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angryglock

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    Skyrim
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    DA:O

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  1. Can someone help me with this simple script. I want to press a button on my activator and delete all items from a container. I've tried several approaches and used the CK Wiki (nearly worthless). I've done this many time in Skyrim and SSE but can't get anywhere in FO4. FO4 has some new voodoo for moving stuff between containers and removing stuff from containers that I don't get. ObjectReference Property myTrashCan Auto Const Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() myTrashCan.RemoveAllItems() endifEndEvent
  2. Thanks! I missed that link in the doc when I looked up OnItemAdded(). The purpose of the real script is to append the item placed in the container into an existing formlist. I won't know before hand what the item is so I can't apply a filter to it. For instance if another mod adds a new scrap item, I want the player to be able to add that scrap item to a formlist so I can then do something with the items in the form list. It's basically a scrap auto-sorter system that will accept mod added items. Is there way to allow any normally storeable item to be recognized by the OnItemAdded()? Maybe a way to tell the filter everything is allowed?
  3. To keep my question simple here is a very simple script to do something when I add an item to a container. It works as expected in Skyrim SE but not in Fallout 4. Am I missing something? I attached this script to a container in a cell. I filled out the properties. When I add any item to the container the OnItemAdded() block does not happen. When I remove the item the OnClose() block runs just fine and I see the trace. Scriptname testxxx extends ObjectReference Const Actor Property PlayerRef Auto ConstMiscObject Property caps001 Auto Const Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) PlayerREF.AddItem(caps001)Debug.Trace("XXX999 Item Added") EndEvent Event OnClose(ObjectReference akActionRef) PlayerREF.AddItem(caps001)Debug.Trace("XXX999 Item Removed") endEvent
  4. I 'm just going to use some of the files. To me the weapons look a bit better as does armor/clothes. I can just find the BA2 archives with those folders in them and create matching empty esp files or I'll decomress and create a new archive. Loading the whole package was not great. I saw FPS loss from the poor optimization in a lot of exterior cells. I think just the weapons/armor/clothes will do fine until some kind modder fixes the crap textures.
  5. If you have the latest version of F4SE and you get a CTD on start. It's likely one of your F4SE mods are not up-to-date. For me the Jump from Vertibird was causing the CTD. When they update F4SE you can just about count on the mods that require it needing to be updated as well. When you install a mod that requires it, make sure you take note of it and try disabling that mod to cure your CTD. Check the mod page for updates.
  6. I installed it. I have the requirements. My frame-rate went from a steady 55-60 with a lot of modded textures to a very uneven 30-60 with some areas dropping even lower. I unpacked a couple of the BA2 files and never saw a texture larger than 4K. Lot's of fat 22MB files here an there. So I'm thinking they are about as well optimized as the rest of the crap textures. I'll wait to see if someone puts out better version of them. I'll and get rid of them for now. I don't understand Bethesda.
  7. Better plan. Put [General] bAllowMultipleMasterLoads=1 in CreationKitCustom.ini so it won't get over-written when they update the ck. This tip works in Fallout4 as well.
  8. I copy my fallout4 folder to a second hard drive. Big hard drives are cheap. All I needed to do when Steam updated (I needed to run the launcher to change a setting and did not see the pending patch) is go get my backup of Fallout4.exe from my other drive and I was back up and playing. As long as that file matches the check on F4SE it will run.
  9. I have a handful of minor mods for Skyrim. I would not like it if someone else posted them as their own. I can't imagine what you folks with really complex or otherwise high-quality mods must feel likje to see your work stolen. I hope you find some way to protect your work. However it occurs to me if someone wants to steal a mod can't they just remove what ever detection or poison-pill you add by putting it through the CK? Or is the thought that most of the people stealing mods can't figure out CK enough to remove it? It seems to me that getting a mod on B.net is not as simple as uploading it right? The person has to run it through CK to get it packed up and the .dds files in the correct format. Anyone that can do that much likely can remove or satisfy most of the stuff added to prevent it from running. If you can't protect the mod maybe you could name every FormID created in the mod with your Nexus name as a prefix. Showing ownership to some degree if Beth ever does review mods for theft. Undoing a complex mod's item/object/ref naming is not a simple thing and likely would be tedious for the thief or result in a broken mod.
  10. Doesn't this mod already do that. I've been using it for a week or so. Seems as stable as any mod that adds more npcs to a Bethesda game which is to say expect crashes if you add too many. http://www.nexusmods.com/fallout4/mods/12395/?
  11. Thanks for being forthright. I've always thought Nexus is a good Stewart of our information. Breaches happen the trick is how you handle them. I have one suggestion as a mod contributor. On the My Files list, show the last file update on the summary so we don't have to go to each one looking for activity. Just show the last file add/change/delete date for on the mod. That would help to alert us to something being amiss. Also consider an auto email to the modder when any file is changed/added/deleted.
  12. Jokerine you are the best! It works. The process is a lot different in FO3 versus Skyrim. Are you referring to your FNV Boom to the Moon? I have that on my list for my next FNV PT.
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