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gorshkov

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  1. I'm trying to get things like the map marker, workbench etc for settlements via the location record for the settlement, but I can't seem to find any functions or methods that will allow me to do so. Suggestions?
  2. Just so you know .......... a) if the servers are in GB, it really doesn't matter wtf the laws are in the US because they don't apply. And b) it's only illegal for the GOVERNMENT to interfere with your speech. I'm pretty sure nexus was never elected to anything
  3. well that's the thing - while it's in development, it doesn't *have* a version number - that's the whole point. If I add, for example, a new script and compile it it's not in an "installed" mod - it's new. New .psc, new .pex, and new (modified) esp or esm. I don't want it to disappear if I switch, nor do I want it to affect my game profile.
  4. I'm thinking about switching to vortex full time, but I have a question first. I have mod A - one that I developed - in my load order, in my gaming profile. I have another profile that I use to mod development. If I work in dev profile, make changes/recompile etc, and switch to game profile, will the game use the newer files? If I then switch back to the dev profile, will I have lost my work in progress? Same question for various ini files - in some circumstances, I have different settings (logging options, memory usage, etc). Some in system ini files, some belonging to various mods.
  5. In response to post #60940507. #60941607, #60942132 are all replies on the same post. OK, so I guess I misunderstood - I thought the DP in the report was from the total, which would then have the monetary amount divided. ty for the clarification
  6. Comment on the monthly report .... When you issue it, you know the number of DPs involved (obviously), but you ALSO know how much was in the pool. We don't. What about including the monitary value as well? eg, 997 dp($1.12 US) or something similar, so I know if I at least have a timmy''s in my future?
  7. I just fixed my issue. For me, the problem was that based on everything I've read, I was running in compatibility mode - win 7, win 8, tried everything. Run as administrator, NO compatibility .mod settings for FalloutNV.exe and the launcher ........ and it stopped crashing automagically. Who knew :)
  8. Please, please, please, please, PLEASE! Do NOT turn it into one of those #*$*(#@ sites where every page is a 5-10 megabyte adventure in downloading, where you need gigabyte internet and 16 cores to fetch & render the thing in 10 seconds or less.
  9. In response to post #25769384. First thing to come to my mind was, "How long till a Tale of Three Wastelands" hits the nexus? :)
  10. $@#*@*&(@# ........... I've been looking for that for literally months - I have no idea how the hell I missed that. Thanks :)
  11. I'm trying to write a script that goes through a container's inventory (a dead NPC) looking for a count of items that can be picked up by the player. Unfortunately, if some of the items are unplayable, my count is off - I may find a list of 2, but when the player actually loots, the container looks empty - the unplayable objects don't show up. I know I can detect unplayable weapons using the NVSE function GetWeaponFlags1, but that doesn't help me with armor, ammo, or any other unplayable items. Anybody have any ideas?
  12. the max character level isn't saved across games - you have to reset it every time you start. if (GetGameRestarted == 1) set OldMaxLevel to GetNumericGameSetting iMaxCharacterLevel set NewMaxLevel to OldMaxLevel + 5 SetNumericGameSetting iMaxCharacterLevel NewMaxLevel ShowMessage YourMessageHere NewMaxLevel endif
  13. PROBLEM SOLVED! I went to the nifscope site, and spent way too much time reading the docs on the file format, what is used when. I fired up Blender and looked at the fields in the export dialog. Sure enough, somehow - I honestly don't remember how or when, or why - the flat "Use BSFadeNodeRoot" was unchecked. So I checked it, copied the newly generate .nif file straight to my meshes directory, and bingo - it works as it should. Thanks for the effort, jazz - your confirmation of my suspicions at least sent me searching in the right direction :)
  14. Then there may be a problem with the collision object settings in the NIF file. Attach it here, if you like, and I will take a look at it. Thanks muchly - I figure it's either in there or blender, when I export it. The forum won't let me upload a .nif or .zip/.7z file, so I had to rename it to a .txt get it to post. Hope it goes through.
  15. 1. It's a teleporter pad 2: yes, included 3: No. Nudding. null. I initially used the Teleporter Pad from Zeta, and it worked as expected. I'v ealso used the meshes for other teleporters I've been able to find in other mods. Hell - I even used the mesh for the hiddden mine, and it worked.
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