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Groovtama

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  1. The HH issue was basically a combination of Bethesda's engine spamming onObjectEquipped events and that part running GetNthForm in a loop which runs slow and choking the game to death. The GetNthForm part might even be the reason for other chokes where a lot of NPCs spawned or NPCs equip a lot of items at the same time and having a huge inventory.
  2. Update to XPMS(S)E 4.50, that GetNthForm part was removed in the last version because it was slow and the part where it was used took more time the more items the player/npc had in their inventory. 1) [08/13/2018 - 10:06:52AM] Suspended stack count is over our warning threshold, dumping stacks: You have more items on the stack (place where papyrus saves function calls) than a certain number that Bethesda thinks should be allowed, those are debug features. 2) [08/13/2018 - 10:06:52AM] [ (00000014)].Actor.GetNthForm() - "<native>" Line ? [08/13/2018 - 10:06:52AM] IP: 0 GetNthForm returns the Nth item from a container. You pass an int value to it for example 2 and it returns the item in that container with the 2nd index. https://www.creationkit.com/index.php?title=GetNthForm_-_ObjectReference
  3. Just fyi, if I would do Method 2 that would break NMM xD, I could leave my .gitignore files in the future in the folders if people don't mind getting trash thrown in their data folder. But XPMSSE is not the only installer that breaks, CBBE's breaks too. Can devs pls be consistent with the schema that fomod has, NMM has already some retarded quirks for fomods. I would like that Vortex would not start with adding some.
  4. Your moveto parameter needs to be an ObjectReference not an Activator.
  5. Would need F4SE, even if someone does it you could not use it on the XBox One.
  6. Freezing -> Opening menu, halting engine Frozen -> Menu opened, engine halted Thawing -> Menu closed, resume That is what that sequence means in general.
  7. I had a different approach with skeleton nodes and placeatnode function with the weapon as form to attach, works with any weapon and modification and custom weapon as long as the keywords are set right, but Bethesda f*#@ed up the attach option so the solution will not work correctly. Cool thing would be you don't need to do extra meshes and use an armor slot but meh.
  8. Missing translations strings for your language.
  9. Fallout 4 has no sheating system, so you need a mod like Dual Sheath Redux for Skyrim, for making such a mod like that, you need scripts, for scripts you need the Papyrus Compiler and Sources for Fallout 4, for that you need the Creation Kit for Fallout 4, for that you need Bethesda, for Bethesda releasing something you need to wait.
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