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About GeneralGred
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Subnautica
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The Elder Scrolls
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I was hoping if it was possible to make an in-game 3D map of Tamriel using the heightmap from https://www.nexusmods.com/skyrimspecialedition/mods/573?tab=description to be placeable in game. I have tried to make my own using landscape assets in the creation kit (pictured below) and while it sorta works it's crude but at least shows what I'm trying to accomplish.
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Problem With Converting Models To Static
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
You sir have my thanks, this has been driving me mad all week. -
I am trying to make a weapon display for my mod but I am having issues with certain weapon models. While most models have been converted to static with no issue I cannot get the same results with others, an example being the teslacannonproto.nif under 2handlauncher or basically any Mine/Grenade/Ammo model. My current process is to alter the following fields under bhkRigidBody in NifSkope: -Motion System is set to MO_SYS_KEYFRAMED -Quality Typeis set to MO_QUAL_FIXED -Layer is set to OL_STATIC -Layer Copy is set to OL_STATIC As stated this works completely fine for other models such as the gaussrifle.nif, but these problematic models continue to have physics. Any suggestions on what I am missing?
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Models and textures are not my specialty at all so I'm not sure how difficult this kind of job would be. What I'm looking for is a large scale 3D map model of Tamriel. The map would need to have a circular edge and sized to fit a Dwemer Tower Spacer (Dungeons\Dwemer\Facades\DweFacadeTowerSpacer01). I'm going for a realistic texture that shows the terrain of tamriel accurately but doesn't have to be super detailed and no text or province borders. Example of what I'm looking for: http://www.lgm3d.com/images/projects/607/3d-ski-map-of-vail__large.jpg Coverage Area: https://i.postimg.cc/GpM3JXyN/KxLrJ3v.jpg
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Shortcut to Linking References
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
Those won't help, the issue here is the Linked Refs are chain style going from one to the next, it's not simply a large group of refs being linked to a single ref. -
Just a simple question here, I currently have a massive amount of objects I need to link together and was wondering if there is a keybinding shortcut (eg: Shift+L) that can be used rather then going through the menu each time? If not is there perhaps a mod/plugin that was made for the NV G.E.C.K. to do this?
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Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
I too thought it was weird at first, but I used a test script to try it early on and you can hear the difference, all the guns stop making noise as soon as it's toggled. Again I think it's because it's a workaround and not actually taking off the collision. Also with having other items fall, don't forget that I have it set up so if you leave the room it toggles back, and the JIP wiki states that the cell has to reload for the rest of the models to take effect, otherwise it's just the specific reference. -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
Here is an image of some display cases Sorry if its blurry, this site has low size limits -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
I'll get some screenshots when I can. @Mktavish, I haven't found static versions of the weapons in the game, if your talking about the 1st Person Biped Models, I've tried these in the past and they don't move at first, but eventually they snag or something and will fall. One thing that maybe cause confusion here that I should clear up is the weapons on display are not the weapons themselves, they are pre-placed Activators that represent whats inside the container. Now when I first tested ToggleObjectCollision I did it without the MoveToEditorLocation script to see what happens, and like any other object it moves and falls when another object collides with it, in this case it't the doors to the display. I've tried a few scripts that use one time activation to keep the weapons up, but to no avail. -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
Ok I'm seeing the confusion I think, so this function disables the collision and only the collision on the object, it's Havok physics are still in play, and basically what happens if you drop an object with it toggled off is it will fall through the world. So even with this function I still need to constantly update the script. ATM I'm finishing an "Armory Performance Mode" that you can toggle which basically separates the cases into individual sections (eg: Melee, Sidearms, Shotguns, and etc. are now seperate) to lower the number of scripts running simultaneously. And yes I am not including new meshes/textures. I may later on make a separate add-on for those who need it -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
Ya both freshly downloaded about 2 weeks ago If your talking about the fact that you can still interact with it I think it's because while the function disables collision, the model still technically has it. I would be a liar if I said I understand exactly how it works, but I think it's simply something that acts as a work around. Do to the large danger it poses, as it affects all models of the base object, I'm very careful to reenable the function and thus have never tested this after leaving the same cell. -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
First off I would like to state that the performance hit is resolved as soon as the weapons are disabled. I'll look into turning the containers into a quest script, though I'm not sure if a single script can hold the entire armory. The problem with an OnActivate script here I need this script to run constantly while the case is open, if the script stops the weapons fall to the ground. The reason for the Collision scripting is because without it the weapons make a lot of noise due to the fact that their collision geometry clips with the display case, I've actually waited a long time for this function to come out. Lastly no, I've taken the next step in armory displays here by having each weapon scripted allowing the player to grab it without going into the container, these weapons are OnActivate only scripts. Edit: I noticed the last part of your post and wanted to say that one of the best parts of the ToggleObjectCollsion function is that it still allows the player to interact with it. -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
Here is one of the weapon display scripts, as you'll see I have taken steps to disable the weapons at any point the display case is closed or the player is out the room (defined by Positions): scn GMArmoryContMeleeScript Begin Gamemode if (player.GetPos Z < 7700) && (player.GetInCell GMMansion == 1) && (player.GetPos Y < 950) if (GMArmoryWeaponHatchRef01.GetOpenState != 3) GMArmoryWeapRefRollingPin.ToggleObjectCollision 0 GMArmoryWeapRefLeadPipe.ToggleObjectCollision 0 GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 0 GMArmoryWeapRefTireIron.ToggleObjectCollision 0 GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 0 GMArmoryWeapRefPoolCue.ToggleObjectCollision 0 GMArmoryWeapRefBaseballBat.ToggleObjectCollision 0 GMArmoryWeapRefSuperSledge.ToggleObjectCollision 0 GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 0 GMArmoryWeapRefSledgehammer.ToggleObjectCollision 0 GMArmoryWeapRefRebarClub.ToggleObjectCollision 0 GMArmoryWeapRef9Iron.ToggleObjectCollision 0 GMArmoryWeapRefGolfDriver.ToggleObjectCollision 0 GMArmoryWeapRefSpear.ToggleObjectCollision 0 GMArmoryWeapRefCombatKnife.ToggleObjectCollision 0 GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 0 GMArmoryWeapRefKnife.ToggleObjectCollision 0 GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 0 GMArmoryWeapRefStraightRazor.ToggleObjectCollision 0 GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 0 GMArmoryWeapRefCleaver.ToggleObjectCollision 0 GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 0 GMArmoryWeapRefMachete.ToggleObjectCollision 0 GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 0 GMArmoryWeapRefFireAxe.ToggleObjectCollision 0 GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 0 GMArmoryWeapRefHatchet.ToggleObjectCollision 0 GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 0 GMArmoryWeapRefRipper.ToggleObjectCollision 0 GMArmoryWeapRefChainsaw.ToggleObjectCollision 0 GMArmoryWeapRefThermicLance.ToggleObjectCollision 0 GMArmoryWeapRefShishkebab.ToggleObjectCollision 0 GMArmoryWeapRefCattleProd.ToggleObjectCollision 0 GMArmoryWeapRefPowerFist.ToggleObjectCollision 0 GMArmoryWeapRefZapGlove.ToggleObjectCollision 0 GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 0 GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 0 GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 0 GMArmoryWeapRefBallisticFist.ToggleObjectCollision 0 GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 0 GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 0 GMArmoryWeapRefDogTagFist.ToggleObjectCollision 0 GMArmoryWeapRefBoxingTape.ToggleObjectCollision 0 GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 0 GMArmoryWeapRefNailBoard.ToggleObjectCollision 0 GMArmoryWeapRefShovel.ToggleObjectCollision 0 if (GetItemCount WeapPowerFist >= 1) GMArmoryWeapRefPowerFist.enable 0 GMArmoryWeapRefPowerFist.MoveToEditorPosition elseif (GetItemCount WeapPowerFist <= 0) GMArmoryWeapRefPowerFist.disable endif if (GetItemCount WeapNVZapGlove >= 1) GMArmoryWeapRefZapGlove.enable 0 GMArmoryWeapRefZapGlove.MoveToEditorPosition elseif (GetItemCount WeapNVZapGlove <= 0) GMArmoryWeapRefZapGlove.disable endif if (GetItemCount WeapNVZapGloveUnique >= 1) GMArmoryWeapRefZapGloveUnique.enable 0 GMArmoryWeapRefZapGloveUnique.MoveToEditorPosition elseif (GetItemCount WeapNVZapGloveUnique <= 0) GMArmoryWeapRefZapGloveUnique.disable endif if (GetItemCount WeapNVDisplacerGlove >= 1) GMArmoryWeapRefDisplacerGlove.enable 0 GMArmoryWeapRefDisplacerGlove.MoveToEditorPosition elseif (GetItemCount WeapNVDisplacerGlove <= 0) GMArmoryWeapRefDisplacerGlove.disable endif if (GetItemCount WeapNVDisplacerGloveUnique >= 1) GMArmoryWeapRefDisplacerGloveUnique.enable 0 GMArmoryWeapRefDisplacerGloveUnique.MoveToEditorPosition elseif (GetItemCount WeapNVDisplacerGloveUnique <= 0) GMArmoryWeapRefDisplacerGloveUnique.disable endif if (GetItemCount WeapNVBallisticFist >= 1) GMArmoryWeapRefBallisticFist.enable 0 GMArmoryWeapRefBallisticFist.MoveToEditorPosition elseif (GetItemCount WeapNVBallisticFist <= 0) GMArmoryWeapRefBallisticFist.disable endif if (GetItemCount WeapNVBoxingGloves >= 1) GMArmoryWeapRefBoxingGloves.enable 0 GMArmoryWeapRefBoxingGloves.MoveToEditorPosition elseif (GetItemCount WeapNVBoxingGloves <= 0) GMArmoryWeapRefBoxingGloves.disable endif if (GetItemCount WeapNVBoxingGoldenGloves >= 1) GMArmoryWeapRefBoxingGoldenGloves.enable 0 GMArmoryWeapRefBoxingGoldenGloves.MoveToEditorPosition elseif (GetItemCount WeapNVBoxingGoldenGloves <= 0) GMArmoryWeapRefBoxingGoldenGloves.disable endif if (GetItemCount WeapNVDogTagFist >= 1) GMArmoryWeapRefDogTagFist.enable 0 GMArmoryWeapRefDogTagFist.MoveToEditorPosition elseif (GetItemCount WeapNVDogTagFist <= 0) GMArmoryWeapRefDogTagFist.disable endif if (GetItemCount WeapNVBoxingTape >= 1) GMArmoryWeapRefBoxingTape.enable 0 GMArmoryWeapRefBoxingTape.MoveToEditorPosition elseif (GetItemCount WeapNVBoxingTape <= 0) GMArmoryWeapRefBoxingTape.disable endif if (GetItemCount WeapNVThrowingKnife >= 1) GMArmoryWeapRefThrowingKnife.enable 0 GMArmoryWeapRefThrowingKnife.MoveToEditorPosition elseif (GetItemCount WeapNVThrowingKnife <= 0) GMArmoryWeapRefThrowingKnife.disable endif if (GetItemCount WeapRollingPin >= 1) GMArmoryWeapRefRollingPin.enable 0 GMArmoryWeapRefRollingPin.MoveToEditorPosition elseif (GetItemCount WeapRollingPin <= 0) GMArmoryWeapRefRollingPin.disable endif if (GetItemCount WeapLeadPipe >= 1) GMArmoryWeapRefLeadPipe.enable 0 GMArmoryWeapRefLeadPipe.MoveToEditorPosition elseif (GetItemCount WeapLeadPipe <= 0) GMArmoryWeapRefLeadPipe.disable endif if (GetItemCount WeapNVLeadPipeUnique >= 1) GMArmoryWeapRefLeadPipeUnique.enable 0 GMArmoryWeapRefLeadPipeUnique.MoveToEditorPosition elseif (GetItemCount WeapNVLeadPipeUnique <= 0) GMArmoryWeapRefLeadPipeUnique.disable endif if (GetItemCount WeapTireIron >= 1) GMArmoryWeapRefTireIron.enable 0 GMArmoryWeapRefTireIron.MoveToEditorPosition elseif (GetItemCount WeapTireIron <= 0) GMArmoryWeapRefTireIron.disable endif if (GetItemCount WeapPoliceBaton >= 1) GMArmoryWeapRefPoliceBaton.enable 0 GMArmoryWeapRefPoliceBaton.MoveToEditorPosition elseif (GetItemCount WeapPoliceBaton <= 0) GMArmoryWeapRefPoliceBaton.disable endif if (GetItemCount WeapPoolCue >= 1) GMArmoryWeapRefPoolCue.enable 0 GMArmoryWeapRefPoolCue.MoveToEditorPosition elseif (GetItemCount WeapPoolCue <= 0) GMArmoryWeapRefPoolCue.disable endif if (GetItemCount WeapBaseballBat >= 1) GMArmoryWeapRefBaseballBat.enable 0 GMArmoryWeapRefBaseballBat.MoveToEditorPosition elseif (GetItemCount WeapBaseballBat <= 0) GMArmoryWeapRefBaseballBat.disable endif if (GetItemCount WeapSuperSledge >= 1) GMArmoryWeapRefSuperSledge.enable 0 GMArmoryWeapRefSuperSledge.MoveToEditorPosition elseif (GetItemCount WeapSuperSledge <= 0) GMArmoryWeapRefSuperSledge.disable endif if (GetItemCount WeapSuperSledgeUnique >= 1) GMArmoryWeapRefSuperSledgeUnique.enable 0 GMArmoryWeapRefSuperSledgeUnique.MoveToEditorPosition elseif (GetItemCount WeapSuperSledgeUnique <= 0) GMArmoryWeapRefSuperSledgeUnique.disable endif if (GetItemCount WeapSledgehammer >= 1) GMArmoryWeapRefSledgehammer.enable 0 GMArmoryWeapRefSledgehammer.MoveToEditorPosition elseif (GetItemCount WeapSledgehammer <= 0) GMArmoryWeapRefSledgehammer.disable endif if (GetItemCount WeapNVRebarClub >= 1) GMArmoryWeapRefRebarClub.enable 0 GMArmoryWeapRefRebarClub.MoveToEditorPosition elseif (GetItemCount WeapNVRebarClub <= 0) GMArmoryWeapRefRebarClub.disable endif if (GetItemCount WeapNV9iron >= 1) GMArmoryWeapRef9Iron.enable 0 GMArmoryWeapRef9Iron.MoveToEditorPosition elseif (GetItemCount WeapNV9iron <= 0) GMArmoryWeapRef9Iron.disable endif if (GetItemCount WeapNVDriverUnique >= 1) GMArmoryWeapRefGolfDriver.enable 0 GMArmoryWeapRefGolfDriver.MoveToEditorPosition elseif (GetItemCount WeapNVDriverUnique <= 0) GMArmoryWeapRefGolfDriver.disable endif if (GetItemCount WeapNVThrowingSpear >= 1) GMArmoryWeapRefSpear.enable 0 GMArmoryWeapRefSpear.MoveToEditorPosition elseif (GetItemCount WeapNVThrowingSpear <= 0) GMArmoryWeapRefSpear.disable endif if (GetItemCount WeapKnifeCombat >= 1) GMArmoryWeapRefCombatKnife.enable 0 GMArmoryWeapRefCombatKnife.MoveToEditorPosition elseif (GetItemCount WeapKnifeCombat <= 0) GMArmoryWeapRefCombatKnife.disable endif if (GetItemCount WeapNVKnifeCombatUnique >= 1) GMArmoryWeapRefCombatKnifeUnique.enable 0 GMArmoryWeapRefCombatKnifeUnique.MoveToEditorPosition elseif (GetItemCount WeapNVKnifeCombatUnique <= 0) GMArmoryWeapRefCombatKnifeUnique.disable endif if (GetItemCount WeapKnife >= 1) GMArmoryWeapRefKnife.enable 0 GMArmoryWeapRefKnife.MoveToEditorPosition elseif (GetItemCount WeapKnife <= 0) GMArmoryWeapRefKnife.disable endif if (GetItemCount WeapSwitchBlade >= 1) GMArmoryWeapRefSwitchBlade.enable 0 GMArmoryWeapRefSwitchBlade.MoveToEditorPosition elseif (GetItemCount WeapSwitchBlade <= 0) GMArmoryWeapRefSwitchBlade.disable endif if (GetItemCount WeapNVStraightRazor >= 1) GMArmoryWeapRefStraightRazor.enable 0 GMArmoryWeapRefStraightRazor.MoveToEditorPosition elseif (GetItemCount WeapNVStraightRazor <= 0) GMArmoryWeapRefStraightRazor.disable endif if (GetItemCount WeapNVStraightRazorUnique >= 1) GMArmoryWeapRefStraightRazorUnique.enable 0 GMArmoryWeapRefStraightRazorUnique.MoveToEditorPosition elseif (GetItemCount WeapNVStraightRazorUnique <= 0) GMArmoryWeapRefStraightRazorUnique.disable endif if (GetItemCount WeapNVCleaver >= 1) GMArmoryWeapRefCleaver.enable 0 GMArmoryWeapRefCleaver.MoveToEditorPosition elseif (GetItemCount WeapNVCleaver <= 0) GMArmoryWeapRefCleaver.disable endif if (GetItemCount WeapNVCleaverUnique >= 1) GMArmoryWeapRefCleaverUnique.enable 0 GMArmoryWeapRefCleaverUnique.MoveToEditorPosition elseif (GetItemCount WeapNVCleaverUnique <= 0) GMArmoryWeapRefCleaverUnique.disable endif if (GetItemCount WeapNVMachete >= 1) GMArmoryWeapRefMachete.enable 0 GMArmoryWeapRefMachete.MoveToEditorPosition elseif (GetItemCount WeapNVMachete <= 0) GMArmoryWeapRefMachete.disable endif if (GetItemCount WeapNVMacheteGladius >= 1) GMArmoryWeapRefMacheteGladius.enable 0 GMArmoryWeapRefMacheteGladius.MoveToEditorPosition elseif (GetItemCount WeapNVMacheteGladius <= 0) GMArmoryWeapRefMacheteGladius.disable endif if (GetItemCount WeapNVFireaxe >= 1) GMArmoryWeapRefFireAxe.enable 0 GMArmoryWeapRefFireAxe.MoveToEditorPosition elseif (GetItemCount WeapNVFireaxe <= 0) GMArmoryWeapRefFireAxe.disable endif if (GetItemCount WeapNVFireaxeUnique >= 1) GMArmoryWeapRefFireAxeUnique.enable 0 GMArmoryWeapRefFireAxeUnique.MoveToEditorPosition elseif (GetItemCount WeapNVFireaxeUnique <= 0) GMArmoryWeapRefFireAxeUnique.disable endif if (GetItemCount WeapNVHatchet >= 1) GMArmoryWeapRefHatchet.enable 0 GMArmoryWeapRefHatchet.MoveToEditorPosition elseif (GetItemCount WeapNVHatchet <= 0) GMArmoryWeapRefHatchet.disable endif if (GetItemCount WeapNVThrowingHatchet >= 1) GMArmoryWeapRefThrowingHatchet.enable 0 GMArmoryWeapRefThrowingHatchet.MoveToEditorPosition elseif (GetItemCount WeapNVThrowingHatchet <= 0) GMArmoryWeapRefThrowingHatchet.disable endif if (GetItemCount WeapRipper >= 1) GMArmoryWeapRefRipper.enable 0 GMArmoryWeapRefRipper.MoveToEditorPosition elseif (GetItemCount WeapRipper <= 0) GMArmoryWeapRefRipper.disable endif if (GetItemCount WeapNVChainsaw >= 1) GMArmoryWeapRefChainsaw.enable 0 GMArmoryWeapRefChainsaw.MoveToEditorPosition elseif (GetItemCount WeapNVChainsaw <= 0) GMArmoryWeapRefChainsaw.disable endif if (GetItemCount WeapThermicLance >= 1) GMArmoryWeapRefThermicLance.enable 0 GMArmoryWeapRefThermicLance.MoveToEditorPosition elseif (GetItemCount WeapThermicLance <= 0) GMArmoryWeapRefThermicLance.disable endif if (GetItemCount WeapShishkebab >= 1) GMArmoryWeapRefShishkebab.enable 0 GMArmoryWeapRefShishkebab.MoveToEditorPosition elseif (GetItemCount WeapShishkebab <= 0) GMArmoryWeapRefShishkebab.disable endif if (GetItemCount WeapCattleProd >= 1) GMArmoryWeapRefCattleProd.enable 0 GMArmoryWeapRefCattleProd.MoveToEditorPosition elseif (GetItemCount WeapCattleProd <= 0) GMArmoryWeapRefCattleProd.disable endif if (GetItemCount WeapNailBoard >= 1) GMArmoryWeapRefNailBoard.enable 0 GMArmoryWeapRefNailBoard.MoveToEditorPosition elseif (GetItemCount WeapNailBoard <= 0) GMArmoryWeapRefNailBoard.disable endif if (GetItemCount WeapShovel >= 1) GMArmoryWeapRefShovel.enable 0 GMArmoryWeapRefShovel.MoveToEditorPosition elseif (GetItemCount WeapShovel <= 0) GMArmoryWeapRefShovel.disable endif elseif (GMArmoryWeaponHatchRef01.GetOpenState == 3) GMArmoryWeapRefRollingPin.disable GMArmoryWeapRefLeadPipe.disable GMArmoryWeapRefLeadPipeUnique.disable GMArmoryWeapRefTireIron.disable GMArmoryWeapRefPoliceBaton.disable GMArmoryWeapRefPoolCue.disable GMArmoryWeapRefBaseballBat.disable GMArmoryWeapRefSuperSledge.disable GMArmoryWeapRefSuperSledgeUnique.disable GMArmoryWeapRefSledgehammer.disable GMArmoryWeapRefRebarClub.disable GMArmoryWeapRef9Iron.disable GMArmoryWeapRefGolfDriver.disable GMArmoryWeapRefSpear.disable GMArmoryWeapRefCombatKnife.disable GMArmoryWeapRefCombatKnifeUnique.disable GMArmoryWeapRefKnife.disable GMArmoryWeapRefSwitchBlade.disable GMArmoryWeapRefStraightRazor.disable GMArmoryWeapRefStraightRazorUnique.disable GMArmoryWeapRefCleaver.disable GMArmoryWeapRefCleaverUnique.disable GMArmoryWeapRefMachete.disable GMArmoryWeapRefMacheteGladius.disable GMArmoryWeapRefFireAxe.disable GMArmoryWeapRefFireAxeUnique.disable GMArmoryWeapRefHatchet.disable GMArmoryWeapRefThrowingHatchet.disable GMArmoryWeapRefRipper.disable GMArmoryWeapRefChainsaw.disable GMArmoryWeapRefThermicLance.disable GMArmoryWeapRefShishkebab.disable GMArmoryWeapRefCattleProd.disable GMArmoryWeapRefPowerFist.disable GMArmoryWeapRefZapGlove.disable GMArmoryWeapRefZapGloveUnique.disable GMArmoryWeapRefDisplacerGlove.disable GMArmoryWeapRefDisplacerGloveUnique.disable GMArmoryWeapRefBallisticFist.disable GMArmoryWeapRefBoxingGloves.disable GMArmoryWeapRefBoxingGoldenGloves.disable GMArmoryWeapRefDogTagFist.disable GMArmoryWeapRefBoxingTape.disable GMArmoryWeapRefThrowingKnife.disable GMArmoryWeapRefNailBoard.disable GMArmoryWeapRefShovel.disable GMArmoryWeapRefRollingPin.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipe.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 1 GMArmoryWeapRefTireIron.ToggleObjectCollision 1 GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 1 GMArmoryWeapRefPoolCue.ToggleObjectCollision 1 GMArmoryWeapRefBaseballBat.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledge.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 1 GMArmoryWeapRefSledgehammer.ToggleObjectCollision 1 GMArmoryWeapRefRebarClub.ToggleObjectCollision 1 GMArmoryWeapRef9Iron.ToggleObjectCollision 1 GMArmoryWeapRefGolfDriver.ToggleObjectCollision 1 GMArmoryWeapRefSpear.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnife.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 1 GMArmoryWeapRefKnife.ToggleObjectCollision 1 GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazor.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 1 GMArmoryWeapRefCleaver.ToggleObjectCollision 1 GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 1 GMArmoryWeapRefMachete.ToggleObjectCollision 1 GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 1 GMArmoryWeapRefFireAxe.ToggleObjectCollision 1 GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 1 GMArmoryWeapRefHatchet.ToggleObjectCollision 1 GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 1 GMArmoryWeapRefRipper.ToggleObjectCollision 1 GMArmoryWeapRefChainsaw.ToggleObjectCollision 1 GMArmoryWeapRefThermicLance.ToggleObjectCollision 1 GMArmoryWeapRefShishkebab.ToggleObjectCollision 1 GMArmoryWeapRefCattleProd.ToggleObjectCollision 1 GMArmoryWeapRefPowerFist.ToggleObjectCollision 1 GMArmoryWeapRefZapGlove.ToggleObjectCollision 1 GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefBallisticFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 1 GMArmoryWeapRefDogTagFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingTape.ToggleObjectCollision 1 GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 1 GMArmoryWeapRefNailBoard.ToggleObjectCollision 1 GMArmoryWeapRefShovel.ToggleObjectCollision 1 endif elseif (player.GetPos Z > 7700) && (player.GetPos Z < 7800) GMArmoryWeapRefRollingPin.disable GMArmoryWeapRefLeadPipe.disable GMArmoryWeapRefLeadPipeUnique.disable GMArmoryWeapRefTireIron.disable GMArmoryWeapRefPoliceBaton.disable GMArmoryWeapRefPoolCue.disable GMArmoryWeapRefBaseballBat.disable GMArmoryWeapRefSuperSledge.disable GMArmoryWeapRefSuperSledgeUnique.disable GMArmoryWeapRefSledgehammer.disable GMArmoryWeapRefRebarClub.disable GMArmoryWeapRef9Iron.disable GMArmoryWeapRefGolfDriver.disable GMArmoryWeapRefSpear.disable GMArmoryWeapRefCombatKnife.disable GMArmoryWeapRefCombatKnifeUnique.disable GMArmoryWeapRefKnife.disable GMArmoryWeapRefSwitchBlade.disable GMArmoryWeapRefStraightRazor.disable GMArmoryWeapRefStraightRazorUnique.disable GMArmoryWeapRefCleaver.disable GMArmoryWeapRefCleaverUnique.disable GMArmoryWeapRefMachete.disable GMArmoryWeapRefMacheteGladius.disable GMArmoryWeapRefFireAxe.disable GMArmoryWeapRefFireAxeUnique.disable GMArmoryWeapRefHatchet.disable GMArmoryWeapRefThrowingHatchet.disable GMArmoryWeapRefRipper.disable GMArmoryWeapRefChainsaw.disable GMArmoryWeapRefThermicLance.disable GMArmoryWeapRefShishkebab.disable GMArmoryWeapRefCattleProd.disable GMArmoryWeapRefPowerFist.disable GMArmoryWeapRefZapGlove.disable GMArmoryWeapRefZapGloveUnique.disable GMArmoryWeapRefDisplacerGlove.disable GMArmoryWeapRefDisplacerGloveUnique.disable GMArmoryWeapRefBallisticFist.disable GMArmoryWeapRefBoxingGloves.disable GMArmoryWeapRefBoxingGoldenGloves.disable GMArmoryWeapRefDogTagFist.disable GMArmoryWeapRefBoxingTape.disable GMArmoryWeapRefThrowingKnife.disable GMArmoryWeapRefNailBoard.disable GMArmoryWeapRefShovel.disable GMArmoryWeapRefRollingPin.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipe.ToggleObjectCollision 1 GMArmoryWeapRefLeadPipeUnique.ToggleObjectCollision 1 GMArmoryWeapRefTireIron.ToggleObjectCollision 1 GMArmoryWeapRefPoliceBaton.ToggleObjectCollision 1 GMArmoryWeapRefPoolCue.ToggleObjectCollision 1 GMArmoryWeapRefBaseballBat.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledge.ToggleObjectCollision 1 GMArmoryWeapRefSuperSledgeUnique.ToggleObjectCollision 1 GMArmoryWeapRefSledgehammer.ToggleObjectCollision 1 GMArmoryWeapRefRebarClub.ToggleObjectCollision 1 GMArmoryWeapRef9Iron.ToggleObjectCollision 1 GMArmoryWeapRefGolfDriver.ToggleObjectCollision 1 GMArmoryWeapRefSpear.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnife.ToggleObjectCollision 1 GMArmoryWeapRefCombatKnifeUnique.ToggleObjectCollision 1 GMArmoryWeapRefKnife.ToggleObjectCollision 1 GMArmoryWeapRefSwitchBlade.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazor.ToggleObjectCollision 1 GMArmoryWeapRefStraightRazorUnique.ToggleObjectCollision 1 GMArmoryWeapRefCleaver.ToggleObjectCollision 1 GMArmoryWeapRefCleaverUnique.ToggleObjectCollision 1 GMArmoryWeapRefMachete.ToggleObjectCollision 1 GMArmoryWeapRefMacheteGladius.ToggleObjectCollision 1 GMArmoryWeapRefFireAxe.ToggleObjectCollision 1 GMArmoryWeapRefFireAxeUnique.ToggleObjectCollision 1 GMArmoryWeapRefHatchet.ToggleObjectCollision 1 GMArmoryWeapRefThrowingHatchet.ToggleObjectCollision 1 GMArmoryWeapRefRipper.ToggleObjectCollision 1 GMArmoryWeapRefChainsaw.ToggleObjectCollision 1 GMArmoryWeapRefThermicLance.ToggleObjectCollision 1 GMArmoryWeapRefShishkebab.ToggleObjectCollision 1 GMArmoryWeapRefCattleProd.ToggleObjectCollision 1 GMArmoryWeapRefPowerFist.ToggleObjectCollision 1 GMArmoryWeapRefZapGlove.ToggleObjectCollision 1 GMArmoryWeapRefZapGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGlove.ToggleObjectCollision 1 GMArmoryWeapRefDisplacerGloveUnique.ToggleObjectCollision 1 GMArmoryWeapRefBallisticFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGloves.ToggleObjectCollision 1 GMArmoryWeapRefBoxingGoldenGloves.ToggleObjectCollision 1 GMArmoryWeapRefDogTagFist.ToggleObjectCollision 1 GMArmoryWeapRefBoxingTape.ToggleObjectCollision 1 GMArmoryWeapRefThrowingKnife.ToggleObjectCollision 1 GMArmoryWeapRefNailBoard.ToggleObjectCollision 1 GMArmoryWeapRefShovel.ToggleObjectCollision 1 endif End -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
One of my goals in modding is to create new experiences without losing immersion, to do this I innovate using scripts and I don't use new models/textures. So because of this any items I want to display I have to use the item's world model and then use scripts to keep it in place. This room in particular has a massive amount of these items (all weapons including DLC plus ammo and some armor). It basically adds up when every piece is showing, now the scripts that hold them in place is on their parent containers so it's condensed but still its a lot of scripting in a small space. -
Auto-Sorting Script Issue
GeneralGred replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
The way I see it the thing to keep close tabs on is Gamemode blocks with physical scripts. The one room in my mod that does cause performance issues is the armory, it has dynamic display and so every item is being constantly updated with MoveToEditorLocation. I've done three passes on optimizing these scripts and performance gets better each time, but it still hammers my FPS when the armory is fully stocked. I use safeguards to disable the weapons whenever the case is closed or the player is out of the room to restore the performance. I'm still trying to find a better way, but I think I may have it optimized as good as it will get.