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johndoebowler

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  1. The render window is super sluggish for me as well when it loads every visible cell every time you move. I believe there's a setting that tells it not to load additional cells when you move around. It should be "Allow Render Window Cell Loads", but I'm not 100% sure.
  2. Disclaimer: this has been asked a few years ago, but didn't find an answer. I am in need of finding the ObjectRef under the crosshair. I want to add an extra menu under the rollover widget that I can populate via Papyrus. With f4se is easy enough to add/register the extra swf menu, but I have no way of populating it because I don't know what the current rollover widget refers to. I know I can do an "Add Activate Choice" perk, but that doesn't work well. Actors have only one extra available choice (i need a few more), and it's very buggy (I can clarify if needed). The base game doesn't seem to have the required functions. The closest I could find are GetHeadingAngle / FindAllReferencesOfType. AFAIK these are very expensive, and don't really solve the problem. I couldn't find anything in the papyrus f4se api either. What I thought about: 1: Hacking hudmenu and sending an f4se event when the rollover widget is rendered: is hacky, and I still don't know the reference, only when the reference changes. Also possibly very slow. 2: Hacking HUD++: The mod Hud Plus Plus seem to do just that: find the reference under the crosshair and display a card based on the type. The source is available, but it's way beyond me. I could add the extra menu as a "sub-menu" of the secondary actor activation, but it requires an extra click and it won't feel right. Any ideas? Am i missing something obvious? Edit: SKSE has GetCurrentCrosshairRef, which would help. Still would need to know when this ref changes, to avoid making a perpetual timer, which is expensive and slow.
  3. I could not find a way to either check for it or toggle it in papyrus. f4se has nothing for it either.
  4. Assigning a PA idle should be doable for guard positions. There's probably similar standing animations one could re-purpose. Ideally, any settler assigned to a Power Armor should automatically become a guard, and perhaps patrol the settlement (we know how well that works with robots :P)
  5. Commanding settlers into power armor is pretty easy by just adding the keyword "WorkshopWorkObject" to the Power Armor FURN in fo4edit / console. The issue in that once in Power Armor they do pretty much nothing (they go stand in those pre-defined places for unassigned settlers in settlements). They also like to get out randomly (probably when something in their Package tells them to do something they can't do in Power Armor). I haven't investigated further.
  6. I recently updated my Ultra Widescreen Patches mod to include load screens / pause menus, weapon scopes, power armor rainbox and more small UI elements that always bothered me while playing at 21:9 resolution. This also completely removes the Flawless Widescreen requirement. Give it a shot if you have a 21:9 monitor.
  7. sclp files define how the armor pieces (leather, synth, combat, etc) scale on top of outfits. On Vault Jumpsuits for instance armor pieces sit almost at skin level while in Army Fatigues the armor is scaled way more to avoid clipping with the puffier types of under armor. These values are stored in the esm records, the .sclp file must have been used to generate it. Changing these values in fo4edit produces visible results in game.
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