Fallout New Vegas
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15 comments

  1. moikle
    moikle
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    This doesnt seem to work, even with ALL other mods disabled, all I get is the default message explaining how snowglobes work. (unless the goodsprings one doesn't have a special message?)
  2. Hello there. it seems there is a slight but somewhat inconvenienent conflict with TTW. since TTW increments a challenge called TTWChallengeKitschMaster.
    TTW code for some convience if you'd like to see whats up with TTW
    -vSnowGlobeScript:
    Spoiler:  
    Show
    scn vSnowGlobeScript
    BEGIN OnAdd Player
    set VDialogueLucky38Penthouse.iSnowglobeCount to (VDialogueLucky38Penthouse.iSnowglobeCount + 1)
    IncrementScriptedChallenge TTWChallengeKitschMaster
    if VDialogueLucky38Penthouse.bFirstSnowGlobeMessage == 0
    ShowMessage vSnowglobeFirstMessage
    set VDialogueLucky38Penthouse.bFirstSnowGlobeMessage to 1
    elseif VDialogueLucky38Penthouse.bFirstSnowGlobeMessage == 1
    showmessage VSnowglobeMessage
    endif
    set VDialogueLucky38Penthouse.iSnowglobeTotal to (VDialogueLucky38Penthouse.iSnowglobeTotal + 1)
    if VDialogueLucky38Penthouse.iSnowglobeTotal == 7
    AddAchievement 10
    endif
    END
    BEGIN OnDrop Player ; [NOTE: According to the online guide, "OnDrop" will not fire if an item is removed using "RemoveItem" (as this one is) because the item is destroyed...
    ; ...and as a result "iSnowglobeCount" is not getting decremented (Player can get Caps from Jane w/o having snowglobes. Adding this same line to...
    ; ..."vSnowGlobeEnablerSCRIPT" (where the item is removed) to fix issue# 22563. Leaving the line here to cover when/if Player actually drops one in the world.] 
    set VDialogueLucky38Penthouse.iSnowglobeCount to (VDialogueLucky38Penthouse.iSnowglobeCount - 1)
    END
    NVDLC01SnowGlobeScript:
    Spoiler:  
    Show
    scn NVDLC01SnowGlobeScript
    ;This script controls snowglobe functionality for NVDLC01.
    ;Unlike FNV snowglobes, when the player picks this up it instantly is added to the collection.
    ;We still pop up the regular snowglobe message though.
    ;CES 9/29/10
    ref rNVDLC01Snowglobe;Static snowglobe reference stored for using PlaceAtMe
    BEGIN OnAdd Player
    ;Check to show snowglobe messages
    if (VDialogueLucky38Penthouse.bFirstSnowGlobeMessage == 0)
    ShowMessage vSnowglobeFirstMessage
    set VDialogueLucky38Penthouse.bFirstSnowGlobeMessage to 1
    elseif (VDialogueLucky38Penthouse.bFirstSnowGlobeMessage == 1)
    showmessage VSnowglobeMessage
    endif
    ;Enable the Static Version in the Lucky38
    set rNVDLC01Snowglobe to STGlobeREF.PlaceAtMe NVDLC01SnowglobeSTATIC 1
    ;Move it to the correct position
    rNVDLC01Snowglobe.SetPos X 1721.464
    rNVDLC01Snowglobe.SetPos Y -9828.7227
    rNVDLC01Snowglobe.SetPos Z 11092.6885
    ;Give caps reward.
    Player.AddItem NVDLC01SierraMadreChip 2000
    IncrementScriptedChallenge TTWChallengeKitschMaster
    ;Remove the picked up item from player's inventory.
    removeme
    END ;OnAdd Player


    NVDLC02SnowGlobeScript
    Spoiler:  
    Show
     directly after giving the player caps isIncrementScriptedChallenge TTWChallengeKitschMaster

    NVDLC03SnowGlobeScript
    Spoiler:  
    Show
    also directly after giving the caps IncrementScriptedChallenge TTWChallengeKitschMaster

    NVDLC04SnowglobeSCRIPT
    Spoiler:  
    Show
    scn NVDLC04SnowglobeSCRIPT
    ; This script controls snowglobe functionality for NVDLC04.
    ; Unlike FNV snowglobes, when the player picks this up it instantly is added to the collection.
    ; We still pop up the regular snowglobe message though.
    ; JSH 01/28/11
    ref rNVDLC04Snowglobe;Static snowglobe reference stored for using PlaceAtMe
    BEGIN OnAdd Player
    ;Check to show snowglobe messages
    If (VDialogueLucky38Penthouse.bFirstSnowGlobeMessage == 0)
    ;ShowMessage vSnowglobeFirstMessage;
    Set VDialogueLucky38Penthouse.bFirstSnowGlobeMessage to 1;
    Elseif (VDialogueLucky38Penthouse.bFirstSnowGlobeMessage == 1)
    ;ShowMessage VSnowglobeMessage;
    Endif
    ; Inform the player that it's been added to the Lucky 38 collection.
    ShowMessage NVDLC04SnowGlobeMsg;
    ;Enable the Static Version in the Lucky38
    Set rNVDLC04Snowglobe to STGlobeREF.PlaceAtMe NVDLC04SnowglobeSTATIC 1;
    ;Move it to the correct position
    rNVDLC04Snowglobe.SetPos X 1654.6339;
    rNVDLC04Snowglobe.SetPos Y -9828.7686;
    rNVDLC04Snowglobe.SetPos Z 11092.6885;
    ;Give caps reward.
    Player.AddItem caps001 2000;
    ;Remove the picked up item from player's inventory.
    RemoveMe;
    END

    so essentially you just need to add IncrementScriptedChallenge TTWChallengeKitschMaster and ttw compatibily is here
    1. LimeMods
      LimeMods
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      Sweet, thanks I never spotted that.
      I can update the scripts when I get a moment.
      Tracking as a bug for now.
    2. alan893
      alan893
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      holy hell you're fast
    3. LimeMods
      LimeMods
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      I think you commented right as I logged in lol.

      I'm assuming I'll need to add some TTW installed or not check to the script - as I don't think adding the line:
      IncrementScriptedChallenge TTWChallengeKitschMaster

      will compile on non-TTW installs if I'm thinking about this correctly.
    4. alan893
      alan893
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      Add an if statement with IsModLoaded for it to work on both TTW and FNV
      if IsModLoaded "TaleOfTwoWastelands.esm"
      IncrementScriptedChallenge TTWChallengeKitschMaster
      endif
      source of the function: https://geckwiki.com/index.php?title=IsModLoaded
      it really is that easy to check if a mod is loaded, the function comes in xNVSE, so it works on both Native FNV and on TTW in one file, esp-less or not. 
      Hope this helps a bit
    5. LimeMods
      LimeMods
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      Right enough, thanks for the info - I'm a little out of practice with scripting.

      I'll get to work!
    6. LimeMods
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      Hmm, unfortunately - geck refuses to save the line "IncrementScriptedChallenge TTWChallengeKitschMaster" without TTW loaded in the geck.
      Doing this would make TTW a master to the mod.
    7. alan893
      alan893
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      Hmm after checking myself, it does require ttw to even save. I could most likely send an esp through discord or smh tho only if you agree
      but the script won't work without ttw so two versions of the mod will be needed
    8. LimeMods
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      Wonder if creating an empty challenge would work - then again - loading after TTW would overwrite it with the blank one.

      Alterantively yeah - seperate file for TTW
    9. alan893
      alan893
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      Got it using:IncrementScriptedChallenge (GetFormFromMod "TaleOfTwoWastelands.esm" 7B38)
      firstly (not covered here) it checks if TaleOfTwoWastelands.esm is loaded
      after that it gets the challenge id and then increments it. here's the link to the other minor conflicts solved on pastebin by me
      https://pastebin.com/rgj65YAS covered in the bug report. It actually works and compiles both in game and in geck.Works for both versions. This took me way too much time for me to keep count. It also does not add TTW to its master
  3. dwarvenqueen
    dwarvenqueen
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    And when the world needed the avatar LimeMods the most, he returned. Banger work as always!
    1. LimeMods
      LimeMods
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      Appreciated ☺️
  4. STMsystem801
    STMsystem801
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    Would this be compatible with snowglobe perks? 
    1. LimeMods
      LimeMods
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      I don't see why not - but you would have to test.

      I don't currently have snowglobe perks installed.