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TMushS

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About TMushS

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    United States
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    Skyrim SE
  • Favourite Game
    (Quest for Glory / Hero's Quest)

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  1. Trying to figure out how to remove the cockpit itself during 1st person mode. or a view of (in front of cockpit) mode. I basically am trying to only show reticle / engine /shield info without the Ship (if in 3rd person) or the cockpit (if in 1st). Trying to do a google search on anything related to ship/reticle/ for starfield just keeps putting me in a "how to.. (insert various bugs on ship flying etc..)" loop. If anyone has any idea's on how it can be done, I may take a crack at it myself. Not sure if it's a hud swf that needs to be edited or something else like a gamesetting. haven't been able to find anything.. Changing the fov does nothing to remove it. And you can't really play with say an fov of 10. That would be like trying to drive a car by only looking through a microscope. lol Regardless, thanks in advance. Happy modding, -Mush-
  2. Not off the top of my head but I did have that issue a long time ago. I believe it had to do with creating your own keyword location and making sure all the areas had the same one. I remember duplicating a location then renaming it but that didn't work, had to be a new one. Outside of that, I don't know, but at least it may put you in the right direction. -Mush-
  3. Just a bit of an update. I've got the full working code bit that I was looking for. now while OnKeyUp worked perfectly fine, the way it behaves leaves it up to the player to mentally count down in seconds before they release the button. i needed a menu to come up while the button was being pressed for so long. I took a bit of combing some functions and commands to come up with a valid working piece of code. Doing it this way also avoids polling by not using OnUpdate and keeps it as Events and called functions. Tested this thing at length for the last few days and here it is: Thanks everyone, -Mush-
  4. Got it to work. Thank you both; You gave me the idea and I found out that the OnKeyUP event has a built in HoldTimer float. Here's the working Event block: -Mush-
  5. I think this may work. This way it should detect once when down then again when up, in two different events. Going to test when I get the chance. edit: had to swap the properties. had the variable and property names in the wrong places. -Mush-
  6. I'll try that, thank you. Amusingly, there is this : https://www.creationkit.com/index.php?title=OnControlUp_-_Form, which actually has a hold variable that's part of the event. Unfortunately, it only uses binds that are hard coded and used from the game. was hoping there would have been some undocumented 'hold variable' for iskeypressed or onkeydown. -Mush-
  7. Hey all, just need a bit of help please. I've had my mod out there for several years now and just trying to do some tweaks to it. I'm trying to turn this OnKeyDown event: to this: mind you, I'm not changing my original code etc. It works fine. I just wanted to take one of the other keys and combine it to have a long/short press. If i could find a function that would basically be equivalent to the old "GetSecondsPassed" function from oblivion that would be great. Then I could just plug in the function in those lines and it would work fine. Unless there is one and I'm just not seeing it. -Mush-
  8. Hey all, I'm the creator of "CS Tag N Track SE" and one of the tabs is called "Current Followers". The issue is, there's no easy way to actually get the followers that currently are following. CurrentFollowerFaction() works with vanilla followers fine, but some modded followers don't use that faction. Inigo for example. He won't get detected as a current follower. I added an OR operator and added IsPlayerTeammate(). Now that does work on vanilla as well as modded, but for the actual purpose of having that npc classified as following, it doesn't work as intended. Modded followers, like Inigo, are always considered teammates once you speak with them and have them join. That's persistent even when dismissing them, they're still considered teammates. I know Fallout 4 has a native function called "GetPlayerFollowers()", but unfortunately, that doesn't apply to skyrim se. There's nothing that does anything like that currently. I'm asking if anyone knows of a script function or a bit of code that my work, I'd love to know please. If that's not an option, I may just change the naming from "Current Followers" to "Teammates". That would take me all of 5 seconds to do and I would just stick with using IsPlayerTeammate() function. Happy modding, -Mush-
  9. Seem to have hopefully fixed the issue. So far, I've been able to play without a single crash for the last few days. Solution: Upgraded my video card. The previous one was about 10 years old and from time to time would give me some graphical glitches. New card can run the game at ultra without lag/stutter or crashes.. (knocks on desk). Guess the old card was on its way out so, glad I upgraded.
  10. okay so this is what I know so far. 1.) when the game does not crash at all I am able to save as many times as I want, can go back to a previous save point, continue on saving, etc.. no issues.2.) If I die, then upon loading the game, either from desktop or menu or a reload, the next 1-2 saves will always ctd. 3.) Once a ctd upon save happens, that entire character, not just the save files, cannot be saved again successfully. 4.) It can't be saved game corruption because then #1 would show issues and not let me load or save.5.) If I leave the game alone for say a week or so, play another character and that is successful for a few days (real time), then I'm able to go back to the old character and continue on with successful saves. do you see what I mean by, what's going on here? I use MO2 and do not use any ENB. Edit: I want to add that this mod list has been used for months prior to these things happening without issue. The two major things that have happened and when they started to occur is 1.) skyrim updated and 2.) windows updated. I have rolled back skyrim to the previous version. (I keep full versions , bsa's and all in multiple backup drives just in case). didn't fix it so I just updated it. Got it to work by sheer luck for a few months again. Had created a few characters, played through multiple main quests, sides, etc.. no issues. I start playing fallout 4 for a few weeks, then come back to skyrim with a new character, and I get the save-crashes happening. I really have no idea how to pin point this thing down. Obvious I want to use mods, and like i said, I've used all those mods previously for months without issues. Then this happens again. edit2: Wanted to reiterate this too: I've tested this on unmodded skyrim, mod loaded, both with and without skse. so that rules out modlist issues.
  11. wanted to bump this and add this again :"I also found something consistently odd. If I at any point die, then usually right after is when a save-crash happens. Not immediately, but at any point if I died, more than likely, a save-crash will occur. what sucks is even if I go back to a time when I didn't die, my character will not save again." I confirmed that just after I died by whatever means; an NPC kills me or I fall etc.. once that happens, the next 1 or 2 saves after will be a CTD. 5th character so far and that has been the case. Also, it can happen randomly if I did not die, but always happens if I had.
  12. Yeah, I thought of that. Problem is I stopped using Loot years ago and have had stable runs aftwards. Also, a lot of my mods, I made myself or they are patches that I made for other mods. I'm also keenly aware of how xedit comes into play with my mod list so there may be a bashed patch and then a merged patch.. which most would say, no no no.. but I then edit both of those to come up with my own combination the two etc. Basically, It may look odd to most, but technically in my play and xedit it all works well. I also found something consistantly odd. If I at any point die, then usually right after is when a save-crash happens. Not immediately, but at any point if I died, more than likely, a save-crash will occur. what sucks is even if I go back to a time when I didn't die, my character will not save again. I'll reiterate what I said too, If I play a new character for a while, say a week or so, then the old character that had issues, no longer does. It's the oddest thing to pin point the cause. Here's the Load Order regardless: 267 total plugins and about half of those are esp-lite files.
  13. Just tried that too. same result. Even going back to a save at the very beginning won't let me save again on that character. I tried a new character, was able to play for the last few days and then it struck. save-game crash. the first character I was playing with lasted a full week real time so I've no idea what's going on. It's so random, I can't seem to pinpoint it.. yet the time before that, I ran 2 characters through the main campaign, all dlc's, all thane status' etc.. all guilds, lasted for a month before I created a new character. Amusingly enough, I never changed settings or mod lists. so, I flat up have no idea.
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