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Groovatron

General help and troubleshooting.
TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'm in and out on the regular

Post by TJ » Thu Feb 14, 2013 5:50 am

I'm in and out on the regular. Haven't even loaded Fallout in a week or so but I slide by here a couple dozen times a day. Gots ta support TTW.


My project Dash is on Kickstarter!



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Well after all that, no dice.

Post by rbroab » Thu Feb 14, 2013 6:34 am

Well after all that, no dice. Sort of...I reorganized my load order, created a merged patch, used a clean save, applied and removed AI, and no Groovatron in sight.


HOWEVER, earlier I said that when I disabled the Groovatron mod and went to load up a save, I wasn't given the "This save file relies on content that is..." After all this, when I disabled the Groovatron to create a clean save, I loaded the game and I WAS given the "This save file relies..." message.


When you are as frustrated with this mod and feel like you've put so much into it and nothing happens, just that little change makes me feel like I've made progress. I'm not giving up yet, and I hope someone comes up with another idea.


I'm not alright, I'm an equal amount of left.

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

Just on a hunch, leave it in

Post by TJ » Thu Feb 14, 2013 12:42 pm

Just on a hunch, leave it in exactly how it was when you got the warning load up your save and run around wherever you're at for at least a minute. Then open up your console and type coc goodsprings. Run around there for at least a minute then if you were in DC coc springvale. This will let us know if it has a script related to actually being in the mojave. If it does I'll strip that part out when I get in from work.


Edit: I meant exactly how it was before you took it out and got the warning. My bad.


My project Dash is on Kickstarter!



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Per your instructions, I

Post by rbroab » Thu Feb 14, 2013 11:09 pm

Per your instructions, I loaded up, created a clean save, closed the game, and disabled the Groovatron mod. Loaded the game, got the message of "This save relies..." and continued anyway and ran around a bit. Opened consoled, entered "coc goodsprings", ran around there a bit. Nothing happened. Entered "coc springvale" and nothing happened.


I hope this is what you meant for me to do, but honestly I don't really know what you might be looking for in this process. If I screwed up a step or was supposed to keep the Groovatron enabled, then my bad.


I'm not alright, I'm an equal amount of left.

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

Yea I screwed up my last post

Post by TJ » Thu Feb 14, 2013 11:21 pm

Yea I screwed up my last post, half asleep this morning and didn't do a good job clarifying when I edited it. You're getting the error if you load a save that previously had it loaded. That's a start. Load everything, Groovatron included. Run around the CW (assuming that's where you are.) Expected result is exactly what's been happening to you. If it actually loads instead cool, we're done. Otherwise (and with it still loaded) coc goodsprings. If it magically drops into your inventory cool- it has a script that checks something NV related. Otherwise a step not included in my above post is hop the train and ride to NV, complete the seen with doc and step outside. Show up? If it did that means it relies on the intro to NV being completed. If you started in NV or are already in NV disregard all this and I'm at a loss.


My project Dash is on Kickstarter!



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rbroab
Posts: 567
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No I haven't gone to NV yet

Post by rbroab » Thu Feb 14, 2013 11:30 pm

No I haven't gone to NV yet so there's still some hope. I will enable the Groovatron and try your method. Both the coc goodsprings and also train ride. I'll edit this post once I get back from that and post results.


 


Well holy s**t tjmidnight420. coc goodsprings, nothing. coc springvale, nothing. Train to New Vegas after intro and dialog with Doc Mitchell worked. That sweet, sweet relief. I really owe you one now, or three if my records correct.


I'm not alright, I'm an equal amount of left.

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

One of the scripts in that

Post by TJ » Fri Feb 15, 2013 12:49 am

One of the scripts in that file relies on the beginning of NV being completed. It can probably be changed to check if enclave radio is enabled a la FO3 DLCs and would then work right out of the box.


My project Dash is on Kickstarter!



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

I think I'm just happy

Post by rbroab » Fri Feb 15, 2013 12:58 am

I think I'm just happy knowing the problem is solved. That said, I'm not going to New Vegas yet and don't plan to do so for a while. You have already done a cap and a half full of things to help me out. I'm not asking that you go and change the script around or upload a new file for me to use. But if you can, completely on your own time and at your leisure, another step by step walkthrough would be nice. When it's finished and I get the mod working, I can upload it here as a TTW Groovatron fix or what have you. You get the gist of it. All that aside, you have saved my hide again, and now I can play TTW without stopping every five minutes to see if I can get mods working.


I'm not alright, I'm an equal amount of left.

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

Open up with FNVEdit and get

Post by TJ » Fri Feb 15, 2013 1:51 am

Open up with FNVEdit and get the FormID of the Groovatron item that's added to your inventory. If there's more than one item listed make note of all of them for reference. Check through the scripts, maybe one of them is labeled in a manner as to make you believe it's the one that adds it to your inventory. If not you'll have to search through them one by one. What you're looking for will look something like this:


 


[collapsed title=Script snippet] 


; Any time you see a semi colon in a script the game ignores it so you're free to put ;whatever after it.


; Most scripters use this method to help explain their scripts. You will be seeing it.


; This first line is more or less from OpAnch slightly modified to make sense with what you'll ;be looking for.


             if ( GetStage CG04 >= 200 ) ; this means if quest CG04 is set to a stage equal or ;more than 200 to do what's listed on the next line.


                       player.additem 00015038 1 ;(who this is affecting)(.)(what is happening (in this case add an item))(space)(FormID of what's being added)(Space)(how many of that Item)


[/collapsed]


So what you'd need to find is something like that, CG04 is escaping the vault I think. I'm not sure off the top of my head what exiting Doc Mitchell's house is but it's not hard to find on Wiki/ in the geck. In groovatron the stage is probably set to the moment you walk out the door of his house, or the moment the quest is marked complete. You can pretty well replace the whole GetStage line when you find it with:


[collapsed title=Snippet again]


        if ( RadioEnclaveRef.GetDisabled == 0 )


[/collapsed]


That'll cause the mod to enable like a FO3 DLC. Also, I did a rudimentary guide on how to set up and work the geck in another thread. Something about how to recompile scripts. Forgot to mention to set Geck to enable multi masters but the guy I was talking to posted how when he found out so make sure to not forget that part.


My project Dash is on Kickstarter!



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Well thanks again for your

Post by rbroab » Fri Feb 15, 2013 2:35 am

Well thanks again for your help. I understand very basic scripting. I've created a few companions with a functioning companion wheel and relax functions. Unfortunately my understanding wasn't enough to make sense of what you posted. Actually I understand what you posted, it was opening things in NVEdit where I got lost. I found the Form ID and located everywhere it was referenced. I found a couple of places in the scripts where the weapon was being added to the player inventory. When I looked further into it is when I became confused. Probably just fear of tampering with scripts too much. Don't want to break the game. But there were a couple of scripts I found that added the weapon, but what followed was just too confusing for my own understanding. Quite a bit of if statements and different parts of the early game.


I'll have to take a look later at your guide and try again another time. It is Valentines day after all and I can't steal away too much time and I would hope you wouldn't either. Never the less, I'm just glad you found the main problem, meaning I don't have to hound you over how to deal with it because now I have specifics.


I'm not alright, I'm an equal amount of left.

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