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dizietemblesssma

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  1. I'm interested how other players approach the fact of there being quite a few homes etc. that offer displays for the same unique items. I love LOTD and its replica system and in another universe one would be able to make as many replicas as needed to populate any other displays. Of course that's not how it works:) There is a mod that offers places to craft (for mucho septims) additional versions of the baseobjects, but that is a) not what a Guildmaster would do with their own workshop (pay I mean); and b) the mod involves edits to existing vanilla places. I wish I knew more about how displaying objects works, I followed one of the CC homes down the rabbit hole in xedit and the CK and it seemed to involve static display objects and xmarkers as parents of the unique item's copy which when itself enabled then enables the copy, the xmarkers seem to have been placed with exceeding care as to orientation etc; making me wonder if simply editing in xedit to use a different baseobject (like the LOTD replicas) would work? That paragraph may not be very articulate:) It would be cwl for there to be some common way for player homes to have displays that take some universal version of replicas or copies and perhaps slowly patch existing homes to fit. Again I'm not sure I'm saying this clearly! Of course the console is always there:) diziet
  2. My load order is quite large, and I don't recall everything I've installed, or indeed why!. Sometimes a FOMOD will prompt with a list of patches to choose, not every FOMOD is written to autodetect what's installed. Unfortunately when i see such a list and I'm not sure if I have that mod/patch the UI doesn't let me return to the mod/plugin list to check, meaning I make a guess, finish the FOMOD and then rerun if necessary. It would be nice to have access to the install list during a FOMOD install. diziet
  3. These are my command line options set in the Vortex dashboard for Dyndolod: -sse -D:"C:\Users\diziet\gog_games\Skyrim Anniversary Edition\Data" -i:"D:\Users\diziet\Documents\My Games\Skyrim Special Edition GOG\skyrim.ini" -p:"C:\Users\diziet\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -m:"D:\Users\diziet\Documents\My Games\Skyrim Special Edition GOG" -o:"D:\modding_tools\DynDOLOD 3.x\DynDOLOD_Output" https://i.imgur.com/wD91YL3.png I doubt that the option is case sensitive but the above works for me:) diziet
  4. Unfortunately none of the settings on that page seem to do the trick, I have already tried, even using the console to change them in game - often getting a response that the setting doesn't exist. I have read that the most recent version of Skyrim.exe doesn't recognise ini settings that previous versions did and need to be put in a plugin i.e. just to help those plugin subrecord names don't have the same name as former ini settings:) hence my hope that someone would know what I could put in the esp to make the camera position higher in the map. diziet
  5. Is there a record in a plugin for how how up the camera is when loading a world map? I'd like to see more of the map when I open it without having to zoom out everytime and I cannot find any mention of this being a setting or anything. Would it be affected by using Dyndolod? diziet
  6. I'm tired and I completely miswrote, what I mean to write was if the activemagiceffect script was put on a spell/ability that is attached to the refalias in the CK thus: https://i.imgur.com/2DHRO5N.png diziet
  7. Thanks to both, it's been a while since I had time to go back to this and my problem is thus: the activemagiceffect that I was going to put the RegisterForModEvent function on is a fire and forget spell, thus the effect finishes before the script can register for the mod event and even so wouldn't be running anyway when needed. I didn't realise this because I stupidly called the magic effect a name with the word 'ability' in! So if I instead change the spell to an ability, put it on each of the refaliases already made in my quest and then added NPCs and removed NPCs from those aliases as the game plays, woud this be effectively giving each of the NPCs the ability? in which case I suspect that scorrp10's code: Event OnEffectStart(Actor akTarget, Actor akCaster) MyModEventName = "OutfitEvent_" + akTarget.GetFormID() as string RegisterForModEvent(MyModEventName, "OutfitEventHandler") EndEvent Event OnLoad() ; from what I heard, one needs to re-register for those on a game load RegisterForModEvent(MyModEventName, "OutfitEventHandler") EndEvent Event OutfitEventHandler(string eventName, string strArg, float numArg, Form sender) dz_dress_outfit() ; well, you will somehow need to find a way to pass the parameters. You get one string and one float, hopefully thats enough EndEvent would work? Would that code register the NPC as akTarget in Event OnEffectStart(Actor akTarget, Actor akCaster), or would it be the refalias and I would need to use getref etc in other functions that currently use akTarget? diziet
  8. It's not for everyone and I doubt that the Vortex developers would support such a setup but I use a junction to link my "documents\the witcher 3" on d: to a folder on c:\ diziet
  9. I wasn't aware of that, however I don't think that gives me what I'm looking for, I'm hoping there is some game setting or actor value that can be changed so that say, running stays the same speed but walking can be made faster. I've read that this is part of the gamepad functionality for the game but not using a keyboard and mouse. I have a mod which allows me to change the speedmult in an MCM menu, I did this for me since I get motion sickness if I don't reduce it:) but I'm thinking it would be more useful if I could separate out adjustments to each of walk/run/sprint. diziet
  10. I'm aware of the speedmult setting but I'm wondering where the setting in the game is that determines the difference between running, walking and sprinting speed fro the player. I've downloaded some mods to look at in xedit but all they seem to do for players is change two game settings: fFastWalkInterpolationBetweenWalkAndRun fJogInterpolationBetweenWalkAndRun which from searching appear to be for those who use controllers (also no explanation of what they mean!) If I change the speedmult I alter all speeds, I'm wondering how to change just one of any of the three when using keyboard control. diziet
  11. Would checking to see if casting to MiscObject succeeds be useful? diziet edit: Garden Of Eden papyrus extender has this function: ; # returns the FormType of this form; like "ACHR", "FURN", "STAT", "NPC_" String Function GetFormTypeAsString(Form akForm) native global
  12. I'm wondering if these might help: https://ck.uesp.net/wiki/GetType_-_Form https://ck.uesp.net/wiki/GetIsFormType I am assuming that the list in the first link would be the one to use in the second, and that kMisc = 32 from that list is in fact a misc item:) diziet edit: except that's Skyrim and this is the F4 forum, both tabs next to each other in my browser:) Arrrgh!
  13. In the CK I enter 1, xedit shows it as 'true' after I have saved. diziet
  14. Is it normal to get the response "unknown type" when using the console command 'getgamesetting' for any setting that is prefixed with 'b', i.e. a boolean setting? It's been brought to my attention that my save mod for F4 doesn't take into account survival mode (which I never play) and I'm investigating the use of the setting bEnableConsoleMenuDuringSurvival. My mod uses consoleutil mod and I'm hoping to get that working in survival. diziet
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