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luthienanarion

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Everything posted by luthienanarion

  1. As long as you require the user to supply the FO3 meshes themselves, it's fine. You CANNOT include any of those files with your mod.
  2. scn DTDRQuestScript array_var Entry ref rTemp int iAR int iDT begin GameMode if GetGameRestarted GetLoadedType DTDRArmors 24 foreach Entry <- (GetListForms DTDRArmors) let rTemp := *Entry Print $(LNGetName rTemp) if IsPA rTemp if ListGetFormIndex DTDRPowerArmors rTemp == -1 ListAddForm DTDRPowerArmors rTemp endif endif loop endif foreach Entry <- (GetListForms DTDRPowerArmors) let rTemp := *Entry Print $(LNGetName rTemp) let iDT := ((GetArmorDT rTemp) * (DTDRDTMult)) SetArmorDT iDT, rTemp let iAR := iDT * DTDRDRPerc SetArmorAR iAR, rTemp loop end This should work.
  3. GetContainer can fail when called the first frame or two after your item has been added to an inventory. scn a33script ref a33actorref int a33doonce begin gamemode if a33doonce else if a33actorref if a33actorref.getdead set a33doonce to 1 dropme endif else set a33actorref to getcontainer endif endif end ; gamemode
  4. If you're talking about the launcher, you shouldn't be running it at all. It only shows which plugins are active, not the order in which the load.
  5. You could also just run the game using F4SE...
  6. No. There will be no scripting at all until the GECK is released.
  7. The game separates saves by character already.
  8. That's an indication that you don't have enough video RAM to use that texture pack. The game engine does not handle memory allocation failures and just crashes.
  9. Run the game without any mods to make sure that it works and is indeed uncut before adding mods to it.
  10. The GECK cannot create new headgear records properly. There's a sticky post in this very forum called "Converting FO3 Hats to FNV" that outlines how to fix them.
  11. You simply can't use MSAA (the game's default) with ENB. It's a trade-off between good AA or the rest of ENB's visual effects.
  12. If you have my NVSE plugin installed, you can simply lookup FormIDs in the console: search "benny"Forms listed as type "NPC_" are NPC base forms, and "ACHR" are actor references. The IDs shown by the 'search' function cannot be incorrect, as they are determined directly from the loaded game data.
  13. Those extra races are added by some other mod, not the alternate start mod. The two things are unrelated.
  14. Enter "setpccanusepowerarmor 1" in the console.
  15. This is not a Windows 10 issue. It's caused by one of the Visual C++ redistributable updates, and it occurs on Windows 8 as well. The problem lies with the GECK and not with Windows.
  16. The game engine updates at 64 hertz, so FPS values above that are completely useless. It's also very badly optimized, so no level of hardware is going to give you framerates much higher than that.
  17. Disable the Steam overlay.
  18. Use FO3Edit and FNVEdit to copy and paste the values from the FGGS, FGGA, and FGTS fields in the FaceGen Data subrecord of your companion's NPC record to another NPC record in your FNV plugin.
  19. It's an engine bug that was introduced in one of the game patches. There is no way to fix it.
  20. Get rid of enough plugins to reduce the total count to 139 or less. It doesn't matter what you get rid of.
  21. You have a mod that was created before the 1.3 patch. Find it and get rid of it.
  22. Yes, as are most mods that add new NPCs.
  23. You can only run the launcher from Steam.
  24. That's not a a bug. Those NPCs do not have voice files.
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