Jump to content

powerofthree

Premium Member
  • Posts

    49
  • Joined

  • Last visited

Nexus Mods Profile

About powerofthree

Profile Fields

  • Country
    None
  • Currently Playing
    Skyrim

Recent Profile Visitors

570530 profile views

powerofthree's Achievements

Contributor

Contributor (5/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done

Recent Badges

0

Reputation

  1. Hello Powerofthree
    After a long, unsuccessful search, I decided to reach out to you with a question about Skyrim 🙂
    You seem to be one of the few who have a thorough understanding of how Skyrim works.
    ...The texts during the loading process disappear again when the game is loaded...
    Often the loading time is far too short to read the entire text...
    Is there even a technical way to keep these texts displayed until an input is pressed?
    I hope you have time for a short answer and thank you for all your fantastic creations on the Nexus..
    Greetings Bapcules

  2. Here is a link to our most recent Dev-Video and a Gameplay Demo
  3. from taking a closer look to all your mods you could help out with more stuff too - there is a wide range of advanced stuff which need to be tackled by skilled individuals - VFX and complex spell creation being one of them - The Team would appreciate your help !
  4. Have you ever thought about helping out the Skywind Project - we are desperately looking for someone to help out especially with spell VFX. the work you´ve done at the dragon age mod regarding VFX is ASTONISHING. If you are intrested check out or discord server and leave a message in the puplic chat - someone will get in touch with you.Discord: https://discord.gg/Wzs4QTd
  5. can you put Strange Runes SSE back up ty
  6. 1. Are your sure your alias is being filled? type sqv yourquestname in the console to see if its filled. 2. Set the quest priority to 99 so that the alias takes priority over vanilla quests 3. Set the package's owner quest to your alias quest, and add getstage == 10 to your package conditions. This is most likely why it's not firing.
  7. Inb4 waifu mods take the lion's share of the donations since those dominate the hot files...every single time.
  8. Using Mod() instead of SetValue(GetValue) doesn't fix it but it happens less. Thought that was supposed to be thread safe but I guess 60 iterations is too much.
  9. I have a counter global variable in a script attached to about 60 actor aliases which will update on Event OnDying(). This is then displayed in my MCM. Works for individual cases where only one actor dies at a time but if I kill them all at once, the counter does not update properly. Debug.Trace confirms it. [12/11/2017 - 03:52:40PM] Torbjorn Shatter-Shield is dead. no is 86.000000 [12/11/2017 - 03:52:40PM] Hermir Strong-Heart is dead. no is 87.000000 [12/11/2017 - 03:52:40PM] Oengul War-Anvil is dead. no is 87.000000 [12/11/2017 - 03:52:40PM] Citizen is dead. no is 88.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 89.000000 [12/11/2017 - 03:52:40PM] Citizen is dead. no is 90.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 91.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 93.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 94.000000 [12/11/2017 - 03:52:40PM] Angrenor Once-Honored is dead. no is 95.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 95.000000 [12/11/2017 - 03:52:40PM] Lortheim is dead. no is 95.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is deade. no is 95.000000 Any ideas on fixing this?
  10. If you mean you're trying to treat the two arrays as if they are one longer array then try this: int i = Victims01.Length while i > 0 i -= 1 if !Victims01[i].GetReference() Victims01[i].ForceRefTo(DeadVictim) return endif endwhile i = Victims02.Length while i > 0 i -= 1 if !( Victims02[i].GetReference()) Victims02[i].ForceRefTo(DeadVictim) return endif endwhile But if those reference arrays are being filled with aliases in the CK you shouldn't need two arrays because the limit of 128 elements only applies when creating arrays in the script itself. The CK can create arrays with thousands of elements (although that's a bit tedious). Wait, really? I always thought the 128 limit applied to all arrays. Huh, that simplifies things.
  11. It does have the two ReferenceAlias arrays declared as properties, I just didn't include them.
  12. If the actors weren't already persistent they will be (although actors are already semi-persistent) so that adds a little to memory use and save game size but the event won't be that large. It certainly isn't what I would call bloat since it's a single fixed amount used much like anything else a might add to the game. Ok cool so that's not a big issue then. I have another question - I'm trying to do a multi dimensional array where array 2 gets filled after array 1 is full but this isn't working. Any ideas? int iVictims01 = Victims01.Length while iVictims01 iVictims01 -= 1 if !( Victims01[ iVictims01].GetReference()) Victims01[ iVictims01].ForceRefTo(DeadVictim) return else int iVictims02 = Victims02.Length while iVictims02 iVictims02-= 1 if !( Victims02[ iVictims02].GetReference()) Victims02[ iVictims02].ForceRefTo(DeadVictim) return endif endwhile EndIf endWhile
×
×
  • Create New...