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placeholderthesteam

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  1. Yep, this was it. I was vaguely aware it was a portal culling issue, but for whatever reason the roombound on the left side of the Camp McCarran terminal extended slightly into the room, so the one portal alone didn't work (not to mention the fact that it wasn't even bound to the connecting room. Whoops). Putting in another portal perpendicular to the troublesome roombound fixed it.
  2. Hello everyone! In my mod, I've put down quite a few NCR related locations and NPCs, and I'm just about finished making the scenery. One of the last things I needed to do was make a room somewhere in Camp McCarran to house my NPC, an NCR radio coordinator. I chose to put his room behind the inaccessible door right next to Lt. Boyd and the captured Legion centurion. Everything looked fine in the editor, but in game there's a really weird occlusion issue where the room isn't drawn when looking into it, and when inside only some parts of the room appear depending on where you're stood and where you're looking. The cell, for reference, is Camp McCarran Terminal02, the main terminal building. Could anyone help? Link to some image examples
  3. Thanks, that works for me. Not sure why though, since the only difference between my original script is that the conditionals in the if are in parentheses, and all of the parameters are explicitly assigned. Either way thank you!
  4. Hello everyone! I've been trying to create a simple activator that turns gas canisters in the player inventory into full gas canisters (custom item), but I've run into a snag. the full script is as follows: Scriptname gasCanFillSCRIPT extends ObjectReference MiscObject Property GasCanister Auto Const MiscObject Property GasCanisterFull Auto Const EVENT OnLoad() blockActivation() endEVENT EVENT OnActivate(ObjectReference akActionRef) ;int Property playerCanCount (Game.GetPlayer().GetItemCount(GasCanister)) ;EndProperty ;if akActionRef == game.GetPlayer() && playerCanCount > 0 akActionRef.RemoveItem(GasCanister, -1) akActionRef.ddItem(GasCanisterFull, playerCanCount, False) ;endif endEVENT Everything seems to be fine except the last line before the endif, which throws me two errors: variable playerCanCount is undefined and type mismatch in parameter 2 - cannot pass a none to a int. Originally my variable was just int playerCanCount = (Game.GetPlayer().GetItemCount(GasCanister)), but since it didn't work I changed it to a property. Seeing that its giving me the same error, though, leads me to believe my mistake is not with the definition. Does anyone know the reason why it errors? Thanks!
  5. When I run SKSE64 using skse_loader.exe nothing happens. My cursor turns for a second, steam says "running", then it closes, syncs and nothing else happens. There are no error popups, and no errors in skse64.log, skse64_loader.log or skse64_steam_loader.log My only mods are SkyUI esp and bsa, USLEEP, and coverkhajits Here is SKSE64 SKSE64 runtime: initialize (version = 2.0.6 01050170 01D3AEA3FA2E520D, os = 6.2 (9200))imagebase = 00007FF7CADD0000reloc mgr imagebase = 00007FF7CADD0000config path = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.iniplugin directory = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\dispatch message (0) to plugin listenersno listeners registereddispatch message (1) to plugin listenersno listeners registeredinit complete Here is SKSE64_loaderskse64 loader 02000060 01D3AEA3F997F43D 6.2 (9200)config path = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.iniprocPath = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\SkyrimSE.exelaunching: SkyrimSE.exe (C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\SkyrimSE.exe)dwSignature = FEEF04BDdwStrucVersion = 00010000dwFileVersionMS = 00010000dwFileVersionLS = 00000000dwProductVersionMS = 00010000dwProductVersionLS = 00000000dwFileFlagsMask = 00000017dwFileFlags = 00000000dwFileOS = 00000004dwFileType = 00000001dwFileSubtype = 00000000dwFileDateMS = 00000000dwFileDateLS = 00000000productVersionStr = 1.5.23.0version = 0001000500170000product name = TESV: Skyrimsteam exedll = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\skse64_1_5_23.dllmain thread id = 8512hookBase = 000001DD1B740000loadLibraryAAddr = 00007FFB729613F0hook thread completelaunching And here is SKSE64_steam_loaderskse64 loader 02000060 (steam) 01D3AEA3F9BDB15E 6.2 (9200)loader base addr = 00007FFB604A0000exe base addr = 00007FF7CADD0000found iat at 00007FF7CC2F2898original thunk 00007FFB639C1000patched iatHookMain: thread = 8512 retaddr = 00007FF7CC131DE9runtimePath = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exedwSignature = FEEF04BDdwStrucVersion = 00010000dwFileVersionMS = 00010000dwFileVersionLS = 00000000dwProductVersionMS = 00010000dwProductVersionLS = 00000000dwFileFlagsMask = 00000017dwFileFlags = 00000000dwFileOS = 00000004dwFileType = 00000001dwFileSubtype = 00000000dwFileDateMS = 00000000dwFileDateLS = 00000000productVersionStr = 1.5.23.0version = 0001000500170000product name = TESV: Skyrimsteam exedll = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\skse64_1_5_23.dll
  6. No problem, always happy to help. I know how you feel, I tried to run the original Deus Ex with a 1050ti on Win 10. It's a real pain dealing with old technology. Tell me if you find anything. Good luck.
  7. Unfortunately this sounds like an engine bug. The engine Skyrim runs on (the Creation Engine) is an in house engine created by Bethesda but is based off of an old (and I believe unsupported) version of the Gamebryo engine which itself is (being old and unsupported) pretty unstable and crash prone. Top that off with the fact that the Gamebryo engine saw heavy modification by Bethesda even before the Creation Engine came along. It's sort of like the source engine becuase they're both sort of like a "pillar of duct tape", making the Creation Engine prone to glitches, bugs, crashes, and a myriad of other things. The Creation Engine is simply not well equipped to handle a f*#@ton of mods and is very unstable because of that. I know it's not the answer you want to hear but unless there's a workaround (which there might be; think FNV 4GB or NVAC or USKP) the only option is uninstall some mods. Also, I like the title "consistently inconsistent performance"
  8. Mods, INI settings that could conflict, etc. We need more to go on (no offense)
  9. What exactly do you mean by "mod authors"? If I don't qualify (which I probably don't since I haven't posted any mods) Project Highrise would be nice.
  10. So, I have an NPC designed to sell you houses all across Skyrim, and I'm currently making his dialogue. However, I cannot initiate dialogue with him. No matter how long I wait, or if I do "recycleactor" or "resurrect", it never fixes the issue. I have tried countless different ways to get his dialogue to work and even ones that used to work no longer do. Basically, I have two branches (also for the record I'm using Player Dialogue since I'm a "veteran" modder of New Vegas), one of which is a Blocking branch that has his greeting and links to the other branch, the top level branch that contains all his info. It's set up like this: BelvorBranchGreeting with the topic BelvorGreeting which has a bunch of random greeting infos which link to the BelvorSale and BelvorHouse topics in the Top-Level branch. However, with it set up like this I cannot initiate dialogue. He simply turns his head and stops and then carries on. I have tried a million different things, like adding a prompt for the greeting infos or making a "Hello" topic in the misc section or even making it so the Top-Level branch is entered first just to see if his dialogue even works at all. -Mods+Load Order- Skyrim Update USKP Hearthfire UHFP Guard Dialogue Overhaul Sounds of Skyrim: Cities Multiple Followers Lite SkyUI Complete Skyforge Rebirth of an Empire The Stormcloak Rebellion Every "Guards of the Hold" mod My mod EDIT: Added SkyUI and Complete Skyforge
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