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DirtyDan86

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  1. @LarannKiar Thank you very much for the help. Unfortunately I'm getting the error "no viable alternative at input '=' " when trying to compile the script. And I think I didn't express myself properly, because what I'm looking for would actually be a translation and at best being able to set the rotation speed. I want to use it for a (decorational) ship weapon that I can tilt out of the top of the hab with a slow animation by button press and tilt it back to its base with another button press. So the 2 scripts I posted above would do that perfectly (I guess). I just don't know enough about scripting to know how to change them to work in Starfield - OR how to use your script and add translation and rotation speed.
  2. Hi everyone, I want to rotate a static object 180° in game by pressing a button and rotate it back when pressing again. Actually very simple, but all I found doesn't work for Starfield. I found a YouTube video for Fallout explaining Rotationhelpers and the following script attached. I can compile this one, but it has no effect in game, so I guess the variables are wrong or something? Or is it that the Rotationhelpers in Starfield are different? I can't find a single one that is showing the degrees like the ones in Fallout seem to do. Another one is from Darkfox and I'd love to use it as it's very versatile, but it's for Skyrim and I can't even compile it in Starfield CK: If anyone could tell me how I could make this usable in Starfield OR tell me a simple and easy script to rotate and rotate back an object by button activation, I'd greatly appreciate it.
  3. Couldn't agree more... I haven't been into modding before. But when I'm trying to learn things from past tutorials for Skyrim, Fallout,... some things might be similar, but many things got a lot more complicated...
  4. Thanks to you, I found what was causing the issue. It's actually some of the structural parts from DerreTech. I haven't installed BetterShippartFlips, but when I'm attaching the slopes in different positions, it bugs out. As soon as I remove them, everything is fine. Absolutely no idea, how a structural part may cause this. EDIT: It's the DerreTech Slope 2 in direction Aft Bottom for me, to be precise.
  5. Oh, that's actually an awesome tip! I used to, but deactivated it a while ago. Gotta check if there are still flipped parts on my ship that might cause this.
  6. It‘s really weird. I can’t even tell if it’s my mod or not. It doesn’t happen all the time and when I‘m removing my parts it‘s still the case.
  7. Hi everyone. sorry for being an annoying newbie, but everyone's gotta learn. And I need help. Like please… as some of you might know, I‘m working hard to republish my first mod (pool hab) after doing major cleaning and upgrades (it was a mess, definitely not intended), but I just can’t get some things to work reliably and it‘s getting more and more frustrating and exhausting. I‘ve asked at Bethesda and Starfieldmods Discord, but they keep ghosting me there, so PLEASE can anyone here help and answer these questions? What is the proper way to get containers to work reliably in a ship module? I link them to the ship module trigger, flag Force Persist, set Location Ref Type to Ship Container, disable Respawn but still most of the times they‘re either all empty or work in one hab and don’t in the other. I even started a NG+, deactivated all other mods and still… I have some containers in one hab working while the others in 2nd hab are still empty. I gotta add this is also often the case when I'm using Matilija's or Tiger's habs. The containers there are empty for me, too. Is there a way to stop NPCs from duplicating when reloading a save or rebuilding your ship? I wanted to add a barkeeper, set it to unique, but still have like 8 of them around while testing. Same thing when I created a trigger to spawn an enemy that‘s initially disabled. When reloading, crew is going crazy because a new enemy spawned… How do you link containers to a workbench in CK? I tried LinkedWorkbenchContainerKeyword and OutpostCargoLinkKeyword. Both didn’t work. Can‘t you do the „normal“ link you do in Outpost builder in CK as well? I recently encountered a problem that my ship is no longer landing center of the landing pad, but instead it's misplaced and glitches into buildings. What would cause this and how could I fix it? I often experience that my mod as an esp works just fine, but when I'm turning it into a full master esm that's no longer the case. For example the containers. When I'm lucky they are filled in my esp Testfile I'm reloading a save (with no other mods active) with the esm and they're empty again. Any help would be SO appreciated!
  8. Good to know it's not just me. And now it just made me so freaking mad I might even consider to completely quit. Everything was fine, then I wanted to make a tiny adjustment on my newest hab - boom, crash to desktop without warning and my esp file is showing 0kb size and isn't loading anymore. It created a tes file and I tried renaming that to esp, but it doesn't contain a quarter of it. HOW and WHY?!? All I have now is a save when I turned it to an esm from this morning. All day's work is gone because of... what the heck?!
  9. I noticed when I'm placing 2 of my pool habs (stacked), the issue is gone! But when I'm simply placing 2 or more waters in the hab, it's still there. I don't get it...
  10. You mean the persist flag for the link to the wall terminal? If yes, this unfortunately has no effect to the water behavior. I don't even have the terminal in my new version of the pool hab. And like mentioned this issue isn't related to my mod or anything I placed or changed. If you take a vanilla ship, vanilla hab, no mods installed at all - simply place water via console commands in it and take off to space and it will behave the exact same way (at least for me). I really, really appreciate your help and can't thank you enough for investigating, but I don't want you to break your game by cleaning or modifying my old mod, since the issue doesn't even seem to be related to it.
  11. I was planning to release a nice upgrade to the pool hab But now I got some work to do until I go into upgrading.
  12. Sorry to hear about your health. Wishing you nothing but the best! The water looks fine for you? In space it doesn't bug out like in my picture? Then I don't know what I'm doing wrong. For me it does the same thing even without any mods activated and just placing water via console command.
  13. No stress at all! Take a rest and get well. I‘ve got work to do anyways. I‘ll gladly send you a cleaned up version if you have the time in the next days. But the water bug seems to have nothing to do with my mod.
  14. Actually it's not as bad as expected. I removed every single entry for the overwrites in xEdit and it still looks pretty good. Surely got some work to do, but not nearly as much as I expected. When xEdit doesn't show any entrances anymore I can be sure everything is back to vanilla and no more files are overwritten? BUT: The initial question remains. I tried placing water inside a vanilla hab without my mod activated and it behaves just like the picture above is showing.
  15. Thank you so much for this answer. I didn't expect it to be SUCH a mess. But an honest answer is always the best answer. I have no idea how all of this happened. I copied a lot of things, but thought I always made a duplicate and renamed it, so it shouldn't overwrite any vanilla files. Obviously I didn't do that correctly. So I have to do way more work than just editing the water... Again thank you for investigating. It's disappointing that all the hours I put in turn out to be a huge mess, but I will take the mod down until I sorted things. If that will ever be the case.
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