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lDelta6l

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  1. SOLUTION(ish): As suggested by @dybill, using Moveable Statics instead of Statics allowed SetPosition to work. I still don't understand why this script won't work on Statics, especially considering I have other scripts that move statics using SetPosition and they work perfectly. The only difference that I'm aware of is that those other scripts are using different static models and aren't getting their object references from a form list. So... who knows.
  2. @AnishaDawn - I had not, but I tried it and it didn't work. Good suggestion, though. @dybill - I had tried enabling and disabling before (as stated in the initial post) but I tried it again with some Utility.Wait calls just to be safe but it still didn't work. I then tried using Moveable Statics instead and SetPosition worked! Thanks! @ReDragon2013 - I think you misunderstand the context. World point 0,0,0 is highly visible in my cell (I actually use it as a test point for my more advanced systems). Regardless, when I was trying to move the statics to 0,0,0, I was merely trying to see if they'd move at all (which they did not). After changing the objects to Moveable Statics (as suggested by dybill) moving them to 0,0,0 with SetPosition worked perfectly. Thanks for the response, though!
  3. I'm a fairly experienced modder and scripter, but this is baffling me and I can't find any information about similar issues. My script is working flawlessly up to this point so I'm only going to show the snippet I'm having issues with for the sake of brevity. The FormList in the script is loaded with object references of statics I have in my custom cell. Int i = SOTS_FormList_MoneyPitCoins.GetSize() Float _CurrentCoinZ = 40.3034 While (i > 0) i -= 1 ObjectReference thisPile = SOTS_FormList_MoneyPitCoins.GetAt(i) As ObjectReference ;I did this as a control test - it does nothing. The statics stay where they are. (No, they are not starting at 0,0,0.) thisPile.SetPosition(0.0, 0.0, 0.0) ;(Yes, I'm aware the lines below are commented out. I did that to test the line above. I tested each of these one at a time.) ;Like the first SetPosition, this does nothing and the statics do not move.) ;thisPile.SetPosition(thisPile.X, thisPile.Y, thisPile.Z + _CurrentCoinZ) ;This doesn't work for some reason. ;This does not work as well. ;thisPile.MoveTo(thisPile, 0.0, 0.0, _CurrentCoinZ) ;This is the only function that works, but it makes the statics indefinitely blurry for some reason and looks really bad. ;thisPile.TranslateTo(thisPile.X, thisPile.Y, thisPile.Z + _CurrentCoinZ, 0.0, 0.0, thisPile.GetAngleZ(), 50.0) EndWhile I also tried disabling each static before calling SetPosition and then re-enabling it again but that did not fix anything. (I saw them each flash when they got disabled and enabled but their positions still did not move.) I know the references are good - Enable, Disable, and TranslateTo all work on them, but I just can't figure out why SetPosition and MoveTo won't work. I really don't care which one I use so long as it works. I'd be fine with using Translate to but (as stated in the script comments) it makes the statics have a weird blur effect indefinitely. So, yeah, I'm at a loss. Does anyone have any idea what is causing this? (Edit): I found that disabling and then enabling each static after translation gets rid of the blur. I suppose this will be good enough for now but I still can't understand why SetPosition won't work.
  4. Eureka! I just figured it out: I needed to set the PRIORITY of the controller quest (the quest containing my alias with the custom package) to be higher. I set it to 100 so it should override almost all other quests.
  5. I'm creating a custom spell/power that allows the player to temporarily enthrall any NPC, turning them into a temporary follower for a period of time. I currently have it working by having the spell run a script that sets the target NPC as an alias in a controller quest. The alias contains my custom follower package, currently modeled after the vanilla follower package with a few minor tweaks. There are no conditions set and it's set to run any time, any day. It works perfectly on "generic" NPCs, such as guards, bandits, forsworn, horses, cows, etc. However, it does not seem to do anything to named NPCs, such as blacksmiths, shop owners, or really anyone that has a name and/or daily routine. I'm pretty sure this is because they have specialized packages that are being run and are ignoring my package when it gets added via the alias. How do I fix this? I know there are package overrides, but those seem to be for specific things such as combat, reporting to guards, etc. How can I override a "named" NPC's currently running package? Please feel free to ask for more details. I could provide more details but I'm honestly not sure what would be helpful and what would just be clutter. Edit: I just thought of one important detail: the package does actually have some effect on "named" NPCs. When I talk to them, I have the follower dialogue options ("Wait Here", "I need you to do something", etc.) show up while they are under the effect of the package. These options work, too. However, instead of following me like a real follower and like the "generic" NPCs do, they continue to do their tasks, like manning the shop, using the forge, etc. Even after telling them to go to a location they return to their tasks instead of following me. So, how do I override the other package(s) so they follow me?
  6. As for using an xMarker, wouldn't casting the spell at the player be a bad thing? For example, if the player had "Flames" equipped and I had the marker cast it at the player, wouldn't the player be cooking themselves instead of their target? ReDragon2013, running out of magicka isn't the issue. It stops even when I have plenty left.
  7. dylbill: Thanks for the suggestion. I didn't think to look in the game settings for some reason. I found a bunch of settings that look like they should adjust the concentration spell cast duration, but none of them seem to do anything relevant when I change them. Here are all the ones I tried: Game.SetGameSettingFloat("fCombatCastConcentrationOffensiveMagicCastTimeMax", 30.0) Game.SetGameSettingFloat("fCombatCastConcentrationOffensiveMagicCastTimeMin", 25.0) Game.SetGameSettingFloat("fCombatMagicConcentrationMinCastTime", 20.0) Game.SetGameSettingFloat("fCombatMagicConcentrationScoreDuration", 15.0) Game.SetGameSettingFloat("fCombatMagicOffensiveMinCastTime", 30.0) Game.SetGameSettingFloat("fCombatCastConcentrationOffensiveMagicWaitTimeMax", 0.0) Game.SetGameSettingFloat("fCombatCastConcentrationOffensiveMagicWaitTimeMin", 0.0) Game.SetGameSettingFloat("fMagicCloudDurationMin", 30.0) Game.SetGameSettingFloat("fCombatMagicTargetEffectMinCastTime", 30.0) I agree that there should be a setting for this somewhere, but I still haven't found it.
  8. I've spent days trying to figure this out but I still haven't been able to come to a reasonable solution. Hopefully all of you intelligent people can help me. :) I'm trying to cast spells from a script. I'm doing it when the game believes the player is in a non-spell-casting state (like falling) so using standard casting doesn't work. I'm using SelectedSpell.Cast(PlayerRef) and it works fine for fire-and-forget spells but has some weird issues with concentration spells. The biggest problem is that concentration spells will only fire for about five seconds before stopping. My current basic script is like this: Event OnKeyDown(Int KeyCode) If(!IsInMenuMode()) If KeyCode == attackright _AttackRightPressed = true ;Get current spell information first. sright = Player.GetEquippedSpell(1) sRight.Cast(Player) EndIf EndIf EndEvent Event OnKeyUp(Int KeyCode, Float HoldTime) If KeyCode == attackright _AttackRightPressed = false Player.InterruptCast() EndIf EndEvent This script works perfectly... for under 5 seconds. If the cast goes over five seconds, the spell casting stops on its own and does not restart. I've tested the spell cast function under multiple conditions and it consistently behaves like this. I've also tried putting it in a loop (essentially While(_AttackRightPressed) { sRight.Cast(Player) } EndWhile) and the spell "casts" indefinitely but becomes extremely choppy, like it keeps turning itself on and off (I tested it with Flames and it kept making noise but I didn't even see any flames being shot out). I've also tried implementing a reset timer that calls the cast again after 4 seconds but that doesn't work well either. There seems to be some sort of cast cooldown working in the background. If I interrupt the cast then quickly call cast again (either via script or via the attack button) it behaves as if it's still using the timer from the original cast. For example, if I call cast, wait 3 seconds, interrupt the cast, then call cast again, it will only work for another 2 seconds before stopping. This "timer" only seems to reset if the player goes without casting for a few seconds. I figured there must be an .ini setting somewhere that controls this behavior so I went to https://wiki.step-project.com/Guide:Skyrim_INI but I can't find anything that looks like it would relate to this. Alternatively, I also tried messing with the animation events to make the game believe that the player is in a state where they can cast spells normally (like MTState) so it would just use the vanilla casting mechanics but I haven't had any success with that, either. So, does anyone know of a way to get this working? I'm also open to completely different approaches so long as it works.
  9. I can say anything I want? Cool...
  10. Hi, I have the dreaded "no weather sounds" bug. I'm playing on survival and my last save that has weather sounds is over 1 whole day of play time ago. Does ANYONE know of a way to fix this? It seems so minor on paper but it's extremely aggravating/annoying/unimmersive when playing. I've searched for a solution for quite a while but still can't find one. I'm using true storms. I tried uninstalling and reinstalling with a clean save and it didn't help. Here's my current load order (yeah, it's huge): GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 Unofficial Fallout 4 Patch.esp=1 SpringCleaning.esm=1 ArmorKeywords.esm=1 Homemaker.esm=1 SettlementKeywords.esm=1 HUDFramework.esm=1 SimSettlements.esm=1 TrueStormsFO4.esm=1 True Nights v03.esp=1 Quick Save.esp=1 Homemaker - Unlocked Institute Objects.esp=1 CBBE.esp=1 Lacy Underwear.esp=1 LooksMenu.esp=1 HalfExperience.esp=1 LegendaryExplosiveNerf.esp=1 StartMeUp.esp=1 Set timescale to 6.esp=1 Plugging A Leak after Tradecraft.esp=1 bugfix_maglocks_terminal_delay.esp=1 GlovesOfTheCommonwealth.esp=1 D13Crafting.esp=1 personalvertibird.esp=1 dD-Enhanced Blood.esp=1 SMC.esp=1 WBO.esp=1 WBO-Automatron.esp=1 Balaclava.esp=1 FlaconOil HD ReTexture_Performance Pack_Part_1.esp=1 FlaconOil HD ReTexture_Performance Pack_Part_2.esp=1 Eli_PrudyVaultJumpsuit.esp=1 AkaSinger.esp=1 More Where That Came From Diamond City.esp=1 ASVektor.esp=1 Live Dismemberment - BrutalNoHeadshots.esp=0 Live Dismemberment - LiebermodeNoHeadshots.esp=1 Live Dismemberment - RegularNoHeadshots.esp=0 LegendaryModification.esp=1 LegendaryModification - DLC Far Harbor.esp=1 DNHeavy.esp=1 Weapon Rack Extended.esp=1 MoreVaultRooms.esp=1 SC_ExpandedScrapList.esp=1 Vault-Tec Workshop Overhaul.esp=1 AzarPonytailHairstyles.esp=1 CurieNewLook.esp=1 ManufacturingExtended.esp=1 ManufacturingExtendedFH.esp=1 DLC items to manufacturing.esp=1 OCDispenser.esp=1 ShellRain.esp=1 SCGRU_1.1.esp=1 OCDecorator.esp=1 OCD FarHarborDLC.esp=1 Homemaker - Streetlights Use Passive Power SKE.esp=1 Homemaker - Streetlights Use Passive Power.esp=1 Homemaker - Unlocked Institute Objects SKE.esp=1 SKE_OCD_Patch.esp=1 Lasers Have No Recoil.esp=1 FALLOUT4WT.esp=1 MoreProductiveScavengers.esp=1 ReadNotes.esp=1 Fallout4FasterRespawnrateCleared168hrs.esp=1 cartman1975_concreteglass.esp=1 Avgrund Dodsfall.esp=1 Simple Intersection.esp=1 MoreSpawnsScripted.esp=1 ImmersiveVendors.esp=1 RenameYourSettlers.esp=1 BaldingGhouls.esp=1 SuperAffinity.esp=1 NoAffinityCooldown.esp=1 FilledBrahminFeedTroughs.esp=1 LooksMenu Customization Compendium.esp=1 Crimsomrider's Pre-War Workbenches.esp=1 PAMAP.esp=1 Marmo1233 - PowerArmorAirdrop.esp=1 CROSS_CosmeticFramework.esm=1 CROSS_Uni_Scarf.esp=1 CROSS_BallisticMask.esp=1 Armorsmith Extended.esp=1 Mercenary.esp=1 MercenaryCBBEPatch.esp=1 RealFemaleSynths.esp=1 Eli_Armour_Compendium.esp=1 Eli Armor Compendium AE Patch.esp=1 def_inv_scrap_en.esp=1 MoveWorkshopItems-Capsafe.esp=1 InteriorsEnhanced-FarHarbor.esp=1 FizzshopGrille.esp=1 DecentElevators.esp=1 InteriorsEnhanced-NukaWorld.esp=1 InteriorsEnhanced.esp=1 TrainBar.esp=1 DeadAirplane.esp=1 WRVR.esp=1 EndorsCustomCombatArmor.esp=1 EndorsCustomCombatArmor_AE.esp=1 Ballistic Under-Armor 1.3.esp=1 Propulso5000.esp=1 Flamingo.esp=1 InstituteFastTravelForSurvival.esp=1 PlaneWreck.esp=1 AtomCatGarage.esp=1 p865_SyntheticLove.esp=1 No Lowered Bayonet Range.esp=1 mk14.esp=1 mk14reload.esp=1 Heavy BoS.esp=1 AkaWaterWorld.esp=1 AzarHolsteredWeapons.esp=1 LightMissileLauncherMod.esp=1 No Aggro Impact Landing.esp=1 Contraptions - power radiators increased range.esp=1 RightHandedHuntingRifle.esp=1 slootyVaultSuit.esp=1 CompanionsGoHome.esp=1 Tactical Flashlights.esp=1 TNR Shoulder Lamp.esp=1 roadflare.esp=1 WestTekTacticalOptics.esp=1 WestTekTacticalOptics-AWKCR.esp=1 Better Thermal Vision.esp=1 detailedferalghouls2K.esp=1 DOOM1911.esp=1 DOOMMAC11.esp=1 DOOMDesertEagle.esp=1 SettlementTeleporters.esp=1 SalvageBeacons.esp=1 870.esp=1 DanLi_VaultExplorer.esp=1 BasementLiving.esp=1 MP412.esp=1 Marmo1233 - Immersive Settlers.esp=1 PushAwayCompanions.esp=1 Spare Railroad as Institute.esp=1 Passthrough.esp=1 SnapBeds.esp=1 Tripwires.esp=1 PilesofCorpses.esp=1 TurretStands.esp=1 AutoDoors.esp=1 AD_DLC.esp=1 MoleRatCure.esp=1 You Talk Too Much.esp=1 KSHairdos.esp=1 GlowstickRedux_simple_200.esp=1 GlowstickRedux_survival_200.esp=0 GlowstickRedux_survival_100.esp=0 GlowstickRedux_simple_100.esp=0 CROSS_GoreCrits.esp=1 CROSS_GoreCrits_FarHarborPatch.esp=1 AutomatronLoadScreenFix.esp=1 DeadlierDeathclaws.esp=1 Armorsmith All DLCs Patch.esp=1 EndorsCustomCombatArmor_AzarHair.esp=1 EndorsCustomCombatArmor_VaultSuitDLC_AE.esp=1 Marine Armor Expanded.esp=1 MarineHelmetTweaks.esp=1 Elegant Hardware.esp=1 Elegant Hardware AWKCR.esp=1 Elegant Hardware DEF_UI.esp=1 Companion Infinite Ammo and Unbreakable Power Armour.esp=1 MiscandJunkItemChanges.esp=1 Faster Terminal Displays (20x).esp=1 Microfusion.esp=1 HandmadeRifleRenamed.esp=1 move that workbench!.esp=1 CMPA +150.esp=1 PowerArmorStorageSystem.esp=1 AssaultRifleRename.esp=1 R91M.esp=1 R91Patch_NoMuties.esp=1 SCAR-L.esp=1 CBJ-MS PDW.esp=1 RemoteExplosives.esp=1 10mmSMG.esp=1 ClassicSniper.esp=1 ClassicSniperSounds.esp=1 3dscopes-classicsniperaddon.esp=1 ClassicSniperCombatScopes.esp=1 SkibsWeapons-REDUX.esp=1 ChinaLakeandHolorifle.esp=1 Vault-Tec_MPL.esp=1 AUG-A1.esp=1 P90.esp=1 P90NPC.esp=1 P90_Immersive.esp=1 Reload Sounds.esp=1 DPAssaultCarbine.esp=1 DPAssaultCarbineNukaWorld.esp=1 SARR.esp=1 LeverActionExtendedAmmo.esp=1 Further Reduced Scope Fade In.esp=1 LeverActionReloadOverhaul.esp=1 Gatling Laser Ammo Fix.esp=1 BrighterSettlementLights_LessHarsh.esp=1 LongerHeadlampLightWithShadows.esp=1 ImmersiveScrapping_SeasonPass.esp=1 Crimsomrider's DLC Ammo.esp=1 3dscopes.esp=1 3dscopes-AddToSpawnList.esp=1 3dscopes-framework.esp=1 3dscopes-r91maddon.esp=1 3dscopes-vektoraddon.esp=1 3dscopes-FarHarbor.esp=1 3dscopes-NukaWorld.esp=1 UniqueUniques.esp=1 Hellfirenew.esp=1 TAS.esp=1 StumbleUponInteriors.esp=1 BTInteriors_Project.esp=1 CombatZoneRestored.esp=1 CrimeTown.esp=1 RedWaveReloaded.esp=1 Ad Mortem.esp=1 Egret's Secret.esp=1 AWARHERO The Great Green Jewel.esp=1 DynamicInteriorFogRemoval.esp=1 FogOut.esp=1 BetterSettlers.esp=1 BetterSettlersCleanFacePack.esp=1 BetterSettlersNoLollygagging.esp=1 BetterSettlersCCAPack2.0.esp=1 GoodneighborHomeBigger.esp=1 Vault 88 Lights Out.esp=1 Vault 88 - Refined Layout.esp=1 BossChestsHaveLegendaries.esp=1 No Legendary Items From Creatures.esp=1 TrueStormsFO4-FarHarbor.esp=1 TrueStormsFO4-EarlierSunsets.esp=1 TrueStormsFO4-EarlierSunsetsFH.esp=1 TrueStormsFO4-NukaWorld-FH-Compat.esp=1
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