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Everything posted by luthienanarion
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When items are picked up by the player, the "deleted" (removed from ESP) flag is set on them and their 3D data is set to NULL. (Your saved game is actually an ESP that loads last, and it "saves" changes to forms/refs by overriding them the same way an ESP would.) You can make a "taken" reference re-appear by removing that flag and then updating the object's 3D data: someRef.SetRefFlag 32 0 ; flag 32 (0x20) is the "deleted" flag someRef.Update3D
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black around characters butt
luthienanarion replied to jdl12345's topic in Fallout New Vegas's Mod Troubleshooting
Archive Invalidation. -
Controller user can also install LutanaNVSE, which modifies IsControlPressed to work with controller inputs.
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No, that's checking whether or not scopemod has a non-zero value. Also wrong. You're performing a bitwise AND operation to determine if all bits present in the value of scopemod are also present in the value of weapFlags. A simpler way to understand it in this context is, "Does the bitfield weapFlags contain the bit scopemod?"
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If you're loading more than 139 plugins, that's the cause of your issues.
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Need help on forcing UI update for a mod
luthienanarion replied to darkgametrain's topic in Fallout New Vegas's Discussion
The Pip-Boy updates when an item is removed from the player inventory, so all you must do is add and then remove an item. -
Mod Options Form when installing
luthienanarion replied to JoeyyX's topic in Fallout 4's Creation Kit and Modders
I didn't know about this. Thanks for the link. -
Mod Options Form when installing
luthienanarion replied to JoeyyX's topic in Fallout 4's Creation Kit and Modders
Here are some tutorials: http://www.nexusmods.com/newvegas/mods/44914/ -
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.
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Visual C++ Runtime crashing my game!
luthienanarion replied to spooky760's topic in Fallout New Vegas's Mod Troubleshooting
That's the game crashing because the engine is badly programmed, not a cause that you can fix. -
Help with GETCONTAINER...
luthienanarion replied to AbbaddoN33's topic in Fallout New Vegas's GECK and Modders
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 -
Nexus Mod Manager Load Order
luthienanarion replied to Marvoloo's topic in Fallout New Vegas's Mod Troubleshooting
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. -
Mods Not working on Steam Beta Update
luthienanarion replied to BSDJoker's topic in Fallout 4's Discussion
You could also just run the game using F4SE... -
[WIPz] Fallout 4 Script Extender (F4SE)
luthienanarion replied to behippo's topic in Fallout 4's Discussion
No. There will be no scripting at all until the GECK is released.- 717 replies
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- script extender
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[Mod Request] Better Save System
luthienanarion replied to Jarod719's topic in Fallout 4's Discussion
The game separates saves by character already. -
Crashing on Cell Change
luthienanarion replied to OurHeroOurHero's topic in Fallout New Vegas's Mod Troubleshooting
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. -
Having major problems with new OS
luthienanarion replied to dcarpent36's topic in Fallout New Vegas's Mod Troubleshooting
That has nothing to do with your OS and everything to do with archive invalidation not being applied by NXMM. Toggle it off and back on in the options. -
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.
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FOMM load order number is incorrect
luthienanarion replied to geekminxen's topic in Fallout New Vegas's Mod Troubleshooting
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.