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rip88

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  1. I think I have solved the problem, (LP1, you were not far off BTW, and thanks for the reply) Just in case someone finds this post some day while trying to fix their own issue, I wanted to post what fixed mine. Even though the front door to the main cell works fine, the problem did turn out to be in the main house. The problem was with the "sink water", or more precisely, the enabling and disabling of the sink water. The sink water, faucet stream, splash effects, and all the dishes are "enable parented" to an x marker. Removing the "enable parent" from the sink water is what made the difference. (in my "fix" there is always water in the sink) I did try removing the parenting from "other sink items" to see if it was just a case of too many. However, changing any of the others does not fix anything. Its definitely the water. In fact I deleted the water jet, the splash fx, all the dishes, etc...even with the sink only containing the "parented" water, and it still crashed.
  2. I am going nuts trying to solve a bug in my latest Skyrim mod, ANY ideas are welcome. Short version: I have an interior cell, This cell has 2 doors. The first door is a "world space to interior" door, and functions perfectly in every way. The second door is an "interior to interior" door, and functions perfectly in one direction, and (intermittently) CTDs in the other direction. Longer version: You can enter this house mod from outside, and exit again, (rinse and repeat) 100x with no troubles. You can go from the house to the basement, with no troubles. But when you try to re-enter the house from the basement, it might load or might CTD. Worst part is its not every time. It may CTD 1st time or work 20x and CTD on the 21st attempt. It is driving me insane. Things I have tried: -Remade both nav meshes again. (keeping them as simple and clean as possible to aid with testing) -Moved both door markers, (individually) in both position and direction. (in case it was some quirky little thing.) Note: Yes I re-finalized the nav meshes during these changes. -Tested with SPM, to insure its not a system load issue. (max memory 1,300mb, max vram 1,020mb, max I/o 215mb, max cpu%45, max gpu%66) -insured all "Interior Cell data" for the basement was the same as the house. including all; "Common data", "lighting data", and "Interior data". (sense the house can be entered and exited via the front door just fine) -Deleted EVERY non-static item in the basement. (just walls, floor, ceiling, the trapdoor, COC marker and door marker) Any thoughts? Anyone? Please, I don't think my forehead can take much more desk pounding. PS. If you wish to see the problem first hand the mod in question is "Bri's Home" http://skyrim.nexusm...com/mods/37789/
  3. I know "getcurrentweather" is available for scripts but it is Not available as a condition check. I know "getiscurrentweather" IS available as a condition, but can find no useful info on how to correctly use this check, on a package. I have tried "getiscurrentweather" but I can not find any info on how to use it correctly. (my attempts so far have failed) Attached is a SS of what I thought might work but it dose not. (package fails even when sky looks clear) I tried adding all the others like skyrimclear_A, skyrimclearCO, skyrimclearCO_A, Etc, but then she just did a "slow twirl in place"
  4. I'm new to the nexus (1 year now, Skyrim being my first nexus). I have never been one to pay money to a site just to get faster dowloads or less ads. But after reading this, and finding out this wonderfull site is a labor of love, not a business, and more to the point, that your steadfastly planing to remain this way. I have just went premium, just so I could send you my 65$, as a thanks. Keep up the great work. RIP88
  5. Thank you, Thank you, a million times ty, I can't begin to tell you how much I have wanted this.
  6. LOL -

    I have 2 left myself, one always dead, the other trying to bring it back

  7. "If so we could start a thread where People write down wich Categorys they are using, what Keyword they bind to them as so to minimize Comp issues." So far I know: The TERA armour mod is on slot 7 The Immersive Armor mod is on slot 8 I also know that in a case of conflict, the items from the mod getting overwriten will return to the Misc catagory. Does anyone else know, who is using what slots, before I pick one to use? (I was on 7 untill I discovered Tera was on it)
  8. I have 2 brain cells left...and they Argue.
  9. Yep that works thanks fg109
  10. EDIT; Problem solved ty I have created a new piece of "Furniture". a "pool raft" NPCs can use it just fine. However, due to its position in world space, (height issue caused by being placed in water) Players can not enter properly, I have solved this problem with a simple script that moves the player into position. 1 problem left is, If the Player "activates" an occupied raft, it still moves the player. (Not into "laydown" beside occupant, Just standing on top of occupant). And yes, without my script the normal "someone is already using this" is present, and functioning. Just like regular furniture. so... There then must be an occupancy check I can run in my script .....(because before my script something was checking it) Does anyone know what might be? Thanks, RIP88 Ps. my script for reference ObjectReference Property MoveToMarker Auto {where to move the Player} auto state waiting EVENT onActivate(objectReference akActionRef) Actor triggerActor = akActionRef as Actor ; Test to make sure its the Player If akActionRef == Game.GetPlayer() ; move the actor triggerActor.MoveTo(MoveToMarker) endif EndEVENT EndState
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