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I've managed to do it now. I assigned everything as usual and then clicked on Export Icon(s) in the Transform Window. This generates the.tif manually and places it in the C:\Source\TGATextures\Interface\WorkshopIcons folder. Since this is a starfield.esm ID, it is stored one level up, in the \WorkshopIcons folder. A little push on the Export Icon button and I've been sitting here for hours trying things out. But creationkit.exe -GenerateWorkshopIcons:ModName.esm doesn't work. It seems to be a CK bug, since it only affects certain objects.
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Hi, I have now created hundreds of workshop icons using the CK and Asset Watcher. I thought I knew how it worked. But now I have come across furniture objects where I can't create .tif files of them. For example: Couch_Designer_CorIn01L of this couch, CK does not create a .tif By comparison, Bed_Single01 from this bed, I can create a .tif without any problems. I used the same COBJ for both. Does anyone happen to know anything about creating workshop icons that could help me and have an explanation for why no workshop icons can be created from some objects? I've been trying everything for hours now, but I can't create a workshop icon from Couch_Designer_CorIn01L
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Recently, I've noticed that something is being added to the save name when I save within an outpost. It seems to be item names being added to the save name. But even if I discard all items, it doesn't change anything. Normally the save name in the outpost Androphon is: “Androphon - Androphon” But now the name is ‘Androphon - Spacer’ or some other name, depending on the outpost. I didn't have that before. Does anyone know how this happens?
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@LarannKiar It definitely worked before 1.14.74. I had also thought at first that it was the same location and Beth had corrected that. But why do the NPCs trigger, they shouldn't trigger then either? Nah, I think that's a bug. And with all locations tested so far, a LocationChange event was triggered when a loading screen appeared. But I'll keep an eye on this to see if it occurs with other LocationChange events where the location doesn't change. ActorCellChangeEvent is a very good idea. However, I have been trying to trigger an event for over an hour now. It does not work. ActorCellChangeEvent is a very good idea. I can fix it with that. Thanks also for the code. I'll add it to the mod tomorrow. (By the way, I've already installed trigger boxes in the meantime, they work too, but they have disadvantages that I don't find so good) I wrote something about the BSInput issue, maybe you could take another look at it. At the moment I'm using V2.3, where the L-Shift key works.
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In my mod NPC Outfit Changer, the player and NPCs change outfit when the OnLocationChange event is triggered. This also worked perfectly until 1.14.70. Now I have accidentally noticed that this no longer works on Mars when entering Cydonia (airlock). The OnLocationChange event is no longer triggered for the player, but is still triggered for the NPCs. Very annoying, as I now have to rebuild the mod and consider less elegant solutions. I noticed this in Cydonia, whether other locations are affected I can't say yet.
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The forest disappears as soon as I get closer. [solved]
EagleFour replied to EagleFour's topic in Starfield's Discussion
Problem solved. I deactivated all mods. Problem persisted. Then I took a look at the .ini. A long time ago I had changed settings there on the recommendation of made settings there. This .ini entry was to blame: fUnitsAdjustLumberyard=0,4 It's just stupid that there are a few entries and maybe others are causing something that I hadn't even noticed. I'm missing info on what causes the entries. -
Is it actually normal that the forest disappears on the horizon as soon as I approach it? Forest Disapears Is that just eye candy on the horizon or is it due to some setting? If the trees are just eye candy, that would be pretty sad. That would be another immersion killer (lack of lip sync in multiple languages, no center speaker during conversations, etc.) Oh man, I haven't experienced anything like that in Skyrim or Fallout 4. It really takes the fun out of the game.
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Starui Inventory and changing icons
EagleFour posted a topic in Starfield's Creation Kit and Modders
Hi, Does anyone know how Starui Inventory filters the items and assigns icons accordingly? I've been trying to get Starui Inventory to use other icons for a few hours now. I have already tried using keywords and tagging the name. None of this works. How does StarUI recognize that the item is a pistol, for example, so that the pistol icon can be assigned? -
Hello, thanks for the answer. I have already found out why this does not work. Here is the answer I already posted on my mod page (Impulse Drive) on Nexus: ~Why do no debris/asteroids/ship traffic appear when I manually approach a planet/moon?~ Example ship traffic: There are arrival markers in the game, which are objects that, when activated, spawn ships. There is, for example, the MarsArrivalMarker. When this is activated, ships spawn, your ship is scanned for contraband, etc., and it is activated when the vanilla fast travel to Mars is activated. The marker is of course not activated if, for example, you warp into Mercury Orbit and then fly to Mars manually. This is why the ship traffic is not available. You can easily check this by opening the console and entering 'player.moveto 24e1d7'. Then you are immediately taken into Mars orbit and the ship traffic with all the associated features is available. And that's what the vanilla fast travel does: Player.moveto marker. Therefore it is not possible to create these special things like debris/asteroids/ship traffic by flying manually. These objects are only activated by fast travel and are not permanently present, such as the stations. Bethesda has not planned for you to fly manually from planet to planet. ~Why is my ship marker not being updated on the map?~ When you warp into the system and then manually fly into the orbit of a planet, the marker is updated, but as soon as you land on a planet/moon/station, take off again and fly to another planet manually, the marker is not updated and is stuck to the previous planet. SF does not recognize that you are in a different orbit. This seems to be a vanilla problem, shall we say a vanilla bug? Hmmm, Bethesda did not intend for the player to travel this way. So I'm not surprised that there are unwanted side effects. I tried several things to update the marker (FastTravel(), Save/Reload,ReloadCell() etc.), nothing could make the SF engine update the marker.
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How can I get SF to recognize an orbit change correctly? For example, I fly from Mercury to Mars (no fast travel). When I have arrived in Mars orbit, SF still thinks I am in Mercury orbit. The marker is in the Mercury orbit, the map opens in the Mercury orbit and I also get the Mercury orbit via GetCurrentLocation(). Neither FastTravel() or .moveto, setposition to my current ship or Save/Reload work. I get the planets loaded in 3D, but no debris, asteroids or ship traffic. In this context it would be interesting to know which vanilla scripts are called when I use the vanilla travel function. Everything is loaded correctly with this function. Maybe someone can help me.
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Found it out in the meantime: Debug.SetGodMode(true) At least switch on/off without toggling.
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Reload Objects in Space
EagleFour replied to EagleFour's topic in Starfield's Creation Kit and Modders
hmm, strange. That immediately generates a CTD for me. -
Reload Objects in Space
EagleFour replied to EagleFour's topic in Starfield's Creation Kit and Modders
For those who are interested, I have now found the solution: Function ReloadSpaceObjects() Global Actor playerRef = Game.GetPlayer() ObjectReference playerCurrentShip = playerRef.GetSpaceship() as ObjectReference Float x = playerCurrentShip.GetPositionX() Float y = playerCurrentShip.GetPositionY() Float z = playerCurrentShip.GetPositionZ() playerCurrentShip.SetPosition(x, y, z) EndFunction -
Hello, is it possible to reload the objects (planets, moons etc.) in space? I would prefer a Papyrus function. If I fly too fast to planets (Mod), the 3d objects of the planets or moons are not loaded. At the moment I make do with save and reload. But that is not a solution that I like. I have already tested several console commandos, none of them worked.
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Hello, since I can only toggle the GodMode and as far as I know it is not possible to switch the GodMode on or off, I am looking for a way to query the status of the GodMode in a Papyrus script. In Skyrim there was the powerofthree's Papyrus Extender, where I could query the status with GetGodMode(). Does anyone know of a way to query the status of the GodMode in a Papyrus script?