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Scripting - Project Nevada Sprint

General mod discussion and requests.
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Anacostia Crossing
Posts: 60
Joined: Mon Mar 24, 2014 7:45 am

Scripting - Project Nevada Sprint

Post by Anacostia Crossing » Sat May 07, 2016 12:44 pm

Has anyone any idea if it's possible to force PN sprint via script?


I tried forcing holdkey but it can't work due to the PN check "if (isKeyPressed sprintKey 2) == 1". I tried setting sprintPressed to 1 too. Other than that, I can't think to anything else and after few tests I reached a dead end, so if someone has an idea I would really appreciate it, thank you



Anacostia Crossing
Posts: 60
Joined: Mon Mar 24, 2014 7:45 am

Thanks Luthien, I was

Post by Anacostia Crossing » Sat May 07, 2016 3:00 pm

Thanks Luthien, I was supposing so. I was hoping in some workaround introduced by PN itself and that I couldn't find in the code by myself.


I don't think that disabling it would be a viable solution, since it would go against what I'm trying to do - making some less intrusive auto-patch without modifying any vanilla or mod record, not using masters as requisites, 100% sscripted with some buildref and some version check with hash (remember when I asked you about that?)


Which is also the reason why, after your answer, I guess I'll drop this whole PN compatibility feature :-/



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

I just pulled the twos out. I

Post by TJ » Mon May 09, 2016 2:23 pm

I just pulled the twos out. I required PN as a master for my hotkey mod to enable me to do this, but I believe there's a way you can use NVSE to swap PN's script with your own without requiring it as a master.


My project Dash is on Kickstarter!



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