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Starbound

Forums for Starbound Nexus.

http://www.nexusmods.com/starbound/


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  1. Starbound Mod Request?

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  2. looking for a mod

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  3. Need help with a Mod

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  • Posts

    • So hang on, so decade old posts that tell somebody how to properly use a decade old mod for a decade old game like Oblivion are going away? Some of those posts were invaluable, and were the only posts in existence that could help someone use particular mods etc. Same thing happened a few years ago with Oblivion Reloaded when the mod author closed down the comment section of his "Reloaded" mods, ALL the established troubleshooting posts, and how to properly use the mod and find the INI files to edit etc, all disappeared with the press of a button.
    • To your second question, SendModEvent is different than ModEvent.Send.  SendModEvent has pre defined parameters. if you look in Form.psc it's this:  ; Sends custom event with given generic parameters. Function SendModEvent(string eventName, string strArg = "", float numArg = 0.0) native ModEvent.Send is for custom parameter types and amounts. You can have custom amounts of bool, int, float, string or form params, but make sure that the params in your event line up in the order that you push them to your handle. To make things easy, you could write a wrapper global function that you can use from any other script. Example:  Scriptname MyCustomEvents Hidden Function SendMyCustomEvent(Form SomeForm, Int SomeInt) Global     int handle = ModEvent.Create("MyModPrefix_MyCustomEvent")     if (handle)         ModEvent.PushForm(handle, SomeForm)         ModEvent.PushInt(handle, SomeInt)         ModEvent.Send(handle)     endIf EndFunction  then in another script:  Event OnInit()     RegisterForModEvent("MyModPrefix_MyCustomEvent", "OnMyCustomEvent")     Actor playerRef = Game.GetPlayer()     MyCustomEvents.SendMyCustomEvent(playerRef, playerRef.GetLevel()) EndEvent event OnMyCustomEvent(Form SomeForm, Int SomeInt)     Debug.MessageBox(SomeForm + " " + SomeInt) EndEvent    
    • Sheesh.  Open the console and type "tcl".  Toggle clipping. 
    • I'm not using any mod manager so I unfortunately I can't help with uninstalling them. (I make mods, both .esm and script extender (SE) plugins and they require frequent manual activation-deactivation, custom script and build environment, etc.. a mod manager would slow down the process. I'm not alone with this I'm sure 🙂). So I can only say making a backup of the mod files before attempting to remove a software which might remove them (it really does? I didn't know) reduces the possibility of unwanted data loss.
    • I am having this issue, I have completely uninstalled the game, reinstalled it, and reinstalled all of my chosen mods. They are all up to date, and I still cannot see inventory icons.    
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