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Win a copy of Fallout New Vegas or Fallout 3 with GOG.com
Zebrina replied to Pickysaurus's topic in Site Updates
I would love to try Fallout 3 :) -
There are forms called 'Default Objects', which let's the game engine access forms used for certain hardcoded features. I can't bring up the CK at the moment to verify, but I believe there is a default object that points to the stimpack. It could explain why your stimpack (even if an identical copy) doesn't work as the standard stimpack. Unfortunately I don't know if there's a way around it :S /Sabrina
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[LE] Papyrus/SKSE function to get plugin address?
Zebrina replied to irswat's topic in Skyrim's Creation Kit and Modders
GetModByName: http://www.creationkit.com/index.php?title=GetModByName_-_Game Returns the index of the mod if it is loaded. :) -
Returning RefCollectionAlias from function?
Zebrina replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
It should be specified at the start of the function header, before "Function", or completely omitted if the function shouldn't return anything. Like this in your function: RefCollectionAlias Function GetMarkerRefCollToUse(Actor akActor) -
Returning RefCollectionAlias from function?
Zebrina replied to FiftyTifty's topic in Fallout 4's Creation Kit and Modders
Are you missing the return type in your function declaration? In the code you pasted at least the GetMarkerRefColToUse function has no return type specified. -
Int Property vs GlobalVariable
Zebrina replied to SMB92's topic in Fallout 4's Creation Kit and Modders
Should you still need to, you can access your property values in conditions with the condition function called GetVMQuestVariable. Of course global variables still have the advantage of being accessible on both the left and right hand side of the expression. If you wish to access your properties you must make the script and properties "conditional". Scriptname myquest extends quest condtional int property myvalue auto conditional -
All Automatron mods that add new parts for Robots
Zebrina replied to MLeonhardt's topic in Fallout 4's Discussion
I have not actually tried redportals mod yet. As for m150 I have made my own patch for his robot mods that adjusts the names of parts and mods to fit more seamlessly into the game. However, I don't remember it being so bad I wouldn't use them without this patch. It's a fairly easy thing to do in fo4edit if it bothers you. -
All Automatron mods that add new parts for Robots
Zebrina replied to MLeonhardt's topic in Fallout 4's Discussion
Here's some more cool automatron mods :) http://www.nexusmods.com/fallout4/mods/17732/? http://www.nexusmods.com/fallout4/mods/23832/? http://www.nexusmods.com/fallout4/mods/11459/? Your idea of robots using actual weapons sounds awesome btw. -
Hi, I'm working on a simple hotkey mod and would like to know the form which has mouse focus in either the inventory or favorites menu (havn't decided yet). I think I have found the variable I need to access in the SkyUI actionscript source, which is (I think) "inventoryLists.itemList.selectedEntry" in ItemMenu.as. I figured I could get it as an int (formid?) and then convert it to a form, but I'm not sure how to use UI.GetInt("InventoryMenu", "<what should be here?>"). Relevant source files: InventoryMenu.as ItemMenu.as - Inherited by InventoryMenu InventoryLists.as - Used by ItemMenu TabularList.as - Used by InventoryLists ScrollingList.as - Inherited by TabularList BasicList.as - Inherited by ScrollingList BSList.as - Inherited by BasicList Any help is appreciated. Thank you for your time! /Sabrina