Jump to content

Neograf

Supporter
  • Posts

    15
  • Joined

  • Last visited

Nexus Mods Profile

About Neograf

Neograf's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Veltoss is quite right about this. Most needs-mod add a special effect to the food items. Food from other mods like RWS, RWL does not get these effects without a compatibility patch. There don't seem to be any comp-patches for "Basic Human Needs" on the Nexus and asking the author wont help either I think, as he seems inactive since may. You can try making a compatibility patch on your own with TES5edit or switch to an up-to-date needs mod like "Realistic Needs and Diseases" (which has plenty of patches, incl. RWS/RWL) - I'm shure you'll find one or two other on the Nexus. Btw. I think there is no benefit in using "Realistic Wildlife Skyrim" together with "Realistic Wildlife Loot" as RWS does a lot of the things RWL does and you'll have duplicate raw food items from using both mods.
  2. Edit: Going back to a much older save and everything seems fine so far. Althugh my newer saves are still bugged. Hello there, I'm running into some problems with my mods lately, which of course might be my own fault ;) Sometimes when I'm playing, the scripts start to run slower. E.g. my home, Riverside Lodge, has some automatic storage containers. When I open the chests, normaly a menu pops up at once - these menues are delayed. They appear around 30 seconds after I activated the chest. In the meantime the chest inventory opens, I can store and take stuff, close the chest an walk away. Then out of nowhere the menu pops up. Same with the "use water" ability from Imp's more complex needs. Or when I try to eat somethin with Imps. When I save and reload, all the menues pop up one after the other and things are running normal for an undetermined amount of time until it starts again. Some quest scripts seem delayed, too, e.g. the messages for the "collect-10-bearpelts-quest" appearing after the reload. So it looks like there is some kind of overflow in the scripting (just my guess). The mods that I presume are scripting heavy which I have installed are IMCN, Frostfall, Better Vampires, More Dynamic Injures. I recently tried "Economics of Skyrim" and at first thought this one might cause the problems, but I uninstalled it without success. Yesterday I unpacked all BSAs and reinstalled the above mods, read somewhere this might help, but again no success. So, might there be a solution for my problem or is it just because I tried to many mods in the last time ;) ? My latest BOSS list:
  3. Ok, I'm no pro-modder, but there are a few mods in your list of which I know are not compatible: Caliber & Case (both do the same, just different; both mess around with ammo, so this might be the source of your probs) Lings & Mikoto (same; both mess around with NPCs, so perhaps ...) All 4 mods state that they are not compatible with other mods doing the same as they do. I'd try and disable two of these mods and see how things are going. And like others said, try to reduce your mod-list ;)
  4. Thank you for all your work, but my problem seems to be a more basic one. Perhaps I messed up something with the containers, I don't know. If I run the script, nothing happens. Console tells me: "List Count: 0", so I presume none of my containers are added to the "mastercontainerlist". After playing around with the scripts and starting FNV for about 30 or 40 times this night without the slightest success, I beginn to realize that this project is just above my skills. EDIT: Forget my whining, I got it working :D Although a different approach: scn AKSLButtlerArmoryScr short nButton short buttonPressed int ammot int listnumF int myCount int formrefnumF ref rcontlist ref formref ref rContainer Begin OnActivate showmessage AKSLbutlerArmoryMSG set buttonPressed to 1 End Begin Gamemode set ammot to 1 if buttonPressed == 1 set nbutton to getbuttonpressed if nbutton > -1 set buttonPressed to 0 if nButton == 0 Label 1 if ammot == 1 set rcontlist to AmmoList10mm set formrefnumF to ListGetCount rcontlist set rContainer to AKSLammo10mmContREF elseif ammot == 2 set rcontlist to AmmoList9mm set formrefnumF to ListGetCount rcontlist set rContainer to AKSLammo9mmContREF ... elseif ammot == 13 set rcontlist to AmmoList20Ga set formrefnumF to ListGetCount rcontlist set rContainer to AKSLammo20gContREF elseif ammot == 14 set rcontlist to AmmoList556mm set formrefnumF to ListGetCount rcontlist set rContainer to AKSLammo556ContREF else goto 3 endif Label 2 if listnumF <= formrefnumF set formref to listgetnthform rcontlist listnumF set myCount to player.getitemcount formref player.removeitem formref myCount rContainer.additem formref myCount set listnumF to listnumF + 1 goto 2 endif set listnumF to 0 set ammot to ammot + 1 printc "ammot: %.0f ", ammot goto 1 Label 3 return elseif nButton == 1 return endif endif endif endif END
  5. Ok, I tried something else scn AKSLButtlerArmoryScr short nButton short buttonPressed short stage int listnumF int myCount int formrefnumF ref rcontlist ref formref ref rContainer Begin OnActivate showmessage AKSLbutlerArmoryMSG set buttonPressed to 1 End Begin Menumode if buttonPressed == 1 set nbutton to getbuttonpressed if nbutton > -1 set buttonPressed to 0 if nButton == 0 set stage to 1 Label 1 if stage == 1 set formrefnumF to ListGetCount AmmoList10mm set rcontlist to AmmoList10mm set rContainer to AKSLammo10mmContREF if stage == 2 set formrefnumF to ListGetCount AmmoList9mm set rcontlist to AmmoList9mm set rContainer to AKSLammo9mmContREF endif Label 2 if listnumF <= formrefnumF set formref to listgetnthform rcontlist listnumF set myCount to player.getitemcount formref player.removeitem formref myCount rContainer.additem formref myCount set listnumF to listnumF + 1 goto 2 endif set listnumF to 0 set stage to stage + 1 goto 1 elseif nButton == 1 return endif endif endif endif END My 10mm ammo is removed and stored as it should be, but the transition to stage 2 seems to fail - propably a noob error ;) Something wrong with "set stage to stage + 1" ? At least the script doesn't end in a loop, I can activate it again.
  6. Oh thank you for pointing me into the right direction :) My containers were placed in the world, but I didn't give them a Reference Editor ID. Now my ammo is placed in my boxes :) Well, most of my ammo ;) New problems: It seems, only some of my ammo is removed and stored. It looks like the last 4 of my 14 ammotypes are not affected. Also my "Mister Gutsy" (the activator for my script) can only be activated ONE time. If I store my ammo once, I can no longer activate it. I have to restart FNV, a reload doesn't help. EDIT: I changed positions of my ammo-types in the list (e.g. I put the 5.56 - which was not sorted before - at position 2). Now these ammotypes are sorted, but I still cannot activate my Mister Gutsy another time. Here my new script: Sorry for all the text, I'll remove the script from my first post. removed
  7. I am trying to pimp one of my favourite playerhomes with an automatic inventory sorter. Because I have absolutely no scripting-knowledge, I went onto the internet, looking for something I could grab ;) I made a few containers (in this case ammo-boxes), called "AKSLammoXXXCont" later in the script. I managed to make the containers greet me with a message that allows me to store the ammo for this box (e.g. 9mm) automatically. But of course I want an activator that allows me to sort all ammo in my inventory automatically into the right box. It works so far that all my ammo is removed from my inventory and I get the messages about this ("10 10mm removed"...), BUT nothing shows up in my containers. Not a single piece of ammo in any of them. EDIT: I played around a bit more. I have a creature (Mister Gutsy) act as my activator. I found out, my ammo was added to the creature's inventory instead to my ammo-boxes. :( I'm shure, the error is a simple one, but like I said, I barely understand about 50% of the script. I just copy and paste, then try and error ;) removed I'm writing this because it's 2 o'clock in the morning for me now and I really need to sleep ;) And as you can propably see, English isn't my first language. Hope it's comprehensible anyway.
  8. The fact about this flexible maximum number of mods should be pinned in red lighting letters on every download pop-up ;) Spend the last two nights with this problem, until I found this thread to back up my therory :thumbsup: Darn, now I have to start selecting (156 seems to be my maximum) ;)
  9. Got everything working, even adjusting the texture-folders in Nifskope :D THX Neograf
  10. Let's call it a multi-mod-dependent-Compatibility-Patch with custom ingridients ;)
  11. Hello Nexus, I want to import a custom made item from another mod into my own personal mega mod (only for personal use). With FNVEdit I can simply copy the necessary objects into my mod (and after I'm finished, remove the third-party-mod as necessary master). The meshes and textures get copied in my MyMod-folders in the data-folder. Now, is there an easy way to apply the right textures to the right parts of the nif? I tried making texture sets in GECK and applying them manualy, but the current armor has about 20 slots for custom textures and I just cant figure out which texture has to be applied to which part of the model. Another big problem is, that GECK is already showing the model with all the right textures (??? but not ingame), so I often don't see any difference when applying custom textures. I have to start the game and look for myself. I hoped, there might be an easy way like putting the textures in the right folder-path? Although the path for the meshes and textures is already identical (Data/meshes/MyMod/Armor and Data/textures/MyMod/Armor). If putting on the custom textures manually is the price for grabbing another modders model, then I have to spend the next four hours trying out and starting my game for estimated 100 times ;) Cheers, Neograf P.S. I hope, my english is at least a little bit comprehensible.
  12. Oh, you're talking Chinese ? ;) When it starts with using blender, I'm out. MadNuttah helped me using the original .nif with a "placeatme"-command. Now my camping stove is not moveable, but it's enough for my personal use. But, big Thanks for your help :D Cheers, Neograf
  13. Just passing by... :)
  14. Hello there, I, a complete noob when it comes to modeling, textures or grafic issues, have run into a problem i cant solve alone with google ;) Background: For personal use i made a portable camping stove - like a portable campsite but with lesser amount of recipes (just small meals) and it uses fission batteries. Now I want to give it the look of the electric hotplate introduced in the dlc. But simply transfering the .nif caused my camping stove to float in the air (unmovable), when dopped from my inventory :( I found out (google, forum, tutorials), I need NifSkope for this: removed the pot at first :D and changed the mass from 0 to 10, the layer to ol_clutter and some other values when comparing the .nif to the one of a movable object (i have chosen the tin can). Now my camping stove is finally falling down to the ground when dropped from my inventory, but it slowly wanders through the ground, reappearing somewhere above my head an starting to float down to the ground again - repeat... :( All i want is to use the .nif of the electric plate on a moveable object like... the tin can ;) Someone can help me or give me link to the answer?
  15. Me stupid, problem solved ;) I exchanged my binoc mod for the binocularsoverhaul before I went to bed - this one was causing my problems. *********************************************************************************************************************************** Hello there! First of all I have to say sorry if this question was already answered elsewhere, but I really couldn't find anything. I'm running a heavy modded version of FNV, but it all ran fine until now. Yesterday i played the last time. Today morning I installed some more mods: Populated Wastelands / Casionos, Legion Overhaul, Increased Legion Presence, Military Expansion Prog., HUD Extendend + Powered Power Armor and IMVNNV But I don't think they are the problem, because I already disabled them all and still get the following pop-up when I start a new game or load one: ______________________________________________________________________________ NVSE Version Error You are currently running without NVSE, one or more of your mods that require it will not work properly. ______________________________________________________________________________ The pop-up returns every five seconds or so :( But if i check NVSE over the console using "getnvseversion" it says "NVSE version: 1 I'm running the latest ver. 1.0 b5 of NVSE, game's patched and like I said, it all worked fine. Of course I already downloaded NVSE again, but it didn't help. If anyone has a solution or an idea I'd be very grateful, because right now my game is unplayable. (And I don't want to reinstall FNV, because I already did this some days ago ;) )
×
×
  • Create New...