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luthienanarion

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Everything posted by luthienanarion

  1. 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
  2. Controller user can also install LutanaNVSE, which modifies IsControlPressed to work with controller inputs.
  3. 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?"
  4. If you're loading more than 139 plugins, that's the cause of your issues.
  5. NVSE makes 3 log files that are useful in determining why errors occur: nvse.log, nvse_loader.log, and nvse_steam_loader.log. The contents of those logs (spoilered or on pastebin) would go a long way toward troubleshooting your issue.
  6. The GECK does not generate OMOD records, which is why you think you need an ESP along with your ESM. Toggle the master flag in Edit and save to generate those records.
  7. 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.
  8. Here are some tutorials: http://www.nexusmods.com/newvegas/mods/44914/
  9. 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.
  10. 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.
  11. That's the game crashing because the engine is badly programmed, not a cause that you can fix.
  12. 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
  13. 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.
  14. No. There will be no scripting at all until the GECK is released.
  15. The game separates saves by character already.
  16. 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.
  17. 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.
  18. Run the game without any mods to make sure that it works and is indeed uncut before adding mods to it.
  19. 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.
  20. 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.
  21. 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.
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