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varx

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  1. Seconded. It's kind of cool to have to make decisions on the fly but I feel like I barely have enough time to even read the options.
  2. Just for the sake of completeness and posterity, it's confirmed that by removing a mod, saving, and reloading, you can remove longrunning infinite-loop scripts that would otherwise not be updated by simply installing a new version of the mod. In this way, scripts that would otherwise not immediately pick up pex updates can be fully updated. I'll bet the interaction of non-updated longrunning scripts and updated event scripts has caused a few hard-to-identify bugs for mod authors over the years.
  3. It turns out he was just running into a papyrus feature. http://www.creationkit.com/fallout4/index.php?title=Save_File_Notes_%28Papyrus%29#Adding_2 This does have some implications for long running scripts which are attached to the player character, for instance. I wonder what the workaround is in that situation. Tangential, but also on that page: This seems odd, since gamebryo games generally handle savegames with mods being removed quite well, and clearly a lot of work has gone into that since the Morrowind days.
  4. I've heard from another modder that as of 1.5, changes to pex scripts are no longer being picked up automatically as they were prior. Instead, they are being saved in your save file, and it does not look as if there is a way to force them to update. The guy who told me about it is convinced there is no way to force them to update, but that can't be true. Even if Bethesda ninja changed this behaviour in some way, it would be crazy if there wasn't a way for mod makers to force an update. Even if this is true, I expect the worst case scenario is that you would force an update by uninstalling a mod, saving, then reinstalling it, as that should clear any assets connected to the removed mod. If true, this should be pretty huge news for modders. Does anyone have information about it?
  5. Thanks for the clarification. What I was looking for was, for example, say I walked past a Diamond City Security Guard, and processed him once. I wanted to be able to determine whether I had processed him before, by comparing him to an array of everyone else who had been processed (that sounds bad, but that array would never have gotten very large). FormID as I understand, would be the same for all Diamond City Security Guards who are spawned from the same actor record (LvlDmndSecurity or something like that). As it is I was eventually able to find a much more elegant solution to my problem, so it's fine now.
  6. In papyrus, I have an array of actor objects. When I walk into an area, I want to be able to tell whether any of the actors in that area match my list. I have a script attached to each actor, with an OnCellLoad() event that fires for each one. The code is very simple then, I can iterate through my array comparing them to the actor that just fired the event. Except, I don't see how to make this comparison? Can I get an instance ID of some kind and use that? Is there some kind of object equivalence test I can use against each actor in the array that will match against the actor that is currently firing the event?
  7. Hey, perhaps this is a very obscure question and nobody knows the answer offhand. Does anyone know of somebody who might know the answer to this question? Is there a community resource that may help me find the answer myself? I'm new to modding. All I know about is the creation kit wiki and the only mention it makes about encounter zones is describing how to use them with the gui. The thing is, is since the function PlaceActorAtMe() takes an encounter zone as an argument it must be possible to get that object in a papyrus script. Something like Actor.GetCurrentEncounterZone() I would expect, but I looked through the actor script and nothing jumped out. Even if you don't know the answer, if you have any suggestions on how to find it, I'd appreciate that too.
  8. My mod, More Spawns Scripted, has an issue where cloned NPCs are scaling with the player. The function which creates the clones, self.PlaceActorAtMe(), takes an encounter zone as the third argument. I'm currently passing it "none" because I don't know how to get the encounter zone that the Actor is in, but pretty sure that passing in a proper encounter zone object will fix the level scaling, I looked through the functions in the Actor script and saw nothing germane. Does anyone know?
  9. Does anyone know how to do this? I'm left handed, and even some of the guns are made for left handers, so I'd like to have the guns all come from the left corner of the screen instead of the right. IIRC New Vegas had a bug where this just randomly happened from time to time so it might be a game setting somewhere.
  10. You're using THEIR mods, for free. You're not entitled to the so called "customer service". You're the squatter, they're the home owners. They let you stay for free, it's common sense that you're not supposed to go and complain when the AC stops working and demand them to fix it for you. I get the impression that for OP it's not so much about customer service (which was merely a choice of words) as simply wanting to be treated respectfully in his interactions with the mod author. Can't blame anyone for wanting that. But he loses me when he wants to punish said mod author. I dislike the entire concept of downvotes, because humans simply can't be trusted to wield them appropriately. They end up corralling people and undermining their creative expression. Sometimes this can be a good thing, people are less likely to be asses if there is any sort of personal cost to it, but more often than not it does more harm than good imo. Glad to hear such a feature will never be coming to nexus.
  11. Thanks a lot, that really helps. One thing I don't see is how to just delete the linked references altogether. Is there a delete function, do I set something to a null value, or..?
  12. No syntax I've tried has worked. seev(e, 'Linked References', ''); // Dialog "Linked References" can not be edited seev(e, 'Linked References', null); // FRUITLESSI can't even read them. // nope geev(e, 'XLKR\0\Keyword'); geev(e, 'Linked References\XLKR #0\Ref');I need to be able to check for the presence of Linked References, as well as be able to add them and, crucially, remove them from within my xEdit script.
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