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JustChill

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  1. Also be aware that PositionCell and PositionWorld use radians for the rotation value: [reference.]PositionCell x,y,z, zRot, CellIDSo "zRot" does not work with a simple "GetAngle" function, if you want to move something dynamically. float xCoord float yCoord float zCoord float zRot ref rToMove ref rTarget ref rRefCurCell Let rToMove := ;=> A reference you want to move. Let rTarget := ;=> A possibly dynamic thing where you want to move the reference above. Let xCoord := rTarget.GetPOS X Let yCoord := rTarget.GetPOS Y Let zCoord := rTarget.GetPOS Z Let zRot := rTarget.GetAngle Z Let zRot *= 0.01745 ;=> To convert it to radians for the Postion-function rTarget.Disable if rTarget.IsInInterior Let rRefCurCell := rTarget.GetParentCell rToMove.PositionCell xCoord, yCoord, zCoord, zRot, rRefCurCell else Let rRefCurCell := rTarget.GetParentWorldspace rToMove.PositionWorld xCoord, yCoord, zCoord, zRot, rRefCurCell endif This script merely replaces the rTarget reference with the rToMove reference.
  2. By the way... There are already mods like this: https://www.nexusmods.com/newvegas/mods/74882 https://www.nexusmods.com/newvegas/mods/42631
  3. That would be actually pretty easy to do. Scan the current cell for all objects and filter through them. If it is something that can be picked up (ammunition, weapon, flora) simply activate it. Only downside would be that you hear tons of "pickup"-sounds at once. XD Also the solution I am thinking about, simply won't have any animation of objects flying to the player. They simply land in the player's inventory.
  4. Hey there they should function perfectly fine. I made a tiny box on top of a house to add a key, while the regular box is pretty big this one was considered as cheat or easter egg to get into the house early. So I made it very, very, very, tiny and well hidden. ^^ When it comes to the scale of other objects it depends... I am not at the GECK right now, but the base form of creatures has a built-in scale value. You can change that value directly in the base form, but this will affect all references of that creature. If container have such a scale function in the base form either, it will also affect all references of that container. HOWEVER, as you say you use it in the render window, then this is actually the scale of the placed reference. It should NOT affect the base form. So all other references of that container should still have regular size.
  5. Ah, thanks for the clarification. That's a pretty intense follower then. ^^ In that case SetEnemy FiendsFactionNV PlayerFaction 1 1should be what you need. This will set the fiends to "neutral", but as they should have other traits (aggressive I guess), the neutral should be overwritten. If you want to be on the sure side however, you can fairly use SetEnemy FiendsFactionNV PlayerFactionas that will turn them hostile again for good. SetAlly befriends therefore SetAlly FiendsFactionNV PlayerFaction 0 0would not work. As they would still stay friendly, towards the player. Just not a "friend" in the case that they come to the players aid in combat. That's how the animal friend perk works by the way! Setally AnimalFriendFaction PlayerFaction--> This is rank 1 of the friendship perk. SetAlly AnimalFriendFaction PlayerFaction 1 1--> This is rank 2 of the friendship perk.
  6. Alright... I've updated the scanning version of the mod (for the english version) at least. Additionally, I've recorded my issues with the "advanced" version and sent the video to jazzisparis in hope he can somewhat find out what's wrong with SetBaseFactionRank. :(
  7. Hey there! Your command affects the whole "FiendsFactionNV". So not only your hire will be friendly, but also all other fiends in that faction. It would be better to create an own faction for your mod and simply add your hire into that faction. Set that faction to be a friend of the player. "SetAlly" is savegame baked so it's enough to use that command once, or even set up your own faction in a good relation to the player. When you unhire the person, simply remove it from that faction again and it should fall back into old behaviour. Hope this helped a bit. :) Cheers
  8. Alright... So interestingly, they don't load up hostile upon start when all the creatures are added into the list in Menu Mode 4 and then added into the respective animal friend faction. However, as that's the main menu it's not possible to gather variables (from a savegame) that change the faction of just some specific creatures. So I assume that the change of faction is performed at a point upon loading a recently started game, where the script fails to do so. Funnily reloading the very same save once more fixes it. So one attempt would be to make the mod static (creatures are added to faction upon main menu) or to find a method to apply faction changes while loading a save, as otherwise it seems they do not get applied. :( Even more weird the Nightstalkers load up as allies but then turn hostile. But having them being corrected upon reloading is even weirder. oO
  9. So I went back into this whole thing with factions... This time my approach is to have form lists which contain the respective base forms and use SetBaseFactionRank as before. HOWEVER, it turns out that starting a game and then loading a savegame where the player is in fron of dynamic factions seems not to be a good idea. As upon loading these turn out hostile, even if the player has the correct perk. This function evaluates the faction. It's working normally, except when loading a game after booting the game, as said. Funnily, when loading a game again the factions get correct. But this doesn't sound like a proper solution... "Load the game once more to fix faction issues". oO The funny thing is, the boss (Den Mother --> Nightstalker) in that cave is always correct, but the spawned ones seem to have issues with getting grouped into the correct faction initially. While they don't when the save is loaded again. Is it possible that the script is too heavy? The function only get triggered upon loading, or when changing settings in MCM. And these spawned Nightstalkers always seem to have issues realizing that they should not be hostile. Somehow they do not want to get into the faction (or out of it) easily. :/
  10. Fair enough. I've sent shad44 a PM and also a user called sjors boomschors, even though I am not sure, if that's the person who created the fish resources. As there is only one mod for Skyrim available from said user. But then again, the original fish resources for Oblivion got removed. Crossing fingers... :)
  11. I rather would work with the Optimizer, but anyways... Hope this helps (Image description).
  12. What has the Creation Kit to do with it? This is the Oblivion-hub. I am using the Construction Set Extender and even with that one, there is no baked in option to create BSA-archives. For Oblivion, I mostly use BSAcmd or BSAopt. BSA Commander is uploaded on the Oblivion Nexus and works very well with it, but may appear a bit clunky. BSA Optimizer is uploaded on the Skyrim Nexus, but works well for Oblivion too and is a bit more intuitive than the BSA Commander. Even though being a bit more intiuitive is just my subjective opinion.
  13. Hey there, I recently thought of continuing on Nehrim by making a fish mod, but the resources from Sjors Boomschors appear to be gone from Nexus. :sad: SB Resource - Saltwater Fish and SB Resource - Clear Stream Fish don't exist anymore, yet there are other mods on Nexus that still use these resources. Would it be allowed to get them from there or can't these fish resources be used anymore? This mod for example uses the resources. Would it be enough if I write into the credits, that I got them from there and the originals come from Sjors Boomschors? Kindest regards, JC
  14. Hey, as of recently entering the final phase of my work on Nehrim, I also changed the script of the socket of the statue in Castle Darlan so it can be re-created. Aside of that, I either changed the original appearance as I sometimes found a unconscious player copy laying around on the socket. oO This appeared to work very well: I just had to add the new container for saving the items of the player, but removing them before creating a full actor copy, won't make so many useless copies fo these items.
  15. I still use Audacity for cutting audio, etc as i like how simple it is and it's for free. But I never hear audio ingame, when saving it with Audacity. So I have to convert it again afterwards with VLC Media Player. As I said, maybe my "LAME.dll" has issues or the MP3Tag format is weird. So if someone has similar issues, using VLC Media Player to convert the MP3 again helps (at least in my case). ;)
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