Lets Add Some Age to That Realism
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Gribbleshnibit8
- Posts: 481
- Joined: Sun Nov 04, 2012 2:06 am
I pointed this out to
http://www.gribbleshnibit.com/projects/NVSEDocs/#SetHair
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Right now, the main limiting
Right now, the main limiting factor seems to be "how many ref's can once script run agerace on before it won't run anything at all"... 
Edit: after more testing, my workaround doesn't work - the documentation for "AgeRace" is incorrect - it doesn't matter if the NPC's hairstyle, pre-AgeRace, is in the list of available hairstyles for the race they are aging into. No matter what you do, everyone gets reset to the default hairstyle. Which is bald. (I guess all the radiation makes people's hair fall out haha)
So... that means another set of lengthy scripts, NVSE, "sethair" for every NPC in the game.
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Gribbleshnibit8
- Posts: 481
- Joined: Sun Nov 04, 2012 2:06 am
Well now that you're using
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Thanks Gribbles.
Thanks Gribbles.
At this point though, I can't make SetHair or GetHair work.
Even in the console, in-game you can test this. Use GetHair on one NPC to get the baseID of the hairstyle. Then use SetHair on another NPC, or the player or whatever, with that same baseID and you get - nothing. No change. Even though "GetHair" will now report the change, nothing actually happens to the character in the game.
Further, SetHair, executed by a script also doens't work. I still get lots of bald NPCs. And, leaving Megaton and waiting 24 hours, then coming back - no change.
At this point, I am at a loss for how to continue on this one.
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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
Try waiting 96 hours in an
Try waiting 96 hours in an interior and then PCB before leaving.
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Just tried it - no change. I
Just tried it - no change. I am thinking NVSE "SetHair" just doesn't work.
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Gribbleshnibit8
- Posts: 481
- Joined: Sun Nov 04, 2012 2:06 am
Try calling Update3D on them.
Try calling Update3D on them. That might do it. This is just an example, and the first script I've ever written using foreach (I will probably go back and update a lot of my own mods to make use of this, just for ease of maintenance. It seems awesome)
scn AgeNPCsSCRIPT
ref rNPC
ref rHair
BEGIN GameMode
foreach rNPC <- ListOfNPCsToBeAged
set rHair to rNPC.GetHair
rNPC.AgeRace 1
rNPC.SetHair rHair
rNPC.Update3D
loop
END
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Thanks Gribbles - I will try
Thanks Gribbles - I will try that out and see what happens.
- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
i think for people using wild
i think for people using wild wasteland trait, you should change all the kids at lamplight to II's, like MacReady II. and for people who aren't, tell them the mod would be too hard to do if you accounted for everyone changing ages, so you just stuck with important adults.
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thermador
- Posts: 773
- Joined: Tue Aug 07, 2012 2:24 pm
Sadly, ref.Update3D makes no
Sadly, ref.Update3D (neither by script nor console) makes no difference. I am at a loss for how to make "AgeRace" give people anything but the default (bald) hair...