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JW1

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Everything posted by JW1

  1. In addition, not only does OnActivate only work on world objects as Mktavish says, the object to be activated has to have a collision mesh of some sort. Without a collision mesh, it's not possible for the player to target the object.
  2. Thank you! That was indeed the problem. I didn't even realise there were multiple columns (why!?) in that box! Cheers! :)
  3. The advantage of creating an entirely new cell is that it is yours to do what you want with; with an existing cell, there's always the possibility of your changes clashing with another mod. There's also the possibility of breaking something in the base game if you mess with an existing cell, although that's a fairly low chance if you know what you're doing. Making a duplicate can save work, but you do have to be careful to clear out everything you don't need.
  4. I have encountered an odd problem, and I wonder if anyone has any ideas? I have two computers, an older one I actually develop mods on and a newer one used to play the game. Now, I have the GECK on the newer machine and use it occasionally to tweak the game or fix bugs here and there. However, I recently tried to look at some dialogue and discovered that it does not show the list of topics under the 'topics' tab. The dialogue is all shown in the 'dialogue tree' tab, so it's not missing, but the topics simply do not show up under the 'topics' tab. I've copied the GECK.ini and GECK custom.ini from my old machine (where the topics are correctly shown) to the new, but to no avail, so it doesn't appear to be a problem with them. Does anyone have any clue what's going on here?
  5. Thanks for the reply! Upping the projectile count to 2 messes it up completely. Not only does the first grenade after a load not (apparently) spawn the second projectile(s), subsequent grenades only work seemingly at random. I suspect there's an issue with attempting to apply two of the same magic effect in the same frame in that case. Let me just clarify: the second projectile, that is placed by the first explosion, is not the same as the first projectile. The first projectile is the grenade itself and generates an explosion that spawns the synth and the second projectile. The second projectile generates an explosion that applies a magic effect to the synths in its radius.
  6. I decided to try to make the synth relay grenades a bit more useful. My objective was to get the grenades to spawn a levelled synth (LCharSynth) rather than a bottom-of-the-barrel Gen 1. I set up a new set of synths based on those in the LCharSynth list, but when attempting to create a new levelled list containing them I discovered that the game does not permit scripted actors to be added to a list - which means that the synths can not have the "teleport in" effect. Thus, it's trivially easy to get the relay grenade to spawn an LCharSynth, but the synth just appears with no visual effect. To get around this I set up the following: - the relay grenade spawns the synth and also places a second projectile. - after 0.2s the second projectile explodes and the explosion has an attached magic effect that applies the "teleport in" effect to any synth in its radius. This works really nicely and looks great. However, there's one problem: this only works on the second and subsequent use of a grenade. If I load the game and throw a grenade, the second explosion doesn't occur and the synth just appears with no effects. If I then throw another grenade, everything works just fine. Does anyone have any idea what may be causing this? Is it just a game engine limitation of some kind?
  7. Some NPCs in my game are not talking to me or doing the things they should be doing. After poking around a bit, I've come to the conclusion they've been removed from a quest's alias list. Does anyone know if there's a way to restore their aliases? I've tried using ResetQuest, but that screws everyone related to the quest up. Thanks in advance.
  8. What shadow settings do you have? From my own experience (with both a GTX 970 and a 1070), setting shadow distance to 'high' or 'ultra' kills the frame rate, particularly in Boston. With the 1070, I've seen drops down below 40 fps with shadow distance Ultra, but a rock steady 60 fps everywhere with it set to 'medium'. I have heard a rumour that the shadows are generated by the CPU, not the GPU, hence upgrading to the latest and greatest GPU won't help.
  9. Thanks. Yes, there's only one copy of the armour so that may be the way to go. As for the OnEquipped: with the script as above, when I dropped the armour, picked it up and equipped it, the mod was definitely being equipped over and over as the 'equip mod' sound was being played continuously.
  10. I'm starting to see what's going on, even if I don't really understand it. If I drop the armour, pick it up and then equip it, the script works fine. If it's already in my inventory (as was the case when I was testing previously), then simply equipping it doesn't work. As you say, I suppose the item simply doesn't have a reference until an instance of it is created in the game. I see there's also an 'AttachModToInventoryItem' function - perhaps that's the one to use? (I also have discovered that OnEquipped really means what it says, it runs continuously while the armour is equipped, not just once like the old GECK OnEquip block. )
  11. Thanks very much for replying! I see what you mean, but I'm not sure how to get there. I originally had self.attachmod, but that didn't work either. Is something else needed to be able to get a 'self' reference? I don't see a 'GetSelf' function in the CK?
  12. I've created an armour item and an associated mod. The mod works: I can add it at a workbench and also add and remove it using attachmod and removemod in the console. For testing purposes, I've placed a very simple script on the armour: Scriptname testMod:ArmourScript extends ObjectReference ObjectMod property MyMod auto const mandatory Event OnEquipped(Actor akActor) attachmod(MyMod,1) EndEvent As you can see, all it does is attach the mod when the armour is equipped. I've set the objectmod property to my mod, the script compiles OK, but nothing happens when the armour is equipped. Does anyone have any idea why this isn't working?
  13. I wonder if anyone has come across this problem/knows a solution? I found a model on the internet (.obj) that I decided to try to convert into a piece of armour. I got it into Blender and converted it to .nif without any problems. I then weighted it to skeleton.nif, using bone heats. The resulting mesh surprisingly deforms rather well and works in the game. The problem is this: it's impossible to import the mesh back into Blender. The import script fails with the message "ZeroDivisionError: cannot invert matrix" followed by a 4x4 matrix of numbers. I've tried multiple times weighting the mesh in different ways and with different skeletons, but the result is always the same: the mesh works in the game but I can't re-import it to work on it. Does anyone know what's causing this problem?
  14. The thing to remember about nuclear weapons is they don't generate a lot of lasting radiation, so the radiation hanging around after 200 years in Fallout must be due to something else. Now, nuclear reactors do generate a lot of long-lived radiation and since we know that the pre-war Fallout world was full of reactors - even in cars - I think we can conclude that the radiation we see 200 years after the war was due to what the bombs hit, not to the bombs themselves. In that case, we can perhaps say that the bomb in Fallout 4 that created the Glowing Sea hit something particularly intensely radioactive, whereas the bombs that hit D.C. resulted in fallout that was less intense but more widespread.
  15. Try turning off anti-aliasing and AO in the game and turn them on in the CCC. Also, what's the game like if you run it without the stutter remover and borderless window mode?
  16. The OnLoad block of their script disables them when they have been freed. They should thus hang around until they are unloaded (by the player moving away) and then never be seen again.
  17. Remove the 'set timer to 7' and 'set timer to 18'. You don't need them. The 'set timer to 7' is causing timer to be stuck at 7, hence the never-ending loop. Also, do you want these things to go on being done indefinitely? As it stands, after you fix it, this script will just go on doing ABC - DEF- GHI over and over forever.
  18. The new endorsement system is certainly convenient, but I do wonder if it devalues the endorsements. In the old system, users had to remember to endorse and had to make an effort to go to the relevant page. it was a nuisance, and led to low endorsement rates, but it did mean that if someone took the trouble to do that then they probably really liked the mod in question. Now though, how many endorsements are going to be the result of someone pressing the button to get the pop-up to go away? How many times are people going to think 'sure, why not?' and click the button because it's easy and not because they've really thought about whether the mod deserves the endorsement? In the past I've looked to the endorsement rate to help me assess whether a mod is something I want to try; I'm not sure that it's going to be that helpful in future.
  19. Does anyone know where the head and hair shown here http://i569.photobucket.com/albums/ss132/JW1a/oblivion01_zps125193ad.jpg come from?
  20. The script worked fine for me. I put some caps on the ground, told it to make them pink and it did. Only works indoors though. In the wasteland it crashed the game, in Megaton it did nothing.
  21. By the sound of it, the problems you are having are almost certainly not related to my mod. Firstly, I can assure you there's nothing Cyrillic in the mod. All mutants used are either the base game mutants or simple variants of them, they do not have any weapons (or other inventory items) not used in the base game. Regarding FOSE, it is not used in this mod (except maybe the odd printtoconsole I may have put into scripts for testing purposes). However, I have done all my testing with FOSE activated, without any problems.
  22. The problem is that you have added your bandoleer under the Upperbody NiNode - it needs to be under the top-level Scene Root NiNode. Copy the NiTriStrips block from your source model, then right-click on the scene root NiNode in the jumpsuit model and select Paste. Rename the NiTriStrips block as Armsxx (where xx is a number).
  23. Would you be able to put the nif somewhere so we could take a look at it?
  24. Looking at an outfit I created, I have flags of SF_Specular, SF_Skinned, SF_Remappable_Textures and SF_Zbuffer_Test. Unknown Int 2 is 1 so I think that's ok.
  25. I don't know if this is your problem, but I do know that incorrect shader flags can make parts of an outfit disappear. Check the BSShaderPPLightingProperty for your additions; make sure that the Shader Type and Shader Flags for your additions are the same as for the other non-skin parts of the mesh.
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