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SirArindel

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Everything posted by SirArindel

  1. In response to post #7516667. #7516700, #7516921, #7517121 are all replies on the same post. Think on the other side though, if they remove pirates completely, they'll lose money from ads because of less traffic which they get money from.
  2. Alright, I think I know why there was the duplicated mods issue. It's because of the Cache folder, which contains archives, in Mods folder. Now, the problem appears when you enable the NMM to look in subfolders. It notices the archives in Cache folder and adds them to Mods list. That's why the issue appears. Don't know if this was brought up before, but I thought it'd be good to throw this here so that everyone knows. This specific option looks like that: "Scan Mods directory subfolders for mods" If enabled: issue appears. If disabled; issue is gone. I hope I was helpful. :) Edit: this was found on NMM 0.44.1 which should have helped with this issue, but didn't. A simple solution for NMM devs would be to move Cache folder to Install Info or to condition this specific option to exclude Cache folder.
  3. I have to say, it looks really interesting and I hope you can get most of it done. So far it's great, I hope you don't abandon it ever. :wub:
  4. You can use player.ForceAV carryweight X or player.ModAV carryweight X in console. PS: ModAV is buffing/debuffing which means the value you insert is an Add or Subtract. I assume it's player.SetAV which makes it reset upon restart.
  5. use console command to find the formids with: help yourmod 0 help arwen 0 in your case then use player.additem x 1 where is x is the formid shown in the results. 1 is the quantity.
  6. Hi, try replacing Debug.Trace with Debug.MessageBox, that will show you if it works right when you read the book. According to the wiki, Debug.Traces saves the Debug text into a log/txt file. Use MessageBox instead to find if it works. Debug.Notification to show the message at the Top-left corner.
  7. I already done this, I have the script, but remains a question. Where do I put it in? I added in the EncChicken and didn't work. Perhaps I did something wrong.
  8. add this to your script right after your ScriptName: GlobalVariable Property AAMyGlobalVariable Auto then go to your item the script is attached and go to the script properties and select the respective global. Every item like that should be defined that way, items, spells, imagespacemodifiers etc... Hope I was helpful
  9. Can you tell me how you made it so you can activate the chicken? I'm willing to make some tryouts things on them. It would help to post your script so I can help you back. PS: Food Chicken is just an example, you have to define it. add this at beginning of the script: Item Property MyItem Auto ;it doesn't matter the name (MyItem) (It's more of a shortcut after all) then Game.GetPlayer().Additem(MyItem, 1, true) ;true if you with to not show the message that it added the item That is, it should fix your compile error. After that, go to your item to which the script is attached and press Properties, that's where you select what does mean MyItem.
  10. Those colored with orange you must include in your script to start an animation: The rest is just an example applied to an magiceffect. Don't forget to set the the property to your animation within the activator or whatever you use to start the script. You can also use PlayAnimation instead of PlayIdle in case your animation is not a idle one. Replace the property too with the respective one, dunno if there's Animation.
  11. I'm surprised no one replies to this as many complained about HDR being too harsh. Nice find by the way, I didn't know about this. It runs somewhat better, but it loses contrast and everything looks washed but it is fixable with FXAA.
  12. I loved Gothic 1 because: it was my first rpg, also I liked the world, the way NPC's talks and I could do anything I wanted. Even be a blacksmith. :wub:
  13. Not really, but if you have any issues with textures, consider changing Textures to Low or Medium at least from the Launcher Options.
  14. Now you don't want the game to be like Crysis with photorealism graphix and zero gameplay, do you? Just hang on for some weeks/months until huge texture packs appear. ;)
  15. You can hold the camera button to rotate around your character "if" you have your weapon unsheated. As alternative, you can use console command "animcam" (I think that is) so you can rotate around freely. Just don't use it during combat.
  16. Try the following if you already married (also I think you should kill your wife). Don't forget to save before doing this: resetquest RelationshipMarriage setstage RelationshipMarriage 10 then, select the npc you want to marry: addfac 19809 1 setrelationshiprank player 4 That is, try to marry her.
  17. I notice you put "addfac 19808 1". That's wrong, the correct one is "addfac 19809 1". Also "setrelationshiprank player 4" may help.
  18. If you have Fallout mod manager, verify your esp's mod index. Lets say, it is 2F, then you have to replace the first 2 numbers, in your case 01000ea7 should be 2F000ea7. PS: I used 2F as example, doesn't mean it is really true. Edit: here's a page in case you didn't understand me: http://geck.bethsoft.com/index.php/Weapons and look at the end of page at Custom Weapons.
  19. When you open an ESP, make sure your esp file is checked and set as Active.
  20. As the title says, I want to attach a shader to something. It's about Weapon Sight (the zoom with mouse right button) but I don't know how and so I'm stuck. I would like some help here. Thanks.
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