Just a thought, why are vending machines taking caps? I would have thought it would take pre-war money instead, bottle caps are post war currency? and it would at the same time make pre-war money usefull in the game.
A wad of cash is actually accurate. In FO lore $10k is like =equal to $1 due to 100 years of inflation. But this caps = cash for prewar systems exists in base game of FO4, iirc.
Aaaaaand it finally happened, got stuck in a loop with a NPC accessing the Nuka vending machine continuously
I was lucky enough to be standing right infront of a door so I actually had the time getting through that in the split second the Nuka junkie was reaching for his fix.
Never was a problem before because it only popped up once or twice, never looping. Guess I will have to add that snippet of code; I am no scripter but I believe I know where to look and learn how to code that part at least.
Well I guess this was wrong after all: adding this just after the Activate command
if GetContainer == player Else EndIf
Does it not count as a container? Or do I have to End that part and do a new OnActivate for the menus to appear. If they are in the same block it just rolls on? Eh he, no coder as you can see
I am also guessing here that there need to be a check if it is the player activating a vending machine? I haven't looked at the script but I suddenly got the menu popping up and I guessed a NPC was accessing a machine...
I have something I would like to see as either an option or with some help from you, that as long as you pay for the nuka there is a larger inventory - that is, every time you buy a nuka it gets added back. But when you open the machine either through force or lockpick you damage the frail system that has survived and can only get the few bottles left unbroken... or some other explanation. Preferably there will be a chance that it really runs out but I always felt it was odd that every machine only got 0-5 bottles left...
And the menu chose for what is in the machine, might be mod added content! But only the Nuka gets added back of course. Just something to give you yet an other reason to pay for the nuka instead of breaking the machine.
As a thought - why not eliminate the 'pre war money' esp file and just make a sub-dialogue menu so when you select 'Buy Nuka Cola' another box pops up - 'How do you want to pay for it? [Caps] [Pre-war Money]'
That way everyone can get the full effects of the mod, and if people want to role play that you can only use prewar money to buy it, you can ignore the caps option, and vice versa. Alternatively, for people who like the option of both, bam, no more having to juggle more than one file.
Right, been playing a while with the 0.2. As the Pre-war esp is just a setting of a global value and ref the other as a master I get all options when checking a Nuka machine. Which is alright, just different ways to get at it. I have a fuzzy memory of opening one seeing there was Quatum cola and was quiriues if it would dispense that and in what order. But if I first open and see e.g. 3 Quatum and 2 Nuka, when I then close it and activate paying money the inventory changes.
Wouldn't mind seeing a larger inventory as long as you pay, but if you open the vending machine one will find the normal amount.
Might have a look at it myself if I feel like a little head scratching
I forgot to add a extra condition for the existing caps option, so it doesn't hide. I'm uploading a quick fix for that. But about the inventory changing, that is weird. I'll have to look into that.
And I have totally forgot about Quantums, I'm going to add that as a second option in the next version. Not sure about the price though.
Sorry, I think maybe it did not change... I checked a few times, not that they contained any Quatum, but they did contain mod added drink that was present before and after. Which ofcourse sets up the question if the script can dispense what ever food item is in the machine, that would be neat. Then the same script could be attached to the other vending machines too...
Now I am too good at lockpicking ofcourse. You could set it up as chance that gets better at higher skill, but if you fail it breaks a few bottles...
Fun script anyhow, it adds what should have been there from the begining.
Also opening Pulowski Preservation shelters aught to cost a stack of pre-war money
Great, will DL 0.2 when the Nexus server is working better.
This time I might go with the caps, simulating making a working coin. I don't think inflation is so bad that I need a stack of notes getting a Coke, he he.
@masternetra: It isn't hard to change, I just think it's weird to insert a small "brick" of bills to get one nuka cola. Maybe I will make a version for caps and one for pre war money.
39 comments
Luckily you can choose. See the 'Options' section in the description.
I was lucky enough to be standing right infront of a door so I actually had the time getting through that in the split second the Nuka junkie was reaching for his fix.
Never was a problem before because it only popped up once or twice, never looping. Guess I will have to add that snippet of code; I am no scripter but I believe I know where to look and learn how to code that part at least.
Well I guess this was wrong after all: adding this just after the Activate command
if GetContainer == player
Else
EndIf
Does it not count as a container? Or do I have to End that part and do a new OnActivate for the menus to appear. If they are in the same block it just rolls on?
Eh he, no coder as you can see
"Come back to us" (Treebeard voice)
This will be fixed in the new version, but in the meantime you can replace the line
"Begin OnActivate"
with
"Begin OnActivate Player"
Then it will only run when the player activates the container.
If IsActionRef Player (or GetActionRef == player)
Else
EndIf
I believe GetContainer returns the machines container, not the players, which is why it doesn't work.
It still feels like a great addition with lots of potential; maybe even a new Nuka cola landmass, err maybe not
Cheers!
I haven't looked at the script but I suddenly got the menu popping up and I guessed a NPC was accessing a machine...
Cheers!
But when you open the machine either through force or lockpick you damage the frail system that has survived and can only get the few bottles left unbroken... or some other explanation.
Preferably there will be a chance that it really runs out but I always felt it was odd that every machine only got 0-5 bottles left...
And the menu chose for what is in the machine, might be mod added content!
But only the Nuka gets added back of course. Just something to give you yet an other reason to pay for the nuka instead of breaking the machine.
That way everyone can get the full effects of the mod, and if people want to role play that you can only use prewar money to buy it, you can ignore the caps option, and vice versa. Alternatively, for people who like the option of both, bam, no more having to juggle more than one file.
As the Pre-war esp is just a setting of a global value and ref the other as a master I get all options when checking a Nuka machine. Which is alright, just different ways to get at it.
I have a fuzzy memory of opening one seeing there was Quatum cola and was quiriues if it would dispense that and in what order. But if I first open and see e.g. 3 Quatum and 2 Nuka, when I then close it and activate paying money the inventory changes.
Wouldn't mind seeing a larger inventory as long as you pay, but if you open the vending machine one will find the normal amount.
Might have a look at it myself if I feel like a little head scratching
Good plug-in! Endorsed!
And I have totally forgot about Quantums, I'm going to add that as a second option in the next version. Not sure about the price though.
But thanks!
I checked a few times, not that they contained any Quatum, but they did contain mod added drink that was present before and after. Which ofcourse sets up the question if the script can dispense what ever food item is in the machine, that would be neat.
Then the same script could be attached to the other vending machines too...
Now I am too good at lockpicking ofcourse.
You could set it up as chance that gets better at higher skill, but if you fail it breaks a few bottles...
Fun script anyhow, it adds what should have been there from the begining.
Also opening Pulowski Preservation shelters aught to cost a stack of pre-war money
I got a Nuka even though I didn't have any money. When it ran out of Cola I received one pre-money moniker.
Good thinking.
Now one need to re-design the food machines so they work as dispensers instead
This time I might go with the caps, simulating making a working coin. I don't think inflation is so bad that I need a stack of notes getting a Coke, he he.
Cheerio!
@masternetra: It isn't hard to change, I just think it's weird to insert a small "brick" of bills to get one nuka cola. Maybe I will make a version for caps and one for pre war money.