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dizietemblesssma

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  1. 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
  2. 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
  3. 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
  4. @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
  5. 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
  6. 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
  7. 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
  8. Ah, I see, that's better than trying to script it. Thanks:) diziet
  9. In SkyrimSE SkyUI you can specifiy a default for an MCM option in a state thus: Event OnDefaultST() SaveCountMax = 5 SetSliderOptionValueST(SaveCountMax) EndEvent and in the MCM menu pressing 'R' will set the state option to the default. I can't find an equivalent in the Fallout4 MCM config.json, looking at other mods it seems that one has to write a menu option to call a function to set defaults. However I don't want to write such a function for every menu option and one function to set everything to a default will reset things that the user might not want to be reset. Am I missing something or is the above the only approach? diziet
  10. It seems there is no F4SE version of savegame(), I thought of using ConsoleUtil https://www.nexusmods.com/fallout4/mods/51951 but it's not clear that it works in the current next gen, which I don't have, I use the current GOG version. Can anyone confirm this mod still works or suggest an alternative, I'm after the functionality of specifying a savegame name. diziet
  11. Thanks to both, this is what I feared, it seems that to make quests that add markers to 'collectibles' requires either persistence of those items, or editing the vanilla items to add a LocationRefType keyword? What if anything happens if there are multiple items with the same LocationRefType keyword near each other, does the CK prompt to use this alias method rather than the forced reference method still allow for, say, 3 alias refs for 3 things all on the same shelf that have the same LocationRefType keyword? When selecting a reference in the render window to fill an alias in the CK I'm often prompted with a 'this looks like a job for a location ref' dialogue. Given that I want items to show up on the map even if that area of the world hasn't been visited before is there any way to do this without forcing persistence? diziet
  12. When putting refs into aliases in a quest in the CK, the resulting esp shows in xedit that the plugin now marks those refs as persistent if they weren't before. Does this mean, that being set persistent in the CK, those refs won't become unpersistent when the aliases are cleared? If I remove those edits of persistence in xedit, just leaving the quest records, will some of the refs fail to fill because they are not persistent when the quest starts? diziet
  13. Awesome, thankyou! The RegisterForRemoteEvent() was unknown to me (or at least I forgot it!) diziet edit: looks like this function doesn't exist for SkyrimSE, which explains why I thought I'd looked to achieve this there and failed:)
  14. I think I've asked this before in the SkyrimSE forum but a) I can't find that post:) and b) this is a different game... is there a way to have a mod quest start when a certain stage of a vanilla quest is reached/quest started, without editing the vanilla quest in any way or its scripts? I couldn't find anything in the story manager that would correspond to such an event. All I can think of is some kind of permanent while loop in a quest fragment that checks for another quest's stage but that seems like a performance killer to me. diziet
  15. Just checked the info of one of my mods in Vortex, note the wrong image and Author: just removed and redownloaded one of the mods, looks ok now, will do the rest. Just noticed that mods installed a while back only have one entry as Author while recent installs list two e.g. diziet
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