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Everything posted by hlp
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Not yet. For now One BA2 and One ESP( without esm flag) is all you get. It should evolve in the future but how we don't know.
- 2 replies
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- ck
- creation kit
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(and 2 more)
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CK - GFSDK_SSAO_D3D11.win64.dll is missing
hlp replied to Belthan's topic in Fallout 4's Creation Kit and Modders
No it works and that came with patch 3. You installed the CK in the same directory as the game exe ? That's not the default path unfortunately. -
What's the Deleted NavMesh That Can't Be Undeleted?
hlp replied to Aeradom's topic in Fallout 4's Discussion
There are thing to clean in the DLC has there have been in every file from Beth. -
What's the Deleted NavMesh That Can't Be Undeleted?
hlp replied to Aeradom's topic in Fallout 4's Discussion
No. Don't use the cleaning functions. Do manual cleaning. -
Time spent with Pascal is never wasted :)
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Invalid Variable for Companion Script
hlp replied to panzersharkcat's topic in Fallout New Vegas's GECK and Modders
UnEquip the current item then make a change to their inventory. It should select the "best" to equip. There could be a visual glitch though. -
You can declare VARS in the result script if there are corresponding vars in the enclosing quest. The trick is aligning the var ID which the CK can decide to reorder at any moment. Also, anything declared in ESP is actually treated by the engine as Persistent which is why you can use non persistent ref from ESP in script.
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Form/item ID's - how to know what is safe to use?
hlp replied to Nikonthenet's topic in Fallout 4's Creation Kit and Modders
No relative form ID you create should be less that XX000800 (or 2048 decimal). Those are reserved and will break things. -
Update 1.2 is out (of beta)
hlp replied to Lisnpuppy's topic in Fallout 4's Creation Kit and Modders
It's the same for me. Nothing changed since the last beta so you are up to date. -
Geck works only with NVSE, how fatal is this?
hlp replied to Lee5Lee's topic in Fallout New Vegas's GECK and Modders
As long as you don't call any NVSE function in your scripts it will not be required. -
Memleaks and crashes in GECK
hlp replied to ManehattanProject's topic in Fallout New Vegas's GECK and Modders
Verify the logs (nvse_editor.log first), If he doesn't have any error on loading an esp in GECK, he doesn't have GeckPU active. -
Just "undelete and disable..." with TEV5Edit, it will move them out of the way.
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There is an xEdit script for that. Third time this question poped in a month. :) As Roy said in the FNVEdit topic: "List Record Referencing plugin"
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GetNthDetectedActor - OBSE
hlp replied to crippknottick's topic in Oblivion's Oblivion Construction Set and Modders
Nth is the number parameter -
Multiple Team Members work on the same .ESP
hlp replied to ManehattanProject's topic in Fallout New Vegas's GECK and Modders
It's not a waste of memory :smile: The engine will not load a null field, just like if it did not exists. As for PNAM, they are loaded by the runtime so they must be used.- 16 replies
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FalloutNV - PlaceAtMe results in crash
hlp replied to steamcanuck's topic in Fallout New Vegas's GECK and Modders
Definitively not a feature. One more thing to look at. :smile: -
NPC Scripting Error
hlp replied to Deleted2746547User's topic in Fallout New Vegas's GECK and Modders
Which vanilla file did you delete from ? If none, then use the "Undelete..." menu choice on your mode. Just lookup "cleaning mods" tutorials. -
[Help] Conditions do not display in the GECK for me.
hlp replied to marieruth's topic in Fallout New Vegas's GECK and Modders
It looks to become systematic on Windows 8/8.1 -
[Help] Conditions do not display in the GECK for me.
hlp replied to marieruth's topic in Fallout New Vegas's GECK and Modders
The conditions are there, they just are displayed in a zero width column. Use the mouse to widen it. -
No Low Level Processing glitch?
hlp replied to Belthan's topic in Fallout New Vegas's GECK and Modders
I thought I did a long time ago with SetPermanent, but it was stupid of me to apply it to baseform and not reference :( In the end SetPermanent is a useless alias to SetQuestItem -
LE TES5Edit and Mod help please?
hlp replied to gunslinger6792's topic in Skyrim's Creation Kit and Modders
Note that xEdit allows for comparing mods with file outside the Data folder, so you don't need to rename one. -
2) it should
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GECK Issues and General Questions
hlp replied to Mudguy47's topic in Fallout New Vegas's GECK and Modders
Do what Belthan said, restore the backup and then use clean masters. Too many things can go wrong blindly deleting the masters :( -
Prevent NV companions from entering a cell?
hlp replied to Belthan's topic in Fallout New Vegas's GECK and Modders
I was thinking of adding a SetQuestVariable to NVSE just for that :) .