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moriz

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Everything posted by moriz

  1. Thank you! Your example does indeed compile, but I'll have to add it into the game to know for sure if it's working or not.
  2. fixed. i previously just used the built-in code function, and it made the code lines really awkward. thanks for the heads up. I'm probably gonna need a more detailed breakdown on what's going on here. I'm not too familiar with Papyrus just yet, and I'm not sure what's going on. also, is there a reason why the OnKill event triggers so slowly?
  3. Hey guys, I have another scripting question: I've made a script that emulates Grim Reaper's Sprint, but removes the "in VATS" requirement, so it can be procced by a kill outside of it. I've done this by adding a script on the Player Actor, which goes kinda like this: ScriptName GrimReapersSprintTest Extends Actor Event OnKill(Actor akVictim) Actor Player = Game.GetPlayer() If (akVictim != Player) ;do stuff EndIf EndEvent This works, except for one problem: the OnKill() event seems to only trigger a few seconds after the target dies, basically removing all of the responsiveness of the trait. So my question is: is there a way to make this event trigger faster, or if there's a better way to do this? Thanks in advance!
  4. unfortunately that didn't work; got a compiler error for "Fatal Error: Unresolved function name 'RegisterForKey'" but as u can see Actor.pex, ObjectReference.pex, Form.pex and ScriptObject.pex have no this OnKeyDown() function. thanks for the tip! I'll look through those scripts to see if there's something else that I can use.
  5. interesting... the Caprica compiler seems to be able to compile OnKeyDown(), so I thought that it exists for Fallout 4 or F4SE. btw, am I even using it properly? the SKSE mentioned something about having to register the key, which I didn't do here.
  6. so I've been trying to get a test script to work. here it is: ScriptName KeyDownTestScript extends Actor Event OnInit() Debug.Notification("Started") EndEvent Event OnKeyDown(Int KeyCode) Debug.Notification("Key Down Event Started...") If (KeyCode == 51) Debug.Notification("Comma Pressed") EndIf EndEvent I attached it to the Player actor in fo4edit and fired up the game. on load, the OnInit() event seems to function, but the OnKeyDown() event doesn't seem to do anything. Am I using OnKeyDown incorrectly? Does it even exist for Fallout 4? ----------- Second question: is there a way to check if the player has made a kill? Thanks in advance, and sorry about the potentially dumb questions.
  7. hey guys, i tried searching this thread, but i don't think it's been brought up yet: does F4SE support custom events like OnKeyDown and RegisterForKey yet? I know the Caprica compiler will compile these events, but I have no idea if F4SE recognizes them or not. thanks in advance!
  8. I'm betting integration Because of the way F4SE works to inject itself into the game executable at runtime, it will never be allowed (by MS/Sony) on consoles. The F4SE devs have stated that the chance of console support is pretty much zero. And this can be a problem, since instead of consoles and PCs getting shared mods, there will inevitably be a set of mods that are incompatible with consoles.
  9. I wonder how F4SE will work on consoles... or rather, the impact on the modding community because of the fact that it WON'T work on consoles.
  10. as shown: looks kinda cool, except the glowing orbs aren't totally aligned with the eyes. appears to be the same glowing effect from draugrs. from what i can gather, the bug is related to the shout aura whispers. has anyone encountered this yet, and is there a fix for it?
  11. thank you very much. that appears to be what i'm looking for.
  12. so... nobody's willing to share? aww... :(
  13. i'm interested in adjusting existing armor meshes to better match up with type3 bodies. i don't really have any interest in doing anything other than that at the moment, so if it's possible, can someone please give me the tl;dr version on how to do this? thanks in advance.
  14. when using body replacers and wearing armor with bare arms, i've found that the arm with the pipboy always appear to be thicker. with no armor/clothing at all, the pipboy looks to be much too thick for the character's wrist. is there a way to avoid this issue? i guess another question is: is there a mod that shrinks the pipboy? thanks in advance.
  15. dual striking eliminates criticals and backstabs. since rogues basically depend on those two things to equalize with a warrior in damage, it is basically unusable on a rogue. you're much better off using momentum, and even then, the huge stamina drain makes it only worthwhile after you've burned your talents, or you have constant stamina regeneration effects active.
  16. so what problems are you noticing? other than the high CPU usage, which frankly should me normal.
  17. i doubt it. 100% CPU utilization in gaming is pretty normal. those having crashes or high temperatures likely have unstable systems to begin with, and the game merely stressed those systems enough to cause them to fail.
  18. DA:O is one of those games that greatly benefit from a 3rd and/or 4th core. basically, those with a quad core CPU typically will get significantly higher framerates... or i've been told. most games will max out at least one CPU core. the reason why DA:O is giving 100% CPU usage for you, is because it's using every core on your processor, hence 100% utilization. a game that utilizes only one core will always show as 50% on a dual core, and 25% on a quad.
  19. how do i like dragon age: origins? well, i got it last week, and i haven't been able to stop playing it. please help! :(
  20. the easiest would be to install OBMM and use that to launch your game. it will detect and load OBSE if you have it installed.
  21. fallout 3 also has many changes and updates to its game engine. while both fallout 3 and oblivion shares the same engine, there's enough difference between the two, that modding oblivion into fallout 3 is about as likely to succeed as modding morrowind into oblivion. i'm not saying that it cannot be done, i'm saying it is likely to be impossible.
  22. i use windows 7 x64, and it works pretty well for me. no difference between it and vista tbh.
  23. i didn't have to use the mod. here's how you fix it: go to console, player.setstage XX000802 20 XX stands for where broken steel is in your load order. for example, if broken steel is the fourth mod loaded, use 04 in place of XX. this will mark the first stage of the quest as complete, so you don't have to talk to scribe rothchild, and can now go to paladin tristan. i would've found this sooner, except my internet is down at home and my office network blocks fallout wiki.
  24. i think you are confusing antialiasing (AA) and anisotropic filtering (AF). in fact, you've combined them to form AAF... antianisotropic filtering? AA is generall very hardware intensive. however, for a game like FO3 it isn't overly so. AF generally has a much smaller impact. it all goes back to your hardware though. my computer generally eats FO3 as snack; the fan usually doesn't even spin up because it's not being stressed enough. i understand that not everyone has the same computer as i do though.
  25. "right in front of the map if you please; i'd like you to have a good look at it." "right in front of the map if you please; i'd like you to have a good look at it." "right in front of the map if you please; i'd like you to have a good look at it." "right in front of the map if you please; i'd like you to have a good look at it." "right in front of the map if you please; i'd like you to have a good --" *BAAANNG* *eats corpse* *BAANNNGBANNGBAAANNNG* please help, before i slaughter everyone else in the citadel :(
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