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FGRaptor

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  1. Pretty much what the title says. I got an interior space linked to exterior doors. I move the exterior doors with SetPosition, but the interior doors remained linked to the teleport marker where it's in the editor. I couldn't find any info on this, nor any functions that seemed helpful. I tried linkedRef but the marker isn't linked to the door in that way. Any way to move these markers would be appreciated. The problem is that they seem to be linked through the teleport function to the doors without being selectable by themselves. If there is no way I guess I have to make custom markers, but I would like to know if there is a a way to just move the door markers properly.
  2. Base value edits like this are only saved during the game instance, but not if you exit the game. You would need a maintenance function to set the values again on game load.
  3. This is more of a warning to others. I have been working on a mod for a while and I had converted my script to use the MCM state options instead of normal options. The problem appeared when I went beyond 128 total options (not per page, but in total). Since each option is a state, they count as normal states, and apparently there is a 128 state limit for scripts. My script would not compile anymore because of a named state count(s) overflow. I guess I will go back to the old normal option system, since the same limitation does not apply there. In short: Do not use MCM state options if you have more than 128 options. I have looked for this issue on the forum and using google as well, but could not find any cases with solutions, although I had found people with the same error message. I eventually tried deleting state options until it would compile again - which was at 128 or 127. Any more and it would fail to compile. If anyone knows more about this, then please feel free to correct me or even offer some help. As it stands I guess it will be another day of rewriting.
  4. I have found something. There is a string variable sShoutAdded = Word of Power Learned in Gameplay -> Settings. Changing it changes the text you see before the word itself when you learn a new one. I can't find any references to it other than that though and setting the string to empty still shows the word itself when you learn it.
  5. When they appear would be good, yes. I would like to hide them when unlocking a lot of Words of Power as it spams the screen with the Messages. If I could change what they say - temporarily - to make them invisible that would work too.
  6. I've been looking for a while, but I cannot find any reference to the On-Screen Message you see when you learn and / or unlock a Word of Power. Quest Objectives and absorbing Dragon Souls also have special messages displayed, but I can't find any reference to those either. I'm wondering if those can be edited or hidden. For example, when learning a lot of Word of Powers, you are spammed with the Messages of learning them all. If anyone knows anything I would appreciate it.
  7. Hello there, I'm working on a mod atm and now I wanted to make an optional plugin to it, adding support for DLC. I loaded the required .esm's, my original plugin and then got to work, added all the new stuff and edited the existing stuff from my mod. When saving this new plugin, all the .esm's are added as masters. This works just fine. But my original plugin is not added as a master file. When trying to start the game now, the game loads but I get no mouse curser and then it crashes. When exploring with FO3edit I found out that the entries I edited from my original plugin were just duplicates with lots of errors in it's references, as it doesn't seem to recognize the existence of my original plugin. I edited it all manually and added my plugin as master, but it's still not really working. A lot of mods work this way though, so where's my problem? I couldn't find anything regarding this topic. I use FO3 version 1.7, Geck 1.5 and fose latest ver, think it's 1.2. Thanks for any help.
  8. Hey there, I've looked a bit and I can't seem to find anything that would serve my purpose. I'm looking for a way to detect and keep track of the number of items that have been repaired by the player. It would also be good to detect the type of the item, e.g. weapon, armor or more specificly the exact item type. Anyone got any ideas if this is possible?
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