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Could somebody fix/improve the Sprint Mod for TTW?

General mod discussion and requests.
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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Could somebody fix/improve the Sprint Mod for TTW?

Post by Postal-Dude » Sat May 23, 2015 8:46 am

Hello TTW community,


I started this thread to ask if somebody is able to fix the problems with the Sprint Mod and TTW. The problem is that its not working correctly. This seems to be the reason because its usually triggered after leaving mitchells house and activating the quest. "SetStage 000842DD 10". Somebody just need to add another trigger like after leaving the Vault101 or maybe while Amata wakes up the player.


Additionally I read on the nexus forum that the Sprint Mod missing some masters and only having the FalloutNV.esm as Master. It would be better to add FO3 masters and maybe even DLC, TTW masters. (I dont know about that) But this would ensure to mod to run better I have read.


Fallout 3 has a sprint mod to so you maybe can copy the trigger out of it and put it into the NV version.


My modding or editing skills are 0. No experience with it at all. I can only mod my game and create a merged patch but thats it.


I know that a sprint function is in Project Nevada but I dont really like it because it changed to much of the game, even Core. Beside I have some small problems with the mod anyway. Simply not my taste. I would like to have the Sprint Mod only with its Pedometer and what else it adds.


Would anyone be so nice? Hope its not to much, honestly I dont think its much work, at least it doesnt sound so. Not really any knowledge about modding.


Here is the mod at Nexus: http://www.nexusmods.com/newvegas/mods/34943/?


Thanks in advance for anyone who would might be so nice.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I just tried to mess around

Post by Risewild » Sat May 23, 2015 10:42 am

I just tried to mess around with that mod, but since I do not have permission to distribute it and it is always better to teach things to people I will just show you how it is done:




  • Open GECK


  • Load all the Fallout New Vegas, Fallout 3 and TTW masters and plugins (do not select the courier stash ones or any TTW optionals) and also the Sprint Mod as Active File.








  • Select the GECK Object Window and on the Filter Box (top left of the Object Window) write (without the quotation marks " "): "SprintInitializeSCPT" and then select the All Section on the list on the left of the Object Window.






  • This will make the script we need to change appear on the left side of the Object Window. Double click  on the name showing on the Editor ID section (or Right Click on it and choose Edit on the context menu).






  • A window will appear showing the script. Notice the  GetStage VMQ01 , you will need to change that VMQ01 to CG04 (Like Puppettron mentioned on your other thread).






  • After that you can also change the ; exit doc's house but that is only a comment to show what that quest stage is, it doesn't affect the script. When you're done it should look like something like this:






  • All that is left is save the script and then save the plugin.








That should fix it, as soon as you get out of the Vault 101 cave and into the wasteland you should get the Pedometer and the Note Instructions, I tested it and on my game I can sprint using the shift key, didn't try assigning a custom key.


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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

if (GetStage VMQ01 >= 10) ||

Post by RoyBatty » Sat May 23, 2015 11:30 am

if (GetStage VMQ01 >= 10) || (GetStage CG04 >= 10)


That should make it work if you start in either place.


Image

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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Thanks for all the replies.

Post by Postal-Dude » Sat May 23, 2015 12:38 pm

Thanks for all the replies.


I edited the file successfully I think.


Sadly it still doesnt seem to work. Pedometer is simply not added and sprinting doesnt work. Maybe I made a mistake... Who knows. I have enough of it now to be honest. I will just play without Sprint Mod.


Maybe somebody releases a fix once but until then I will simply play without.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

*cough*pn*cough*

Post by Gribbleshnibit8 » Sat May 23, 2015 1:45 pm

*cough*pn*cough*

Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

Well as I said in the other

Post by Royhr » Sat May 23, 2015 1:47 pm

Removed my original post since what I posted apparently doesn't actually work like I thought. So I don't want somebody else to be mislead or to waste their time....



Royhr
Posts: 386
Joined: Tue Mar 03, 2015 3:33 am

BTW adding the masters is

Post by Royhr » Sat May 23, 2015 1:55 pm

BTW adding the masters is very simple. You just need to use FNVEdit. There are instructions to do this in the FAQ I believe. But it's pretty simple to do. I have no real modding skills but even I can do this.... smiley



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Gribbleshnibit8 wrote:*cough

Post by TJ » Sat May 23, 2015 2:10 pm

[quote=Gribbleshnibit8]*cough*pn*cough*[/quote]


I said that! Except apparently PNxCore is not entirely scripted (it mostly is) and it changes too much of the base game (it doesn't change much of anything if you turn everything off). Also, it "just works" with no issue. Who could want that?


@Postal dude - You need NVSE and you need to launch GECK through nvse by making an nvse shortcut and adding "-editor" to the arguments line under properties. Then add what they said above to the script and it'll actually save.


My project Dash is on Kickstarter!



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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Thanks for the tipp with NVSE

Post by Postal-Dude » Sat May 23, 2015 2:35 pm

Thanks for the tipp with NVSE, I did it.


Although it still doesnt work. What I noticed is that it actually doesnt save my edits. I always click on save script and then on save plugin. Doesnt seem to work correctly. Also it doesnt let me add all masters it says multiple master files selected or something. oO Only sprint mod is marked as active.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Go get GECK powerup by HLP

Post by TJ » Sat May 23, 2015 2:38 pm

Go get GECK powerup by HLP off nexus and it'll fix that. Also google GECK load multiple masters for the fix to that.


My project Dash is on Kickstarter!



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