Now with a bunch of mod support! I tried to make the installer "smart", so it should automatically enable the patches for mods that you have installed. It will also install configuration based on your selected preset. I recommend this be installed last so you don't have to go through the full list yourself! All mods have support for Corner Messages, as well as First Person Messages, Perks, and Quests. I didn't make any "Vanilla - No Skill" presets for the mods, as I don't think its really necessary.
Has full coverage for all included mods in the following guides:
Other than the guides, I picked some of my favorite quest mods, the most popular quest mods, and more. My current setup does not include TTW, so I have not begun work on expanding this to TTW mods, except for a few. The next release will have a bunch of TTW mods too! (That said, everything still works with TTW, and the original text for TTW is still there!)
Full list of supported mods (some smaller patches for these mods may be rolled in/supported too!) :
Version 1.2.0 also covers everything supported by Tutorial Killer as well, with the exception of like 2 TTW mods that aren't on Nexus.
BUG FIX - Version 1.25 Due to a base game limitation, strings longer than 512 characters would cause a CTD when pushed as a Corner Message. As such, the following messages are no longer modified.
Spoiler:
Show
Messages longer than 512 are now ignored, messages marked as "me" were removed due to being similar. [New Vegas] REPCONHQTourMessage14=575 REPCONHQTourMessage02=543 REPCONHQTourMessage06=637 REPCONHQTourMessage11=570 REPCONHQTourMessage10=527 REPCONHQTourMessage09=549 REPCONHQTourMessage01=me REPCONHQTourMessage03=me REPCONHQTourMessage04=me REPCONHQTourMessage05=me REPCONHQTourMessage07=me REPCONHQTourMessage08=me REPCONHQTourMessage12=me REPCONHQTourMessage13=me PrimmMuseumPlaqueMessage=622 PrimmVanceOutfitMessage=me PrimmVikkiOutfitMessage=me
Every new game you have to click or dismiss an option. I dont know if its possible, and have the mod still work, but just not having an annoying popup would be amazing.
Is this when you are attempting to revive Rhonda? If so, activate Rhonda again after doing the repair and select the "Leave Alone" option (the first one) and it should work.
This game code is jank sometimes, and clicking the "Revive" option sets flags that are then acted upon when you use the "Ok" button on the next message box (any message box technically), which this mod makes into a corner message. They should have just made it revive Rhonda when you actually do the repair instead of making it do that process on the next "Ok" message box selection, but oh well. I'll have this fixed by restoring that "Successful Repair" dialog box in the next release.
Yea, just activate Rhonda again after doing the repair and select the "Leave Alone" option. That should do the fade out & revive for Rhonda as the game expects that next "Repair Successful" dialog box to be clicked on to actually do the revival. Selecting the "Leave Alone" option returns the same value as far as the game scripts go, so it triggers the update.
Ugh, WTF. I could have sworn I responded to this comment a while ago, but its not here. Sorry about the late reply then. I had someone else report the same thing recently, so will just (mostly) repeat what I said there.
Is this when you are attempting to revive Rhonda? If so, activate Rhonda again after doing the repair and select the "Leave Alone" option (the first option) and it should work.
This game's scripting does some weird things sometimes, and clicking the "Revive" option sets flags that are then acted upon when you use the "Ok" button on the next message box (any message box technically), which this mod makes into a corner message. They should have just made it revive Rhonda when you actually do the repair instead of making it do that process on the next "Ok" message box selection, but here we are. I'll have this fixed by restoring that "Successful Repair" dialog box in the next release (or may look into something else to fix this). Thanks for the report.
For the SayThis First Person preset, you seem to have forgotten the popup that appears when you try to gamble at a casino you're banned from. The notification you end up getting is "You have been banned from gambling at this casino" as opposed to "I've been banned from gambling at this casino".
Interesting. I set the GameSetting string to "I have been banned from gambling at this casino." from what I can see. I'll test this out though. Thanks!
Not sure if you consider this within the scope of your mod, but for popups like disabling traps and such, I've never and have never heard of anyone ever wanting to have a popup prompt to either disarm or walk away, it always seems to be a firm choice just clicking interact on the object in the first place is a decision to disarm, to my knowledge there was only one mod made that did this, from many years ago but on top of all that it had an esp as well. If you think it's justified to add in this mod it would be awesome to see.
Not a bad idea, but a bit out of scope for this mod. The issue with traps and such is that each trap has its own activate script, and they're coded to work based off the results of that dialog box. Changing how that works requires that the scripts on the objects be altered, which requires an ESP unfortunately. Just Disarm It works this way, and does work very well. That said, I should already cover the "not enough skill to disarm" and "not enough items to re-arm" messages in the "Full" preset, I'll enable those in the "Minimal" too (forgot about them, honestly).
All that said (just thinking "out loud" here), there is the ShowOff:OnPreActivate event which can block an activator from occurring. I think I can hook into this for the traps and just run the trap logic myself without the messages. You've peaked my interest in this, and I'll probably take a look over the next day or so as I want to finish a couple other things first. If I can get it working I would probably release this as its own thing though, depending on its complexity (the items you get from disarming, how easy it is to filter for traps, etc).
Yeah, you just reminded me that is true where the skill prompt does indeed pop-up so I'm glad you want to cover that part. Also thanks for the mod link there, never saw this newer version! Glad to hear you want to take a look into a different solution to this and of course that would be awesome if somehow an espless version was made, but yeah not keen into much scripting myself but I'm glad there is a function that might make it possible. If it ends up being made that would be amazing but no pressure, you don't owe us anything 👍 Thanks for the response ;D
Thanks for letting me know, I can replicate this. Looks like when messages are over about 516 characters (from my testing) they cannot be made into corner messages. I don't see this limitation documented anywhere; the GECK wiki has that messages can't be over 1,023 characters so I figured things would be fine. But, I can trigger this with a few of the very long messages by just using the "ShowMessage" command too. I'll have to make something that tells me which ones are this big so I can remove these from the corner message list.
For now, you can fix this specific one by editing: config\shuddup\000-NV-Misc.jsonand deleting the line: "PrimmMuseumPlaqueMessage":5
It seems that the note added by sweet pain NV outside the saloon on Goodsprings, has the same problem. It crashes my game when read with this mod active.
Should be fixed now in version 1.2.5. I have stopped cornering messages that were over 512 characters. This was a limitation I was not aware of before. I had tested on some "larger" messages, but I guess not ones large enough.
For consistency, I have also removed messages that were similar to ones that were over the limit as well. For example, since 4/10 info plaques in the RepConn Center were over the limit and couldn't be corner messages, NONE of them are corner messages now.
New Version seems to have fixed my console crashes when searching for items when I was using the previous version.
I don't know what specifically was causing the issue in the previous version but whatever you updated in the latest version seems to have fixed it for me. :)
That's fantastic! I added a bit more cleanup at the end of the script, mostly just zeroing out the references to my functions since they are no longer needed. So maybe some "junk" in memory was causing an issue before. Sorry about that if so! Either way, glad to hear its not crashing anymore!
44 comments
Now with a bunch of mod support!
I tried to make the installer "smart", so it should automatically enable the patches for mods that you have installed. It will also install configuration based on your selected preset. I recommend this be installed last so you don't have to go through the full list yourself! All mods have support for Corner Messages, as well as First Person Messages, Perks, and Quests.
I didn't make any "Vanilla - No Skill" presets for the mods, as I don't think its really necessary.
Has full coverage for all included mods in the following guides:
Next up is the Wasteland Survival Guide
Other than the guides, I picked some of my favorite quest mods, the most popular quest mods, and more. My current setup does not include TTW, so I have not begun work on expanding this to TTW mods, except for a few. The next release will have a bunch of TTW mods too! (That said, everything still works with TTW, and the original text for TTW is still there!)
Full list of supported mods (some smaller patches for these mods may be rolled in/supported too!) :
3DNPC New Vegas v0.04
3DNPC TTW
Alternate Start with Delayed Main Quest
Afterschool Special
Autumn Leaves
B42 Melee Bash
Bad Mothafucka LE (Original too)
Barg - Super mutant companion
The Better Angels
The New Bison Steve Hotel and Lucky Casino
Caravan Guard - Remastered
Checkpoint Gary
Claim the Mojave (NV ONLY)
The Couriers Cache
Cyberware 2281 (+OWB)
CyberJAM
DEIMOS
Delay DLC Redux
DMT - Dead Money Tweaks - Complete Overhaul
Essential DLC Enhancements Merged
Essential Vanilla Enhancements Merged
Fallout Who Vegas Complete Edition
Famine - A Loot Rarity Mod
Functional Post Game Ending
The Haunted Casino
House's Securitron - Voiced Companion-Questgiver
The Inheritance
JSUE (+Push's Tweak) / SawyerBatty / Vigor
King of the Ring
The Living Desert
Lucky Jim's Cache
Mobile Truck Base Remastered
The Mod Configuration Menu
Mojave Squads
Molerat - New Fully Voiced Companion
More Perks + More Companion Perks + More Traits + All DLC
New Blood
New Vegas Bounties I LE (Original too)
New Vegas Bounties II
New Vegas Bounties III
New Vegas Killer LE (Original too)
Project Nevada
Race To The Bottom
Russell
Salt Lake Stories
Salt Lake Stories - Text and NPC Tweaks
Salt Lake Stories Improvements
Delay Salt Lake Stories
Scratch - A Ghoulish Companion - NV Conversion
Simple Diseases
Sweet Consumables NV
Sweet Healing Systems
Sweet 6 Shooter Perks - TTW - NV (NV ONLY FOR NOW!)
Sweet Perk Overhaul (NV ONLY FOR NOW!)
Sweet Pain NV
Sweet Style Bounties
Underwater Home
Unofficial Patch NVSE Plus
Vault 42 - Personal Fallout Shelter
The World We Knew
Willow - A Better Companion Experience
The Yes Man Companion Mod
Yukichigai Unofficial Patch - YUP
Zion Trail
Zion Trail Enhanced
Zion Trail Tweaks
S6S Zion Trail Patch
Yet Another Zion Trail Tweaks
Version 1.2.0 also covers everything supported by Tutorial Killer as well, with the exception of like 2 TTW mods that aren't on Nexus.
BUG FIX - Version 1.25
Due to a base game limitation, strings longer than 512 characters would cause a CTD when pushed as a Corner Message. As such, the following messages are no longer modified.
Messages longer than 512 are now ignored, messages marked as "me" were removed due to being similar.
[New Vegas]
REPCONHQTourMessage14=575
REPCONHQTourMessage02=543
REPCONHQTourMessage06=637
REPCONHQTourMessage11=570
REPCONHQTourMessage10=527
REPCONHQTourMessage09=549
REPCONHQTourMessage01=me
REPCONHQTourMessage03=me
REPCONHQTourMessage04=me
REPCONHQTourMessage05=me
REPCONHQTourMessage07=me
REPCONHQTourMessage08=me
REPCONHQTourMessage12=me
REPCONHQTourMessage13=me
PrimmMuseumPlaqueMessage=622
PrimmVanceOutfitMessage=me
PrimmVikkiOutfitMessage=me
[TTW]
MQ02MuseumPlaqueFlagMessage01=517
MQ02MuseumPlaqueArmsMessage03=550
MQ02MuseumPlaqueArmsMessage01=me
MQ02MuseumPlaqueArmsMessage02=me
MQ02MuseumPlaqueFlagMessage02=me
MQ02MuseumPlaqueMedalsMessage01=me
MQ02MuseumPlaquePortraitsMessage01=me
MQ02MuseumPlaqueRenovationMessage01=me
MQ02MuseumPlaqueRocketMessage01=me
MQ02MuseumPlaqueSkeletonMessage01=me
MQ02MuseumPlaqueSSuitMessage01=me
MQ02MuseumPlaqueStealthBoyMessage=me
MQ02MuseumPlaqueVertibirdMessage01=me
MQ02MuseumPlaqueVirgoIIMessage01=me
MQ02MuseumPlaqueWrightMessage=me
MQ04DiaryMessage=524
[Lonesome Road]
NVDLC04NukedLegionMSG=591
NVDLC04NukedNCRMSG=566
NVDLC04NukedBothMSG=761
[Autumn Leaves]
ALRobsonMemories2MSG=641
ALDarrenDreamsMSG=787
ALDarrenExplosion1MSG=568
ALDarrenExplosion2MSG=me
ALDarrenDrunkMSG=515
ALDarrenDrunkAgainMSG=me
ALDarrenFirstReasonMSG=707
ALBaronPonteMSG=693
ALCartwrightTerminalMSG=691
ALIgnacius2MSG=929
ALIgnacius1MSG=633
ALPerkDesc1MSG=594
ALPerkDesc2MSG=558
ALPerkDesc3MSG=me
ALPerkDesc4MSG=me
ALDarrenTrueReasonMSG=784
ALRobsonMemoriesMSG=712
ALRobsonLastMSG=705
ALRobsonSecondMSG=me
ALDarrenLastJournalMSG=755
[The Inheritance]
aaBallarmsPosterMessage=790
aaBallarmsPosterMessage01=me
[Fallout: Who Vegas]
fwvTardisIndexEnemyCybermenMSG=674
fwvTardisIndexEnemyDaleksMSG=808
fwvTardisIndexEnemyAutonMSG=641
fwvTardisIndexEnemySilurianMSG=592
fwvTardisIndexEnemyAngelMSG=me
fwvAutonMurderResearchMSG=732
fwvXORiverSongHelloSweetieMESG=682
fwvProtocolInfo07=683
fwvProtocolInfo01=me
fwvProtocolInfo02=me
fwvProtocolInfo03=me
fwvProtocolInfo04=me
fwvProtocolInfo05=me
fwvProtocolInfo06=me
fwvProtocolInfo08=me
fwvProtocolInfo09=me
fwvProtocolInfo10=me
fwvProtocolInfo11=me
fwvProtocolInfo12=me
fwvProtocolInfo13=me
fwvProtocolInfo14=me
fwvProtocolInfo15=me
fwvAutonMaskFoundMESG=654
fwvXOMoonBossMessage=695
fwvXOZetaEnterWarningMESG=598
fwvMoonCybermanBossEMPMESG=577
fwvXOSilurian1stEncMESG=748
fwvXOSilurianBookMESG03=811
fwvXOSilurianBookMESG02=907
fwvXOSilurianBookMESG01=591
fwvXOAngelMotelReturnParadoxMsg=902
fwvAngelMotel2044Message=563
fwvGorlaxWarningMESG=me
fwvGorlaxWarningMESG2=681
fwvStrngCyberDummyFailedMesg=715
fwvCyberControlPanelLoadingMesg=515
fwvXOSilurianPDAMESG3=832
fwvXOSilurianPDAMESG=me
fwvXOSilurianPDAMESG2=me
fwvXOSilurianPDAMESG4=me
fwvMoonBreatheStupidMESG=517
fwvBookJohnSmithMESG=653
fwvAutonTankWow=692
[Underwater House]
AAAswitchDLC01NOMSG=1125
[Afterschool Special]
BalokInstallSolarPanelSuccess=850
BalokPlasterWindowsSuccessMSG=820
[Race to the Bottom]
aaRTBModCompleteMsg=810
[Willow]
FollowerMessageWillowTeddyChallengeMsg=765
FollowerMessageWillowPencilAnnouncement=574
FollowerMessageWillowGeckoSlayerAnnouncement=me
[Sweet Pain]
MSGGSSewerNote=688
[Claim the Mojave]
RTCCommandMSGFiend=632
"Where do I think I'm going? Nobody gets away. I deal double damage to fleeing targets, and +50%% damage to cloaked targets."
Should be
"Where do you think you are going? Nobody gets away. I deal double damage to fleeing targets, and +50%% damage to cloaked targets."
https://www.nexusmods.com/newvegas/mods/67022
Every new game you have to click or dismiss an option. I dont know if its possible, and have the mod still work, but just not having an annoying popup would be amazing.
enter building with Rhonda
Leave the building with Rhonda
Console
prid e84a4
resurrect
This game code is jank sometimes, and clicking the "Revive" option sets flags that are then acted upon when you use the "Ok" button on the next message box (any message box technically), which this mod makes into a corner message. They should have just made it revive Rhonda when you actually do the repair instead of making it do that process on the next "Ok" message box selection, but oh well. I'll have this fixed by restoring that "Successful Repair" dialog box in the next release.
Yes, exactly so!
Yea, just activate Rhonda again after doing the repair and select the "Leave Alone" option. That should do the fade out & revive for Rhonda as the game expects that next "Repair Successful" dialog box to be clicked on to actually do the revival. Selecting the "Leave Alone" option returns the same value as far as the game scripts go, so it triggers the update.
Is this when you are attempting to revive Rhonda? If so, activate Rhonda again after doing the repair and select the "Leave Alone" option (the first option) and it should work.
This game's scripting does some weird things sometimes, and clicking the "Revive" option sets flags that are then acted upon when you use the "Ok" button on the next message box (any message box technically), which this mod makes into a corner message. They should have just made it revive Rhonda when you actually do the repair instead of making it do that process on the next "Ok" message box selection, but here we are. I'll have this fixed by restoring that "Successful Repair" dialog box in the next release (or may look into something else to fix this). Thanks for the report.
All that said (just thinking "out loud" here), there is the ShowOff:OnPreActivate event which can block an activator from occurring. I think I can hook into this for the traps and just run the trap logic myself without the messages. You've peaked my interest in this, and I'll probably take a look over the next day or so as I want to finish a couple other things first. If I can get it working I would probably release this as its own thing though, depending on its complexity (the items you get from disarming, how easy it is to filter for traps, etc).
Thanks for the response ;D
For now, you can fix this specific one by editing:
config\shuddup\000-NV-Misc.json
and deleting the line:"PrimmMuseumPlaqueMessage":5
For consistency, I have also removed messages that were similar to ones that were over the limit as well. For example, since 4/10 info plaques in the RepConn Center were over the limit and couldn't be corner messages, NONE of them are corner messages now.
Let me know if you continue to have any issues!
I don't know what specifically was causing the issue in the previous version but whatever you updated in the latest version seems to have fixed it for me. :)