any information you could provide on your implementation would be wonderfully helpful. i shall of course dissect the esm but hearing first hand any particular tricks used would be a boon
may iask did you use any software to produce your ui xml or did you make it the old fashion way by editting line for line, im interested what the options are with InjectUIXML
It would be interesting if someone could use this to replace the lockpicking minigame for safes. I always thought it was a waste that they had a keypad on them but no way to use it
No worries then. Happens to the best of us. Hope I didn't come off too aggressive. I can't wait to see who's the first to add "0451" somewhere in the game.
Oh I forgot to ask, is it possible to make codes longer than 4 digits or might it be in the future?
2) It will only set 1 code per activation - You can setup a counter so that the code changes the second time you interact with it and so on
3) Probably since the passcode is handled by the modder. They'd just need to generate 4 random digits on NewGame and then pass those to the set code function
I always wondered how such a simple thing wasn't already part of FNV, thank you I hope this and the book menu thing that was made a while ago on the nexus are elaborated on further in the future.
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InjectUIXML allows you to inject any xml file into any loaded game menu
Keypad Safe Mod
Oh I forgot to ask, is it possible to make codes longer than 4 digits or might it be in the future?
There are lots of broken mods from 2013 that can't be fixed because they have strict permissions and the authors are no longer available to contact.
IMO fully open permissions should be the DEFAULT, it encourages a healthier modding community.
1) Set a script (or part of it) to run if a wrong code has been introduced thrice in a row.
2) Set different codes to produce different results.
2) Designate a random code as valid on a per-playthrough basis, and have it also be mentioned in a note.
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2) It will only set 1 code per activation - You can setup a counter so that the code changes the second time you interact with it and so on
3) Probably since the passcode is handled by the modder. They'd just need to generate 4 random digits on NewGame and then pass those to the set code function
i really like when games let you skip stuff by meta-knowledge of passcodes on 2nd playthroughs