.
What my first mod needs to accomplish, aka the plan;
Now I just need to lock all those three doors in my plugin, and then figure out how to create a textbox to unlock these three doors, as well as how to attach this textbox to all of these three doors at once - If player activates any of these doors, the textbox should pop up with the choices 'Allocate Sufficient Funds to Fix the Rail Line' and 'Do Nothing'. The Do Nothing choice would simply exit the text box but leave the doors locked (with skill N/A) just as they were so that activating any of them again will give the textbox again. The Pay option needs also to have a condition that only allows the option to appear in the text box if player has enough bottlecaps in inventory. And of course, using the Pay option removes frex 100 000 caps, unlocks the three doors and makes the textbox disappear forever afterwards - Activating the doors in the future in the same game will never again bring up the textbox.
Does all of this mean that I need to at first learn how to write a new script with correct syntax, and then attach it somehow to the doors in GECK?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
ntcore makes a universal 4GB
ntcore makes a universal 4GB patcher which you can download from their website, it works perfectly fine with GECK.

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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Again, what you are
Again, what you are describing is fairly simple. My suggestion, though, is to put your message on the travel switch itself, rather than on the doors.
The switch already has the ability to show different messages depending on circumstances.
It makes use of a few if statements and the GetButtonPressed command. The linked page explains GetButtonPressed and shows a simple example of how to use it.
Currently, when you flip the switch, its OnActivate block runs. If you are in DC it checks to see if you have a Ticket to NV, if you do it shows the confirm travel menu. If you do not, it shows the no ticket message. You can simply add another if statement after it checks for a Ticket to NV, it checks a global variable (that you would have to create) to see if you have ever traveled before. If you have, it shows the standard confirm menu, if you haven't it checks for the requisite amount of caps. If you have them it shows a modified confirm menu that explains the cap cost. If you don't, it shows a new not enough caps menu that explains the cap cost. Note that the OnActivate block just determines what message will be showed, the OnGameMode block listens for a button press and responds based on conditions.
This isn't my mod, so do what you wish. Adding the script to the doors would require creating a duplicate base object with a new script attached and replacing the existing doors with your new scripted doors. The menu code would be a little less complex, but not significantly so.