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rickerhk

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Everything posted by rickerhk

  1. In response to post #25769769. #25769949, #25770174, #25770714, #25770769, #25770854, #25772669, #25773184, #25773624, #25774339, #25775304 are all replies on the same post. Let's all close our eyes, tap our heels, and hope for the best!
  2. Edit your GeckCustom.ini http://forums.bethsoft.com/topic/1148040-how-to-fix-lighting-havok-and-rendering-issues/?hl=multibounds&fromsearch=1
  3. Recently I could not find a download to Blender 2.49b on the Blender web pages. Finally found it here: https://download.blender.org/release/Blender2.49b/
  4. Neither does GetBaseForm, which in many cases will only return a dummy form - the leveled list container - not the actual base form. Consider using GetLeveledActorBase, which should always return the correct base form (despite its name, the function will work on any actor, including non-leveled). Using NVSE 4.6b1 and PlaceAtMe appears to work fine when called from a UDF. You would assume theBaseForm gets handed off to the PlaceAtMe function code. But yeah - I always loop till it's 3D is loaded before performing any further functions on the PlaceAtMe spawn. PlaceAtMe returns the spawned objectRef, which must therefore be a valid, initialised reference on the same frame the function is called. All functions meant to work on that type of object should (at least in theory) work properly, already on the same frame.I've done something very similar to the OP in CC&C, without ever encountering any issues. RHK - Do you remember which functions you found that may fail unless the object is fully-rendered? It was 'MoveTo' and 'SetPos'. From that point on, though, I never used PlaceAtme without waiting for 3D to load. Probably anything where the object needs to be translated/rotated in game.
  5. You would assume theBaseForm gets handed off to the PlaceAtMe function code. But yeah - I always loop till it's 3D is loaded before performing any further functions on the PlaceAtMe spawn.
  6. Have you tried using the vanilla scripting syntax: set theSubjugate to theVictim.PlaceAtMe theBaseForm 1
  7. You can't set the Inaccessible flag by script but I've used DoorREF.SetDestroyed 1to make it completely unresponsive then DoorREF.SetDestroyed 0to make it work again. http://geck.bethsoft.com/index.php?title=SetDestroyed
  8. It should have been a float in Fallout3 also. Ref variables are for FormIds and RefIds. AddItemHealthPercent requires a float between 0 and 1. Refs are stored as 8 hex digits. Perhaps floats are stored the same way and it just worked in FO3. I'm not saying this is the reason for the crashing but I would do away with questionable stuff.
  9. Is there a reason EquippedCondition is declared as a ref instead of a float? getEquippedCurrentHealth returns a float. http://www.gribbleshnibit.com/projects/NVSEDocs/#GetEquippedCurrentHealth
  10. xEdit can generate object LOD now. Just download the Dev version of Tes5Edit and rename Tes5Edit.exe to FNVLodGen.exe and you can generate object LOD for Fallout. http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/
  11. I have almost 10 GB of backups on my hard drive/dropbox of just the esm for Project Brazil. I always make a backup copy before Gecking or xEditing/merging plugins for it. And I never overwrite a backup.
  12. You could set a ref variable to the placeatme object then loop till HasLoaded3D returns true on the ref
  13. I mean like objects that can fall but there is no static for them to fall on - like if you go to an edge and jump off you end up in the spot you entered the cell. Actually maybe the mines are falling through the floor when the cell loads and end up in the cell center? Seems odd that adding roombounds and portals would do that. Have you tried coc to the cell in a brand new game? Or flipping the esm bit with a new game?
  14. In NV there are CTD problems in general with equiping a pipboy in gamemode. FO3 did not have that issue. You might want to check out the NV pipboy readius mod to see how they worked around that problem.
  15. Are there any other objects (that support Havok), in the cell just floating around in empty space that you may have missed?
  16. On the NPC 'AI Data' tab, for followers, generally these settings work well: Aggression: Unaggressive Confidence: Foolhardy Assistance: Helps Nobody When they are set to player teammate, the 'Helps nobody' gets overridden to where they help the player anyway.
  17. Unfortunately there is not a single example in the vanilla esm where a media set selects a folder. All selections are specific files. So that is likely what you are stuck with. The media location controllers will take at least 25 media sets in the 'set' boxes - that's as much as I've used. 40 is probably not an issue.
  18. In response to post #24825259. #24825439, #24825784, #24826229, #24826374, #24826514, #24826589, #24826684, #24826709, #24826859, #24826869, #24827644, #24827839, #24827869, #24827954, #24828134, #24828199, #24828274 are all replies on the same post. @greggorypeccary Thank you. I don't think I will have time to collaberate but I definitely want to check out your mod. It's been awhile since i've actually played the game but I will be making a new load order in the comming weeks. @Xavathos Only my Skyrim mods have been deleted. My fallout mods will stay. With the fallout communities I have only ever experienced mutual respect and helpfulness. I may even update one or two of them in the comming months if I have time. I will just leave it at that. I think I am done scolding the Skyrim community and will just get back to FNV full time for now.
  19. In response to post #24825259. #24825439, #24825784, #24826229, #24826374, #24826514, #24826589, #24826684 are all replies on the same post. Wow, I just happened to download the Unreal engine last night. After Project Brazil is done, that's is where you'll find me. Not making mods for haters.
  20. Exactly. None of my current mods would I even consider for the workshop - they are all just conversions of other people's work. But It was nice to have a choice for a couple of days - If I wanted to develop something targeted for the workshop. And the mod would also be here on the Nexus for free. Only 8% of Skyrim owners have ever used a mod. I would be going after that 92% that can't be bothered with doing anything outside of their steam client to download a mod, use a mod manager, etc. At this point I'm just going to wait and see what happens with Fallout 4. Really not going to waste any more time with Skyrim.
  21. @Xenoshi Actually mod makers would get paid cash directly to their bank account. Refunds were steam wallet cash. So yeah all my Skyrim mods are now hidden. I have not decided yet whether to just delete them or not - or cool off and wait I'm done with Project Brazil - in about 6 or 8 months. But at the moment I just really want to wash my hands of the Skyrim 'community'.
  22. In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804, #24738919, #24738944, #24738974, #24739104, #24739184, #24739199, #24739204, #24739289, #24739329, #24739359, #24739394, #24739409, #24739474, #24739514, #24739544, #24739564, #24739609, #24739619 are all replies on the same post. @phantompally76 So you are saying my sense of entitlement is 1000x more alarming than yours? I have thousands of hours making mods. @phantompally76, Vesuvius1745 Never mind. I don't know why I'm wasting my time on trolls. Carry on.
  23. In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804, #24738919, #24738944, #24738974, #24739104 are all replies on the same post. "Modding has always been a labor of love" @Vesuvius1745 You and others keep repeating that. But it doesn't look like you have any mods posted here. Why would you think that 'labor of love' would mean you never want to make money from it?
  24. In response to post #24732344. #24732604, #24732704, #24732709, #24732774, #24732869, #24732879, #24733044, #24733464, #24733739, #24733824, #24733844, #24734224, #24734679, #24734879, #24734924, #24735019, #24735179, #24735629, #24736304, #24736494, #24736934, #24737124 are all replies on the same post. They made a quite normal assumption that they could get some compensation from their hours and hours of hard work. But the self-entitled toxic Skyrim 'Community' would have nothing of it.
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