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FinalFrog

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  1. Will users be able to tell which mods had file conflicts and which mods won those conflicts by looking at their mod list? For me this has always been the most significant advantage of MO over all other Mod Managers. The VFS was just a cherry on top and I have no problem with the compromise of symbolic/hard links so long as it doesn't hide mod conflicts from the users once a mod has been installed the way NMM did.
  2. I'm trying to remove the immunity to tripwires and landmines provided by the sneak perk tree and am having some issues. After some investigation I determined that Sneak02 PERK entry doesn't apply the immunity as an effect, but rather the trip-wire activators check whether the player has the perk Sneak02. Unfortunately both Handmade Tripwire and Laser Tripwire ACTI entries appear to not be read successfully by the current version of FO4Edit and have keyword references that can't be copied into a new esp. I tried removing the "Calculate Mine Explode Chance" effect from the Sneak03 PERK entry, but when I tested this in game and they still wouldn't explode. This might be because dud/no-dud gets determined when the landmine spawns (The landmines I tested were very close to my last save), but I'm concerned there might be a similar perk check for Sneak03 somewhere I haven't looked. To work around the perk Editor ID checks I copied both these PERK entries to a new ESP with new EditorIDs "Sneak02_NoImmunity" and "Sneak03_NoImmunity" in a new esp, modified them to remove the landmine chance effect and edited their descriptions. Next I linked them into the Perk tree by changing the Next Perk data on Sneak01 to point to the FormID for Sneak02_NoImmunity and the Next Perk data for Sneak02_NoImmunity to point to Sneak03_NoImmunity. Since Sneak03_NoImmunity still pointed to Sneak04 I expected this to complete the loop and fit in seamlessly. Unfortunately this seems to break the Sneak perk tree completely. The animated perk doesn't work and mousing over the perk shows the description for Sneak02_NoImmunity and 5 perk levels but doesn't allow me to Next or Previous to see any of the other perks in the tree. This happens even if I load a character who doesn't have any points in Sneak. It looks like the game is assuming that Sneak02_NoImmunity is the new root of the Sneak tree and can't connect it to the other perks through the Next Perk data, but I have no idea how it is determining this. The perks are identical to the existing perks besides having a different FormID/EditorID and one of them having a single effect removed. Any advice? I've uploaded my esp as it currently stands if someone wants to check my work. Edit: Looks like I was right about when the Calculate Mine Explode Chance is applied. I went to a new region while using a mod to remove the effect from Steam03 and got blown up by a mine! :D I'll post the mod to Nexus tonight. Removing the immunity to Tripwires will have to be added later when it becomes possible.
  3. Buying a life-time membership for the site back in 2009 was the greatest investment I've ever made. I've gotten more value for my money using this site than anything else digital or physical I've purchased. Thanks again Robin. =)
  4. Short term this is going to make a lot of people very angry and the workshop will be filled with crappy mods charging absurd prices and unscrupulous individuals selling content they don't own. However once the dust settles I believe this will be largely a good thing. The authors who consistently produce quality content and charge fair prices will be more successful than those who don't and find it lucrative enough to spend more time making mods. Bethesda will have a financial incentive to more closely maintain the Creation Kit and it's documentation and possibly even find the time to fix long standing engine bugs which have bothered modders for years. There will be one month of chaos followed by several months of muttered curses and grumbling, but a year from now I expect to see a fairly healthy marketplace.
  5. If you don't mind not being able to remove underwear from NPCs there's another option for implementing this which doesn't require any scripting to deal with what the NPC is wearing. You could integrate each different underwear mesh you wanted to use into a body model and assign actors a body model with appropriate underwear using a script similar to the Bodytypes of Skyrim mod.
  6. After getting annoyed the millionth time that my always-run state got toggled because I held Shift while activating something, I decided to do something about it. I don't have any experience making SKSE mods, so I shamelessly modified the scripts from Deathless's Sprint and Jump with Boost in order to implement it. Thanks for sharing your source files Deathless! It's a little rough around the edges, but it works fine as long as you release and re-press a movement key after your state gets inadvertently toggled by the game. It's hardcoded to disable always-run, but you can switch it to enforce always-run by toggling the value alwaysrun at the top of the file. It's good enough for my own purposes and I don't have any interest in developing this to release-worthy state. However I thought it would best to post it here in case anyone else had an interest in doing so. Just put my name in the credits which nobody ever reads if you make this into a full mod. =) I've attached the source for the modified scripts. Edit: Oops! I forgot to put "Skyrim" in the topic title. Sorry about that.
  7. I am a valuable contributor. In an alternate reality at least.
  8. My apologies for necroing this thread, but I just wanted to gently second this request. :smile: By the time I get online in the evening (PST) the current day's mods have rolled over into New Recently and New Today only contains mods released in the last hour or two, a list usually so small it renders the filter unnecessary. Being able to use the filter in New Recently would be a very useful addition.
  9. I ran into this problem but found a solution and got my save working again. It kept freezing right after loading any save where I'd leveled up from 26 to 27. The solution was-OHMYGODHEARTATTACK Highlight this post. ;) Sorry couldn't resist. =D I determined that Scale Quest Rewards was responsible in my case. Removing the ScriptDragon script for that mod solved the problem instantly. I can even load saves which previously froze when I loaded them now. ^_^
  10. Here's the specifics of my problem: An npc is scheduled to interact with an object with a special idle animation during a scene. At a specific point in the animation, say 2.6 seconds into it, I want an actor to die. I've tried setting a script to start and wait a specific period of time at the end of the previous phase/beginning of the current phase, but the time between the start of the phase and the start of the animation seems to vary. Looking at Bethesda's scripts, it appears that they use something called OnAnimationEvent in similar cases. Unfortunately it's unclear in both the code and the wiki how this works. After studying it for a while I decided that the intuitive way for OnAnimationEvent to work would be for the RegisterForAnimationEvent to tell Papyrus to run the corresponding OnAnimationEvent when the animation is used by the specified reference (say an actor) in the current frame (say a scene or quest stage). But looking at several places Bethesda uses this command confuses me. In particular looking at the execution of the rebel in the Intro sequence, the rebel is obviously killed during the animation, but the corresponding OnAnimationEvent contains no commands to kill the rebel. (As a side note, I can't seem to find that particular kill/sethealth 0 command ANYWHERE in the quest.) Anyone figure out how to do this?
  11. Long time no see, i do hope you are all right my Frog :D
  12. Thanks for the advice! I'll try that and see if I can figure out what's causing the issue. You're not daft. I'm a moron. =P Fixing that oversight now.
  13. I'm trying to implement rotating autosaves in the style of Oblivion's Streamline with Script Dragon but I've run into a major problem. When my script calls "savegame <savename>" the game freezes entirely. Checking the Saves folder I can confirm that my script is calling the command properly because it creates a blank file named "<savename>.ess.tmp". I've been taking shots at debugging this issue for weeks with no luck and thought I'd seek help here. I've attached my current source code below for reference. Here's what I've determined so far: *Calling Game::RequestSave() works 100% of the time, but uses the default save naming format and cannot overwrite previous saves. (Currently using this until I can fix the issue) *The freeze seems to occur randomly, sometimes not occurring until after 5 or 6 successful saves. *The freeze occurs 100% of the time on the first try when loading some particular saves. *Memory usage does not spike when saving (Not an OoM issue) *The issue only occurs when calling from a script (Calling "savegame <savename>" manually with the console works every time with no issues) *Setting iSaveGameBackupCount=0 does not fix the issue *Disabling Autosave does not fix the issue *Forcing menu mode through a popup box prior to saving does not fix the issue. I highly suspect that the problem is due to a thread locking issue but am unsure as how to test this theory or fix it. Any advice would be greatly appreciated. -finalfrog Edit: Turns out I need to remember to turn off NotScripts more often. Uploaded source properly. =P
  14. http://www.nma-fallout.com/forum/viewtopic.php?t=60505 Sounds awesome and I can't wait to try it out. Only annoying thing is it requires all the DLC including all the preorder bonuses from the Courier's Stash. Most hardcore thing feature is definitely the Carry Weight of 50. That's barely enough for a suit of armor and a gun much less ammo in hardcore mode. o_O Should give a nice Fallout 1/2 feel to the game though. I've create a vanilla non-DLC-requiring version for a friend and am waiting for permission from Sawyer to post it on Nexus. If I do get permission I'll start work on an FMOD version with support for all possible permutations of DLC. If I've done my math correctly I'll only need to make 37 plugins (not including the original I suppose it'd only be 36): 5 for each individual Preorder pack plus the full Courier's Stash and 32 for all permutations of the other 5 DLC.
  15. *eats cookie* Mmmm Cookies. *bakes cake*
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