Jump to content

craftymonkey

Supporter
  • Posts

    36
  • Joined

  • Last visited

Everything posted by craftymonkey

  1. Thank you for the information :smile: I guess moving is inevitable if there are too many of them... I haven't seen a mod yet that can successfully prevent them from walking around. So perhaps only mesh edits could be done? Like, instead of a body, the only thing visible would be a rack, but the body-defining bones are still there so when it's "dressed" the outfit is shaped according to the body? And then there is the matter of body differences (male/female)... :unsure: Or instead of an NPC body, a panel! Like a display, and every piece of outfit appears like it would when dropped on the ground. I'm playing with my armory mod for over a week and placed almost all the armors on my 40+ mannequins. No movement. Anyway, you can change the body first to anything else and see how it goes. I'm quite interested because Skyrim definitely needs an overhaul of mannequins and racks.
  2. A walking cross would be creepy too. Mannequins are basically NPCs so if you'll be able to replace an NPC model with a rack it will be great though we need to hear opinions from more experienced people. Icecreamassassin told me he tried every possible way to replace mannequins with racks but I don't know about replacing models with a rack. Might work.
  3. Hi! Thanks for the info, I'll try to use it if anything else fails. I've looked at the script responsible for this and found out that it works like this: a weapon that is on the rack leaves it's trigger script checks if references are more than 0 in activator if there are 0, it switches the activator back That's why we can reactivate it by pulling it with a weapon, a shout or even with jumping on it - as soon as something leaves collision and there's nothing inside, the activator reactivates. It fails at the first stage - when we take a weapon or a shield from rack. It simply doesn't detect if something leaves it's collision and therefore can't reactivate the activator. So i thought "Maybe if it doesn't detect the weapon, I can fix it by adding a check code to Cellload?" EVENT OnCellLoad() if (GetTriggerObjectCount() == 0) ActivatorRef = GetLinkedRef(WRackActivator) HasBeenTriggered = FALSE ActivatorRef.Enable() ActivatorRef = NONE endif if (numInTrig == 0) ActivatorRef = GetLinkedRef(WRackActivator) HasBeenTriggered = FALSE ActivatorRef.Enable() ActivatorRef = NONE endif Strangely but it doesn't work either. Tried to do the same thing with OnLoad - doesn't work. Where could be the problem or the solution?
  4. So I've found a bug where when you take your weapons from the weapon racks, the activator is gone and you can't place another weapon there. And the solution that kinda works is to drop a weapon to the ground and to drag it onto the rack. After that is magically works again. Here's my two questions: 1. Is there a reliable way for a modder to eliminate the issue? I'm using the Unofficial Patch that doesn't seem to fix it. 2. Why is this even happening and why this kind of dumb solution even works? I just created a place to store my weapons and armors and I'm having more and more questions to Bethesda. Mannequins wandering and losing collision at random places, activators don't work if placed at angles like 90, weapon racks drop weapons, lose activators and some weapons are just stuck there and you can't retrieve it. That's messed up. Anyway, would be happy if someone with experience would explain to me how this works and how to fix it.
  5. Most of them were in places I placed them BUT their collisions weren't. Collisions were in totally random spots. Icecreamassasin created a topic here in 2014 describing this issue but nothing helped, only changing their race helped me. There's like 40 of them in my mod so it could be the numbers but for now it works as intended so I'm going to release the mod and we'll see where it goes.
  6. Hi, new to modding also. I have an armory with something like 30 to 40 mannequins in 4 rooms and everything works well except them. My biggest problem is not even moving, it's their collision. They lose their collision, when the cell loads they are put back but collision stays where it was so I'm finding this invisible mannequin collision here and there. It's awful. Had someone experienced this problem? I duplicated the original mannequins id, other than that it's the same. Edit: Well, I created a new race for mannequins, though I had to add not only morph race, but armor race too. So far so good, the collision bug is gone now and the mannequins seem to be in their places. I really hope it will stay that way because no navmesh technique would help me. Looks like a reasonable choice to eliminate the problem in it's roots and not to deal with consequences.
  7. Thanks guys, it's working now. I had to use statics plus trigger activators, this way I've got exactly what I needed :)
  8. Many thanks, it worked! I don't know why there were brackets though, I didn't put them there. And the last thing: how can I make this activator static without falling from the wall? I'm goind to put different models on the board like shield to go to armory, two swords to go to left and right wings of that armory and so on. I thought being an activator it shouldn't just fall to the ground.
  9. Here's all the information I can provide:
  10. So I created a new activator ID, placed it to the wall, attached a script like this: Scriptname MyTeleportScript extends ObjectReference ObjectReference Property LArmoryLocation Auto Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().MoveTo(LArmoryLocation) Game.EnableFastTravel() Game.FastTravel(LArmoryLocation) EndEvent Then I attached ObjectReference property that I linked to XMarkerHeading in another location. Doesn't work in the game. Also, my activator is lying on the floor instead of being static on the wall. How do I change this?
  11. Hi! I can't figure out how to do a simple teleporter system for my mod. I'm making an additional armory for Legacy of the Dragonborn and I have a stand with custom door-buttons to teleport to a place I need. The only thing is that I can't make it work. If I understand correctly, two doors only connect to each other? Because I can't select a reference to existing door that is linked to another one. If I remove a portal link from that door I'm able to connect my teleport to it but that's not what I need. I can add script and found a simple solution: Scriptname MyTeleportScript extends ObjectReference ObjectReference Property TargetLocation Auto Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().MoveTo(TargetLocation) Game.EnableFastTravel() Game.FastTravel(TargetLocation) EndEvent But I don't know what to do with it after I add it on my activator. I'm a junior Unity developer so Papyrus scripts don't say much to me. Thanks for the help)
  12. How do I make a shield-only rack? Letting a middle part of a weapon rack with activator doesn't seem to work. It doesn't place a shield. Do I have to put all 3 pieces?
  13. Hi all. I've got this nasty bug I can't figure out how to resolve. It first started I believe while asking dogmeat to find Kellog. It's a known bug but it was new to me. I quicksaved, didn't have any recent save files and moved to fort hagen where this quest continued after reaching this location. I was with Nick and he wasn't moving after entering the location. After that every follower (including temporary ones) in all interiors just stand still near the exit and won't move. If I order them, they say that they can't get there. I tried sleeping in interior cell and it kinda worked - npc gets teleported to me and starts moving but can't reach exit anyway. It's like most of the interior navmeshes are gone for good. Tried to bring a custom follower with me, same result. What could be the reason: Changed timescale to 6. Changed back to 20, no luck Place everywhere, people were having a similar problem with it. But the thing is I didn't even build anything when in happened the first time. Last time I built something was a couple of days ago and everything was normal Tales from the commonwealth. After reaching to the final stage of Mara's quest, the script didn't work, she should've talked to the other npc but she was standing still and not reacting. Though after I've dealt with that npc everything was good. I don't use any of the scrap mods and my list is only 30 mods long. Sim settlements with addons, tales from the commonwealth, Heather, couple of building packs (snappy houses and similar staff) and quality of life things like fast enter to power armor. It's 150 hours through the game and I desperately need your help :) Maybe someone knows how to deal with this bug?
  14. So I've got this problem: my game freezes randomly and is acting strange. First of all, it freezes for like 30-60 seconds when performing certain actions like: talking to people or choosing a dialogue option; when I start using terminal, when I start trying to unlock the door; on autosave. It happens randomly - I can play for one hour with no problems and after that is happens 3 or 4 times in a row on certain actions stated above. One time I tried talking to a settler and for a minute or so the dialogue didn't trigger, I could run near them and after that minute I've got a freeze and after that the dialogue ran as usual. Moreover, rarely, when shooting, every sound except ambient sounds just disappear, and then after a minute or so they just play together. Like you shoot 10 times, nothing happens and after one minute you can hear 10 firing sounds and the other ones like unlocking something or people speaking etc. 3 months ago or so I've been streaming Fallout 4: frost and it was totally ok. Played it before and everything was fine. Didn't install loads of mods, just the ones beyond sorted with Vortex and Loot: 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 8 8 SimSettlements.esm 9 9 Reverb and Ambiance Overhaul.esp WAYN_CompanionTracking.esp 10 a 3DNPC_FO4.esp 11 b BTInteriors_Project.esp 12 c nvvault1080.esp 13 d SimSettlements_MegaPack_YearTwo.esp 14 e SimSettlements_MegaPack_YearOne.esp 15 f VisibleCompanionAffinity.esp 16 10 Perk Magazine Material Fix.esp 17 11 Vivid Weathers - FO4.esp 18 12 Vivid Weathers - Nuka World.esp 19 13 Vivid Weathers - FO4 - Far Harbor.esp 20 14 More Where That Came From Diamond City.esp 21 15 ClassicBehemoth.esp 22 16 ConceptCentaur.esp 23 17 Faster Terminal Displays (20x).esp 24 18 EveryonesBestFriend.esp 25 19 3DNPC_FO4Settler.esp 26 1a AtomicRadio.esp EnclaveX02.esp The game runs on SSD, my pc specs are this, no overclocking to any component: i5 6600k1070 gtx 16gb ram The game doesn't lag when playing, everything runs smoothly on ultra and high settings. What can be done to find the problem and eliminate it? Maybe you guys can see the problems with compatibility or overall plugins stability? I tried verificating files, it says everything is ok. Checked my SSD condition - Crystal mark says it's good. I started the game without mods, installed them right after vault part. Thanks a lot, any advice would be appreciated.
  15. Wow, didn't know there's a problem with English sites that steal mods from Nexus. I'm the administrator of the most popular Russian site - modgames - and we always ask permissions and give credits. We have the same problem - people stealing our translations without asking and crediting anyone. Can't say we won this battle, but here's something worth considering: 1. Header in your modification. You can put working links there and your nickname. 2. Watermarks - isn't very effective. I mean, everyone knows Nexusmods and you can't put exact link to your mod there right? :) Also people (especially in my country, Russia) don't give a s**t if it's a stolen mod or not. So basically all you can do is inform them that the mod is yours. 3. Fomod installers - effective. You can put a link in info.xml and everything else you want. 4. url file in archive that leads to your page. Can be effective if a person who is stealing your mod is too lazy to unpack the archive and delete this file. Hope this will help.
  16. http://www.nexusmods.com/fallout4/mods/1812/? Xylozi made this kind of mod I suppose.
  17. Someone, please, help this guy. The thing is - rain kills godrays and many people would want that kind of mod to increase their games perfomance. is that even possible at this point?
  18. Stronglav, я уже тут. nogames, что конкретно требуется сделать?
  19. I'm sure he'll do his best and will release this mod (or should I say addon?) Give him some time.
  20. Yes, i'm talking about the standart workbench. But what the problem in it? I don't use the workbench directly, i'm just trying to add xp when crafted item adds to the inventory. Also player can see, how much XP he'll earn. http://i016.radikal.ru/1106/8c/6cd1fcf7f743.jpg
  21. The script attached to workbench. But the problem is - when i drop misc item "XP" and then take it, the script's not working too.
  22. Hi everyone. I'm trying to make another crafting mod and i have some problems with that. I've written script, which add XP when item is crafted, but it not works at all. I'm trying to add xp through dummy item called "XP". scn XPbonusadd short xpcount short cXP Begin GameMode If Player.GetItemCount xDN10XP >=1 Set xpcount to Player.GetItemCount xDN10XP set cXP to xpcount*10 RewardXP cXP player.RemoveItem xDN10XP xpcount 1 EndIf End What did i wrong?
×
×
  • Create New...