Fallout New Vegas
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  1. Noxoumet
    Noxoumet
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    Ok i just succeeded in editing and saving the script in a jiffy. It seems i am not the only one who wants to edit the values here. In my case, i doubled the prerequisite levels, since i uped the level cap to 100. So, in hopes this is helpful to at least a few people in this world, i went through the hassle and made another tutorial, about editing scripts. I can't make mods, so, at least, let me contribute somehow. As always, i will go into details and start from the beginning, because i can never know where people may stumble. Better safe than sorry. In this tutorial, i mean simple edits that anyone can manage in 3 minutes (tops, and for real) without needing a doctorate in computer science. It is not about coding, but merely editing numbers and other such straighforward variables. The tutorial is long because over detailed, as i said, not because it is complicated. Plus, it obviously applies to other mods as well, as long as you read carefully and pay attention to what you do.

    TUTORIAL FOR MAKING SIMPLE SCRIPT EDITS IN GECK:

    1- In order to edit scripts, you obviously need to download GECK, and install it in your 'Fallout New Vegas\Data\' folder. I won't delve into it in too much details here, because you can easily find details elsewhere. It is pretty straighforward anyway.

    2- Once done and tested (launch it once to check), you need to edit GECKCustom.ini that you will find in 'C:\[...]\Documents\My Games\FalloutNV'. If the file doesn't exist, create it (but using the GECK by launching it, should create it. Probably ^^). Add 'bAllowMultipleMasterLoads=1' somewhere in the .ini file. This is absolutely necessary, because otherwise, the GECK will refuse to load your mods. Because many mods have more than one master (FalloutNV.esm, DeadMoney.esm, HonestHearts.esm, etc etc...). This line allows the GECK to load plugins that have more than one master. So, it is absolutely necessary if you want your GECK to work. You can find more details by following this linkto Bethesda Tutorial GECK Setup.

    Plus, depending on what you want to do, you may have to download and install GECK Extender. For what we will do in this tutorial, this is not mandatory, but it may be advisable to install it anyway, since the GECK will be a pain if you don't and try to do more things with it.

    3-
    Here may be the most important part. If you are loading a script that relies on functionalities that do not exist in the base game, you won't be able to work on those scripts in the GECK. This includes saving them. It should be obvious when you think about it. You can't call someone on the phone who does not exist, so to speak. A simple way to identify the mods that introduce that kind of script is to look at their prerequisites. Here, 'Simple DLCDelay' requires the JIP plugin. Meaning, there is a good chance this script uses functions the base GECK won't recognize. How to solve this? By launching the GECK through your NVSE. How to do so? It is actually pretty simple. Go into your Fallout New Vegas/ game folder. Create here and there a shortcut for nvse_loader.exe. Right click on the shortcut you just created, go to properties (i guess. Again, my windows is in french. Not that yours needs to be). Find the 'target' entry. Simply add '-editor' at the end of the line (without the ' '), without deleting anything.  Then save. You can rename your shortcut in order for it to display more obviously what it is. I simple renamed mine 'nvse_loader.exe - GECK'. From here on, by lauching the GECK from there, the editor will be able to recognize functions and scripts it couldn't before. Once it is done once, it is done. Takes 20 seconds tops. The NVSE team is always on top of things.

    4- Now, launch the GECK through the shortcut. Once the GECK is opened, you need to load a file, using the folder icon at the top left. You can achieve the same result by using the menu: File > Data... Once you have clicked there (or used the file File > Data...), a prompt will appear, listing all the plugins in your load order. You shouldn't deselect the base game plugins (which tend to be masters to most mods anyway), and instead only worry about finding the plugin containing the scripts you want to edit. In this case, we will select 'Simple DLC Delay.esp'. But before you press OK...

    5- You need to activate the one mod you will edit. It is about telling the GECK on what file you will work. Doing this is pretty straightforward. Once selected in the list, press the 'Set as active file' button below. At the right of the plugin name, you will notice the entry 'Plugin File ' will become 'Active File', and the box next to the plugin name will be checked automatically. Once this is the case, press 'OK' and let the GECK load your stuff (it should load all the plugin's master files automatically, hence why it is pointless to deselect most original .esp and .esm. A patch will load the mods it patches, for example). It may take some time depending on how much you load, and how fast your CPU is. Once done, just let the GECK opened like that. We will come back to it soon.

    6- Now, to script editing. The first step is to know the name of the scripts you want to edit. For this, i use FNVEdit. You only need to load stuff there, so, there is nothing hard. You only need to load stuff and read what is written. That's it. Load everything when the prompt opens at launch. It is the fastest. After that, in order to find your plugin, you may press 'the 'Name' tab at the top of the left panel. This should order your list alphabetically, the ways windows does, too (otherwise, if you have 146 plugins like me, it may become a reaaalllll hassle to find it).

    7- In this case, you are looking for 'Simple DLC Delay.esp'. Find it in the left panel, then click on the "+" next to it, it order to unfold the contents. You will find several more sub-categories in there. Unsurprinsingly, the one you are looking for is 'Scripts'. Unfold the contents again by pressing on the "+" next to it, and look at what is inside. Here you will see a list of the scripts used by the mod. If named properly, the scripts should be easier to identify in the GECK. Here, they are all preceded by NVDLCDelay, wich is pretty self-explanatory. Thanks to the author. Keep FNVEdit opened for reference, and let's go back to the GECK.

    8- Back in the GECK, look for the pen icon on the topmost toolbar. It is the 16th starting from the left on my GECK. If you can't see the toolbar, go to View > Toolbar and check it. Once you clicked on the pen icon, a small window will open. Click on 'Script > Open' or click on the small opening folder icon at the top left, and a prompt will appear, with a very long list of hardly readable script names. But, you already know where to look at. It  is ordered alphabetically. So, just remember you still have FNVEdit opened, scroll down to the scripts names that start with 'NVDLCDelay' and select one with a double click. A small window will open, displaying the script. It will look like a notepad format of sort, pretty easy to skim through. You may already know where the edits you want to perform are, or maybe you don't. In my case, i wanted to modify the requisite levels before the quest launch scripts kick in.

    9- As i said, it is not about coding. If you want to try to code, you can always read this tutorial, called Scripting for Beginners. But obviously, if you don't have any experience with scripts, not even this will make your life easy. The script that contained what i wanted to edit was 'NVDLCDelayOnMenuCloseUDF'.  Here is what it looks like inside:

    Spoiler:  
    Show
    scn NVDLCDelayOnMenuCloseUDF

    int    iMenuID

    begin Function {iMenuID}

        if iMenuID == 1027

            if PlayerREF.GetLevel == 20
                if NVDLC01MQ00.DoOnceMessage == 0 && NVDLC01RadioStationRef.GetDisabled
                    NVDLC01RadioStationRef.enable;
                    ForceRadioStationUpdate;
                    ResetPipboyManager;
                endif
            elseif PlayerREF.GetLevel == 10
                if NVDLC02MQ00.nEnableDLC == 0 && NVDLC02JedRadioTAREF.GetDisabled
                    NVDLC02JedRadioTAREF.Enable;
                    StartQuest NVDLC02RadioMessage;
                    ForceRadioStationUpdate;
                    ResetPipboyManager;
                endif
            elseif PlayerREF.GetLevel == 15
                if NVDLC03MQ00.nEnableDLC == 0 && NVDLC03RadioREF.GetDisabled
                    NVDLC03RadioREF.Enable;
                    StartQuest NVDLC03RadioBroadcast;
                    ForceRadioStationUpdate;
                    ResetPipboyManager;
                    PlaySound NVDLC03UIRadioSignalFound;
                endif
            elseif PlayerREF.GetLevel == 25
                if NVDLC04MQ00.nEnableDLC == 0 && GetHasNote NVDLCDelayRadioSignalNote == 0
                    AddNote NVDLCDelayRadioSignalNote;
                endif
            endif
        
        elseif iMenuID == 1023

            if GetNoteRead NVDLCDelayRadioSignalNote
                if NVDLC04MQ00.nEnableDLC == 0
                    set NVDLC04MQ00.nEnableDLC to 1;
                endif
            endif

        endif

    end


    You can tell which DLC each part refers to thanks to 'NVDLC0X', where 'X' is the number of the DLC, by launch date. You can also see that i bolded the numbers to change. The function 'PlayerREF.GetLevel' is pretty self-explanatory. It checks for the main character's level, and when it reaches the number after the ==, the function triggers. Simply understanding this much is enough to be confident that these numbers are the requisite levels i wanted to change. And so, i did. It takes paying attention, and testing, nothing more.

    10- Once you edited everything you wanted to edit, save the script: 'Scripts > Save'. Or clik on the disk icon to the top left. Or click on the red arrow to the top right. But NEVER CLICK ON THE RED DISK IN THE CENTER. This won't save what you want, and you will probably jump from the roof if you do. If you don't know why, you can always read the very short wiki page Edit Scripts. It will tell you. Still, if you couldn't save your edits before, and you did what i said at step 3, it should work without a hitch.

    In Conclusion:

    And here it is. The text is long, but once you can do it without having to read this, it will take you a few minutes at most, and most of this time will be spent looking for the right thing to edit in the notepad-like window. In case this was useful to someone, please tell me. It would be better, obviously, if i didn't do this for naught. I do have the time to do this, but it still took some efforts. Have fun !
    1. Hulgore
      Hulgore
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      • 8 kudos
      I think people will be better off using FNVEdit. Just select the .esp of this mod, once it's loaded unroll it's content and click on script.

      Then click on NVDLCDelayOnMenuCloseUDF

      On the right panel find the line SCTX - Script Source. Mouse over the line on the right that begins with 'scn NVDLC...', shift + double-click it.

      In the window that opens you see 4 lines with a number at the end that corresponds to the levels shown by this mod description page. Adjust these 4 numbers to your liking

      Ctrl+S to save, then close FNVEdit
  2. harimau93
    harimau93
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    • 19 kudos
    outdated no longer working
    1. PresidentPhoenix
      PresidentPhoenix
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      Works on my machine
  3. Crestfall69
    Crestfall69
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    Hi. I want to change the requirements so I can play the DLCs in release order. So something like:
    Dead Money -> 10
    Honest Hearts -> 15
    Old World Blues -> 20
    Lonesome Road -> 25

    Any pointers on how I can change it myself?
    1. mastahbossu
      mastahbossu
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      You'll have to edit the scripts with GECK.
    2. Pokpong14
      Pokpong14
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      where? How?
    3. mastahbossu
      mastahbossu
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      Open up the mod with GECK, search for the scripts "NVDLCDelay" and make your edits.

      You can find more info on https://geckwiki.com, but it's probably easier to use Youtube tutorials.
    4. mr5nrub
      mr5nrub
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      Tried this and it gave me a headache. Hoping someone somewhere who has the intelligence skill requirement can edit the necessary scripts and release a modified esp at some point
    5. Noxoumet
      Noxoumet
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      Seems to me that the numbers are in 'NVDLCDelayOnMenuCloseUDF'. Problem is, the GECK doesn't compile it when i save. The GECK wiki doesn't seem to warn of any other necessary steps, either. When i save, it simply doesn't save. The .esp is set as the active one when loading, i don't have the script opened anywhere else, and i only changed the numbers: 10, 15, 20, 25 >>> 20, 30, 40, 50. I tried with lower numbers, too, with no luck.
    6. ARVSPEX
      ARVSPEX
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      I made similar modifications to the script myself just a few days ago and had no issues whatsoever. Is this the only mod script proving difficult to modify?
      Also, just to verify, are you using the GECK Extender? Because for me vanilla GECK was extremely temperamental and borderline unusable.
    7. Noxoumet
      Noxoumet
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      It was a JIP/NVSE related problem. Looks like the GECK couldn't save scripts it couldn't understand, or something. I solved my problem and wrote a full tutorial in previous page, in case anyone may have difficulties with basic script editing. If it helps one person, it will be worth the effort. And i don't really care if anyone ever call the post a spam :)

      But the 3 who posted above would probably benefit from it, so it is fine i guess.
  4. deleted150923488
    deleted150923488
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    This is bizarre: it was working just fine for me, and then all of the sudden I started a new game, and it just decided to stop working for no reason whatsoever.

    edit: It turns out, I had it too high in the load order. 
  5. wkwelton0430
    wkwelton0430
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    My game crashes on start up and I think its this and https://www.nexusmods.com/newvegas/mods/47880 conflicting with each other. Any one else getting similar results?
    1. deleted150923488
      deleted150923488
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      I'm going to test this out now.

      edit: Okay, I see what you mean. Try this one instead: https://www.nexusmods.com/newvegas/mods/46251
  6. Anarchistfly
    Anarchistfly
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    I wish I could start the game with the Courier's Stash, I've gone and disabled this pack but it seems none of my DLC are showing up still. Confused.

    I'm running this in contingency with Ange1witch's collections, and it appears this is the only thing messing with the DLC quests. Bummer.
  7. Swittz
    Swittz
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    This works great other then one thing; my OWB radio hasn't popped up on my pipboy yet, even though the quest did when I got close to the drive in at lvl 27.
    all other radios and quests activated correctly.
    nvm actually, haven't gotten the message for the divide.
  8. Seathros
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    Does this also stop you from getting the items upon start of game? Just curious, not hating it... was tired of having so much weight at the start of game, lol.
    1. HeartbeatCity
      HeartbeatCity
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      https://www.nexusmods.com/newvegas/mods/44171?tab=files

      You want the second file there. It disables the starter packs.
  9. irishbutcher
    irishbutcher
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    much needed mod, cheers
  10. Epolbadare
    Epolbadare
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    .