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dizietemblesssma

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  1. In the CK I enter 1, xedit shows it as 'true' after I have saved. diziet
  2. 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
  3. I get this all the time with Bethesda games on mods that I have not edited, now I just click yes to all delete prompts then deploy then reinstall that mod from scratch. diziet
  4. That looks interesting, passing the parameters does seem to be the tricky bit, but I think I can work that out:) Thanks. diziet edit: I am a bit confused by the OnLoad event though, this is the loading of the 3D for the refalias actor yes? So an activemagiceffect script wouldn't receive that?
  5. I think I may have been unclear, I wish to access a function that is already in the ability spell script from a script that is attached to a lot of refaliases, this is in an existing mod so I don't want to rewrite from scratch, I am trying to add an edit to the refalias script such that when an event occurs an existing function in the spell script runs. diziet
  6. In my script that is attached to reference aliases I wish to refer to the instance of a spell script from an ability that has been given to the ref alias. I can make that spell script a property of my refalias script thus: dz_outfits_ability_effect_script Property ability_effect Auto but I will have to set that for each refalias defined in the CK (that has the script attached) and some of those aliases will already have been filled in a save. I want to call a function in the spell script so: ability_effect.dz_dress_outfit(some,parameters) Since the script is attached to the spell and not to the refalias this will not work (I assume): myRefabilityScript = myRefAlias As dz_outfits_ability_effect_scrip is there a better way than the above mentioned? diziet
  7. I'm having issues getting MCM.RefreshMenu() to work reliably. I posted a while back about this: https://forums.nexusmods.com/topic/6367946-help-with-an-mcm-menu-update-issue/ but I never got clarification about the suggestion that MCM.RefreshMenu() only updates menu values that are obtained from settings.ini. Can someone please confirm this? I'm using MCM 1.39 as I'm playing FOLON on the last GOG version of F4. diziet
  8. I think I found it, in MCM.psc there is this: ; Events dispatched by the MCM: ; - OnMCMSettingChange(string modName, string id) ; - OnMCMMenuOpen(string modName) ; - OnMCMMenuClose(string modName) so I put the following into a script I attached to a quest: RegisterForExternalEvent("OnMCMMenuOpen", "OnMCMMenuOpen") along with: Function OnMCMMenuOpen(string modName) debug.trace("DAS: OnMCMMenuOpen detected") EndFunction when I removed the "string modname" from the function thus: Function OnMCMMenuOpen() debug.trace("DAS: OnMCMMenuOpen detected") EndFunction the error went away, which now I see the cause, is a very coherent error! I can also report that this works: RegisterForExternalEvent("OnMCMMenuOpen|dz_auto_save_F4", "OnMCMMenuOpen") so as long as I don't want to know about more than one menu I should be fine; unfortunately this doesn't seem like it's going to help me with the fuller config.json problems:) diziet
  9. Every time I select my mod in the MCM config this error pops up in the papyrus.0.log [12/10/2024 - 08:58:05PM] error: Incorrect number of arguments passed. Expected 1, got 0. stack: <empty stack> it does not occur for any other MCM menu, I can only assume that selecting the MCM menu for my mod is causing some script to run that gives the error, but I have no idea how to find it, this is my config.json (not the original, this is for testing): { "modName": "dz_auto_save_F4", "displayName": "Diziet's Auto Save", "minMcmVersion": 2, "pluginRequirements": ["dz_auto_save_F4.esp"], "content": [ ] } any ideas how to trouble shoot this? To be fair I don't know if this error is significant but my original config.json, while showing in the MCM config and somewhat working, has issues I can't work out, so I'm trying to ensure a clean environment:) diziet
  10. @LarannKiarThat's a cwl idea, I'll test it out. Thanks @SKKmodsI just looked at the decompilation of your utility fasttravel script, Setting a bool for travel that only applies when the pipboy is open is cwl:) I hope you don't mind if I steal that idea for my mod? diziet
  11. In Fallout4 there is the OnPlayerTeleport() event, this doesn't just fire on fast travel but also on coc (don't care) and load doors in and out of interior cells, the latter I do care about as I would like to receive an event just from fast travelling using the map and this event is the nearest I can find but is not specific enough. Any suggestions to achieve what I want? diziet
  12. At least it's not me (for once!). Thanks for the replies, I'll see what I can do with if statements and maybe switching between states. diziet
  13. I have: RegisterForAnimationEvent(PlayerRef, "weaponSheathe") RegisterForAnimationEvent(PlayerRef, "weaponDraw") in a script on a playeralias. I notice that the functions I've scripted in the OnAnimationEvent will fire when I activate a crafting station and also during dialogue, in SkyrimSE I was able to use RegisterForActorAction without this happening, since F4 doesn't have that I'm following advice to use the OnAnimationEvent, am I using the right events to detect when the user instructs the playercharacter to draw and sheathe their weapon using keyboard/controller? diziet
  14. Ah, I see, that's better than trying to script it. Thanks:) diziet
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