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AnishaDawn

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Everything posted by AnishaDawn

  1. Over on the fallout 4 forums, I encountered something that was a bit of a wake up call. I experienced it here too but to a more passive degree. All my knowledge of the game was derived entirely from testing for fun and diving into the CK. I'm well educated but I have no degrees to show for it, so I've had people undermine the authenticity my knowledge. I'm not a developer and never been in that kind of environment professionally. I don't think spending time in the various RPG Maker games count enough for me to say "I've made a game", but yeah I tried that out.. I have dived in Java, JS, C++, Perl, PHP, HTML, XML, Python, with and Python being the one programming language I've stuck with. It's just a hobby of mine and it just had the added benefit and helping me understand how games/programs work. When I play MMOs for example, I know whats going on with spawns, monster movements, etc. Call it a third eye - I don't need to see the code. I don't own disassemblers, things that people use in order to present irrefutable proof of their findings, even though this can all be figured out in the CK They use this knowledge they pluck from the game code to obtain reverence and popularity - these types of people always seem to have a nasty "holier than thou" air about them as well. People will take them seriously, while taking people like me less seriously. Honestly that hurts. To be told that what I know is just an "opinion" is a slap to my face because I have tons of notes both hand written and typed. Lots of math(basic math..I'll get to that), lots of lines of codes, in the thousands, that have been read all in effort in me wanting to know the answer to two of the most daunting questions of mankind: How and why? Seems the modding community is saturated with CS majors and one-uppers. Math is my weakest point. I rely on basic math to arrive at any solution to a problem that otherwise would be reached by much faster algorithms. It's how I figured out how to get the local positions for objects without having to use SKSE or trignometry. It's not 'pretty' or show off math so it's not taken seriously. I can't even go to a r/Math without people giving off vibes of annoyance because I don't already have a master's degree in mathematics. I've been on my own, self teaching myself everything I know. I hate asking people for help, but I love to offer it because I know how it is to be denied answers. When I see a person's problem on these boards, I think of how I could fix that. Always though, someone comes along to shoot it down. This is getting a bit long winded..but it's been building up in my head for a long time. tl;dr: I stopped playing. I stopped modding. I just uninstalled it all. My knowledge is worthless. I'm not smart enough.
  2. ...modding Oblivion was 10000x easier. Ya didn't feel like you needed a degree in computer science.. Another thing to take note of is that if the cell has an encounter zone, the lvl of the leveled actors will be locked to the level of the player when the player first enters that cell, permanently.
  3. I think if you change the following.. SpawnCounter... to SpawnCounter.Mod(1.0) ..and remove that long wait.
  4. If these are all custom NPCs you placed(not vanilla ones), you could try an easy script(apparently only works for things created through placeatme/actoratme): Event OnCellDetach() if self.IsDead() == true self.Delete() endif EndEven They will be deleted whenever the player leaves the cell, but they have to be dead before then. If these are spawning actors(the "M" markers): Event OnCellDetach() self.SetCriticalStage(self.CritStage_DisintegrateEnd) EndEvent Finally if you expect these actors to respawn and are placed in the cell(not created by PlaceAtme/ActorAtMe) and you checked the "Respawns" box on their references, you can let the game clean them up when the cell resets(if the encounterzone allows for it).
  5. When in doubt, turn the object into an activator. All movement functions work on those, though the collision updating is a different matter.. but still useful if collision isn't a concern.
  6. If the thing being activated is the object itself that this script is placed on, you can also use OnTranslationComplete() to handle the enabling and not have to use a wait at all.
  7. Logic is the beginning of knowledge.. and I'm only analytical.
  8. Suikoden 2, 5 Parasite Eve Resident Evil 2 Gran Turismo
  9. Either it's jealousy or self admitting the truth, either way this thread has shown me that no matter how hard I try or how much reading I do, I'll never be smart enough to fit in around here.
  10. You may want to investigate the following Magic Effects DLC2BloodskalBladeEffect <-- I strongly feel this is what you're looking for. DLC2BloodskalDamageFFAimedHoriz DLC2BloodskalDamageFFAimedVert
  11. Which is why I asked because I do have my own research for anything that involves cells, distance and what not, though I've been using basic math, I always needed a second set of eyes to see if my findings is sound. Anyway, there's nothing in your research that is a conflict to my own, it only tells me that my math needs work. With a radius of 10,250 units, that puts the inscribed circle of the 5x5 box at a circumference of 64,402.65 units. You know all this already though. I didn't, but I do now. :D One other I like is that you speak only in game unit terms and not try to use real world measurements like most do. Your research on movement speed, I was looking for data on the base speed(in Skyrim it's 370 and increased by race height multipliers). Based on your data the speed is 500. Your last link is also what I was looking for. A "range finder" or how range works in the game. Obviously I got a A LOT more questions for you but I think I can make it from here. These corrections based on your data will also be adapted to my Skyrim research since Bethesda isn't known to make drastic changes to the inner workings of the cells/distance/range systems between Oblivion, Skyrim and Fallout series. Now if I can just freaking log into the wiki I can add some notes to the Load event pages.
  12. Oh~ that is real nifty. I think you can also use math to get the local x, y and z positions(position relative to the cell). x:13000 - ((13000 / 4096) as int * 4096) = 13000 - 12288 = x:712 (12288 is the 3rd cell from the origin on the x axis) Negative positions has to be accounted for, thus the result has to be multiplied or added by -1.
  13. Maybe. Testing is underway but I've hit a snag, I think. I've gotten the visuals really dark in my game, like so dark a touch is needed. The problem is that when I switch over to my other monitor, it's back to looking like the moonlight is illuminating the entire world. I think you all know what I mean with that. I primarily play the game on my laptop(where I see the actual darkness effect). I guess I should just keep going and then when I'm ready to release it, i can see if it's actually dark for people too and if not, just take it down? I don't use ENBs, etc.
  14. ::scratches head:: Would you care to elaborate on the OnLoad part as it appears there's something I missed? Those are in terms of cells(positions converted to coordinates) 2.4x to 2.9x. Granted I've never used OnLoad outside of spawned objects that are designed to unload immediately, what you're saying suggests that the game uses just a portion of UGridsToLoad.
  15. CellAttach/Detached are events that fire for the cells that are loaded(using 'load/ed' to make it less confusing - it's actually deeper than that, since cells unload at different times in memory regardless if the player is there or not) around the player in 5x5 cell radius(UGridsToLoad default). Should an NPC be in a cell that becomes "detached" it will fire for them as that cell has moved out of the 5x5 range. It's not very reliable in exteriors but great to use for interiors as you will know when the attachment/detachment will occur. Edit: I think I misunderstood the question.
  16. What is your mods' position(the mod index) in your load order and what is the FormID of your bag in the CK.
  17. If you add a bunch of NPCs to a property, there's a fast way to do that. Create a formlist and just drag the actors to that formlist's window and then add the Formlist as a property in the script. Problem: Formlists are slow, so 2,000 NPCs might take several seconds to iterate through and this doesn't include the use of MoveTo, which would undoubtedly add to the process time. Another way to go about it is with arrays. They are faster than formlists but there's no drag and drop shortcut - you'd have to add each NPC individually in the CK, and then there's the silly 128 element array limit. Finally - I don't know how Immersive Patrols add their NPCs, but if I were to avoid the methods I mentioned above, I'd use an enable parent and hand place all the NPCs. Obviously this will take FOREVER, but after that's done, Enable Parent will enable a whole bunch of NPCs in one go and you could have control over when you want the enabling to happen and so forth.
  18. Words are associated with the spells that are in turn associated with the shouts. You can't possess all three spells if you don't have all three words, for example. Use HasSpell instead.
  19. Carry over from skyrim. https://www.creationkit.com/index.php?title=Talk:MenuMode
  20. Not a complete mess. Scripts on objectreferences don't need to have their positions called via GetPosition, and instead you can use x y or z. Yeah, the letters. Also the virtual box is called the bounding box.
  21. Without SKSE, you're limited to using a perk to modify the spell cost, or change it manually.
  22. I never thought I'd be frustrated with anything like this, but here we are. I know how this works simply through time, but I don't know how to explain the how. I have difficulties explaining things at length, so I make it as simple as possible. It's when someone doesn't get it that it's a big problem. There are people that do know how to explain this coherently and perhaps to them it's just easier to go to xEdit. For Skyrim.esm though, you don't need to do that. Nothing can ever load before it. As for Bend Will; all I know is that for my mods, my records always have the 02 index in the CK, so I don't know what's going on with Dragonborn.esm - I can't even get it to load, something about strings, I wont frustrate myself with that, so I'm sorry I can't help you figure that out. I can tell you that if I want to spawn one of my modded objects, I need to use the 0E index in-game because it's 14 in my load order - this is standard decimal to hexadecimal conversion. Load Order managers also display mod indexes too. The CK doesn't read from plugins.txt, it doesn't care about load orders. In fact the 'load order' list you see in the CK is always arranged in what appears to be the last loaded/last created mod. It is on point about the FormID after 0x. The digits that follow are for sure 100% accurate. I'll stick to the problem at hand. You can use the cast command for your racial power, it by all accounts WILL work, even if it's been removed. ; the ID I provided is for your night eye player.cast 000D9DB0 player voice I'm not a VR player, I don't know how you can go about using that in VR. There's a visual hand effect bug that comes with it supposedly but nothing that will break the game.
  23. You may be looking for Mark and Recall, there's a few of those on nexus.
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