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angryglock

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Everything posted by angryglock

  1. I'd like to add my food items from my mod Nordic Cooking into the form lists of Frostfall but only if Frostfall is installed. In other words I don't want to patch my mod nor build another version of it for FF. Ideally the script would run once check for the mod, add the items and then go dormant. Does anyone know how to go about that and is it considered a safe practice? I don't want to mess up anyone's save with a bad script plan.
  2. Thank you for the explanation. It makes sense to me now.
  3. I'm confused about editor IDs. If I make an esp and give a container the ID: myContainer01. Run some scripts on it, place it in game etc. and activate it in my load order and then create another new mod with a container and give it the same exact ID myContainer01 and do stuff with it what effect will that have? Do editor IDs need to be unique across esp files? This seems unlikely to me since other modders clearly would end up using the same editor IDs for stuff. The same question would apply to References. I might give the container instance the reference myContainer01REF in one mod and use the same exact reference on another container in the next. I guess I don't really understand the underlying principles of the game engine when it comes to item ids and references.
  4. In response to post #22644764. #22663109 is also a reply to the same post. How did this post end up here? I was in the article about the site changes. Sorry for this appearing in the section dealing with NMM. It was not intentional. @DrakeTheDragon Thanks. That's a good work-around.
  5. In the current version of Firefox and the new changes to the web site UI if you mouse passes over a menu, the drop down appears. The problem is it does not go away after you mouseout of the menu. It's really annoying as it covers up stuff you need and you have to reload the page and be careful not to hover over it again.
  6. I'd like comments on the approach I used to access crafting menus without the animations before I include it in a public mod. I put together a method to create a crafting activator that will allow the player to display the crafting menu (cooking in this case) without displaying the animation. It's for a non-standard cooking pot in a tight space. I could not find any direct posts on the web about a method but found a few disjointed threads and worked this out. Create an unlinked cell and put a standard crafting pot in it. Assign it a unique ID (simpleModsCraftingCooking01) In the worldspace create an activator and assign a static mesh to it (a static pot) Assign a script to that object to open the crafting menu from inside the worldspace. In this case a custom pot on a custom stove. Since the crafting station is an unlinked cell the animation does not play but the crafting menu does open. Seems to work fine. The cooking sound loop does not play for some reason but the recipes are there and I can craft food. No errors are thrown in the logs. Script: Scriptname simpleModsASSRCookingScript extends ObjectReference {Activates a hidden cooking station to allow access to cooking menu without cooking animation.} ObjectReference Property simpleModsCraftingCooking01 Auto Event OnActivate(ObjectReference akActionRef) simpleModsCraftingCooking01.Activate(game.getPlayer()) EndEvent I know that CCOR will let you use the smelter and the tanning rack without animations based on settings you choose. I don't know how he does that. I'm betting it's a better method than my method and that perhaps the lack of the animation is just a byproduct of what he had to do to let you earn xp from smelting and tanning. In other words it's not a feature it just something that happens. In my case it's a feature since my pot is not standard and my space is too limited to run the animation without ugly clipping. Thanks for your time.
  7. Sorry. Even after removing the records that touched HF and removing it as a master it still CTDs. Sorry I could not help. You need someone smarter than me. I hope you sort it out. It sucks losing work. It's happened to me.
  8. I'm going to remove the edits that include HF and remove it as a master and see what happens.
  9. It could be the Navmesh Edits. Those can get crazy. There are a lot of them and they appear to be in the world which is tricky and they seem to be in a lot of different Holds. I removed them in TES5EDIT but still got the CTD.
  10. I ran a standard test and clean on it. There were 273 ITMs in it. They don't seem like you intended them. There were edited to cells like the Ragged Flagon in Riften and Breezehome. It seems you may have used those cells to look at or copy items? That can result in Dirty Edits. It CTDs for me when I try and activate the mod. Do you have an earlier version? You could rename it and open them both up in TES5EDIT to compare differences. I'll open it in CK later to see what happens.
  11. Thanks: http://media2010.idxzoom.com/simpleModsShackComplete01.7z
  12. I know enough about NifSkope to do things like adding a scope or suppressor to a gun in Fallout NV with no in-game problems. I used the same "Copy and Paste Branch" technique to assemble the Skyrim meshes for a shack into one mesh to make it easier to use in the world. I renamed each new branch with a unique name and it seems to work just fine. My question is would this be a safe method of making one static mesh out of the parts of a mesh. I've never had an issue in Fallout doing this but I don't want to add this mesh to my mod if it might cause players issues with stability or frame rates. I have the mesh zipped up for download if anyone has the time to take a look at it. Thanks for reading either way.
  13. Sorry to Necro this thread but it's of great interest to me and I can't find a more recent one. If I recall correctly, Serana has an attached script that adds new spells as she levels. I read that script once since I noticed she only has a few basic spells in her record. When she hits a certain level she gets a new spell. I'd bet that script runs more than once so if you remove the spell she will get it again later. Giving her alternative spells likely masks the outcome of those spells getting added back since there is a formula for which spell an NPC will use when they have more than one. I don't want her to conjure anything at all since friendly-fire against conjurations always results in a fight with the thing she conjured. I wonder if setting her Conjuration Skill to 0 would stop her from using any Conjuration spell.
  14. Premium member. Using Firefox. When I do a manual download (the NMM download has been failing all day) I get two files ever time. I click once on a server but I get two downloads of the same file. Costing you a lot of bandwidth. I does not matter which server I pick CDN or named servers.
  15. All damage from explosives come from the explosion not the weapon/projectile. In this screen shot you can see where I increased the damage for my 40mm nades (I edited Eve to avoid conflicts and merges). You can change the force (knock downs), the damage or the radius. I recommend just the damage. If you mess with the others you may kill yourself. http://i.imgur.com/DLpsXie.jpg
  16. I did have a mod that changed that to 0.001. Thanks. Changing it back to 3.0 raised the point of impact with that rifle. Strange that it did not affect any other gun that I tested. Just the one modded gun.
  17. I have an AR that has properly aligned iron sights and takes a scope overlay when modded. In both instances the point of impact is lower than the point of aim. I've tried adjusting the SightingNode and the Projectile Node (independently) to no avail. The point of impact is always lower than indicated in first first person with iron sights or every tested scope overlay. In third-person the point of impact is dead on. This is with gun skill 100 and 0's for the max/min spread. The projectile node is centered in the barrel of the gun. It looks like all the other gun nifs I use for comparison. Google has been of no use in this matter. In fact there are many treads where this question is asked and never really answered. It's as if adjusting the point of impact is some kind of modeler's secret and revelation of that secret is punishable in the most sever way by the Modeler's Guild. Surely there must be a simple answer. There has to be some method of determining where a projectile will hit when you create a .nif.
  18. It's never a party until someone breaks out the maths. :laugh:
  19. TLDR: Lots of the gun settings do nothing or at least nothing useful. I noticed a lot of gun mods will list several variables in their stats. Variables the modder set to balance the gun. Many of these actually do nothing toward that end. This stuff is likely not news to experienced gun modders but it was a revelation to me and apparently not known to many gun modders. I have experimented extensively with all the vanilla guns and many modded guns using Geck. I've learned a lot about the settings for the gun object in the game. A lot of the results were surprising and disappointing. My test character was 100 Gun Skill. Though I also tested at 15 and the results were the same for the items below. 1. The Range: Min/Max settings only tell the AI how close and how far to use a weapon. The settings do not really change the guns operating profile. I set a hunting rifle to *64 and 128. The rifle still made perfect, high-damage head-shots at the highest distances I could render the npc (Willow was shot in the head many times in testing). So the only reason to make changes to the Range is to control at what distances NPCs will use the weapon. For instance setting Boones rifle to 64min and 5000max made him stop pulling out his machete as often in close combat and he engaged any target I engaged at any range. If I could see the NPC and started shooting so did Boone and of course he rarely missed. 2. The Semi-Auto Fire Delay Min/Max does nothing. I could set these numbers to anything and I tried full-auto guns, semi-auto and bolt action guns and there was no change at all. I have no idea why the settings even exist. 3. Sight Usage also seems to do nothing. I could set it very high or very low and the accuracy with in ADS (aim down sights) seemed to be unchanged at any Gun Skill. Granted with the nature of the gun settings in this game it's harder to test this one since some hits and misses are based on gun skill levels. 4. Animation > Attack Multiplier: The only way to affect the rate of fire of a semi-auto or bolt action is to change the Attack Multiplier on the Art and Sound tab. Lower numbers simply slow down the animation which slows down the number of shots you can fire over a given period of time. If the number is around 0.50 (with a base of 1.0) the fire rate is reduced and the fact that the animation is moving slower is not really noticeable but any lower and you start to feel like you are in slow-mo scene in a movie. The animation slowdown is very noticeable. Note: the Multiplier sets the baseline. So if it's 1.0000 and you set the multiplier to 0.80 the animation is slowed by 20% and thus the rate of fire is slowed by 20%. I suppose this is how the Hunting Rifle Mod "Custom Action" changes the rate of fire. It changes the multiplier for this setting but a 20% improvement in something like this not hard to perceive. 5. Fire Rate: This setting only affects full auto guns. This one I knew from reading the Geck Wiki but still it's worth noting. There are only a few full auto guns in the vanilla game. These are a few of the things I've found. They represent the settings I wanted to adjust to make gun play a little better. For instance I hoped adjusting the range would allow me to make shotguns more accurate up close but useless at range. This is not the case. If you set the spread on a shotgun too low, you can snipe with it at all ranges. So you really only have the spread setting if you want to mess with shotguns. Even adjusting the projectile count is just another way of raising or lowering the base damage. A real range setting would make a big difference with shotguns and handguns. A silenced .22 pistol using hollow-point ammo should be deadly at very close range and useless at long range but in the game the range is not a factor. Just it's spread stops it from being useful at any range. I set one to the same damage and spread as a sniper, turned on the scope overlay to make aiming easier and could snipe any target at any visual range. Even leaving the damage number to normal I was one-shotting unarmored targets at max visual range thanks to it's high crit multiplier and the sneak attack factor. For semi-auto guns it all comes down to damage and spread. This means when trying to balance weapons you really have just the damage numbers and spread to use with a little wiggle room on the Animation: Attack Multiplier. I think this is why you see so many vanilla guns with really awful spreads (notably shotguns). Since the range does not affect it's performance the only settings the devs had available to use to try and balance them were the **damage and spread otherwise you could just use a riot shotgun to kill just about anything at any range. I hope in future FO games the guns get some needed attention in terms of their performance settings. Even having something as basic as range and semi-auto fire rate would go a long way in adding depth to gun play. I won't even hope for more realistic ballistics (like ***drop) but it's nice to dream. *Many of the settings don't behave if you use 0 as a number so just using low numbers is better for testing **When I refer to damage numbers I'm including base and crit multipliers. *** I know that you can simulate drop by messing with the projectile settings but since no vanilla gun has bullet drop as a factor, modders do well to stay away from that practice; it just causes complaints.
  20. Brilliant, thanks. This is what I ended up with and it's working well. You have to give the follower at least 2 ammo so he will equip the weapon, fire it once and then receive the new ammo. If you only give one, he will fire, unequip it since the ammo count is 0 before the script adds more ammo. Since script lag could come into play, giving around a full mag is a better idea.Other than that it's working even with 3 followers all using different weapons at the same time. I created 1 script per base ammo type for the guns I'm using and add that script to the weapon I want the follower to use. For instance, I gave Boone a silenced Hunting Rifle with this script. It's like he is taking care of his own scavenging needs. The nice part is I can take the gun and give it to any follower with the same result which makes this way better than using a token gun swap for a non-playable AmmoCompanion version. Of course it could be exploited for infinite ammo by removing the added ammo from the follower inventory but I don't think there is anyway around that. I don't think I can hide the ammo. I did add code to prevent the script from running if the player is using the weapon. Thanks for your help. ref myRef Begin OnFire set myRef to GetContainer if ( myRef != player ) if ( myRef.GetItemCount Ammo308 <10 ) myRef.AddItem Ammo308 50 1 endif endif End
  21. In the working script below: Begin OnFire if (RoseofSharonCassidyREF.GetItemCount Ammo44magnum <10) RoseofSharonCassidyREF.AddItem Ammo44magnum 50 endif End every time Cass fires the weapon the script is attached to it checks how much ammo she has. If it's below 10 she gets 50 rounds added to her inventory. It work just fine. However, I want the same script to work for any follower using the weapon. My question is how do I get the current user's (maybe the correct term is Actor's) REF so I can replace the RoseofSharonCassidyREF with the REF of the current user? Something like this: ref currentREF set currentRef to [?????????] ;where the ????? is the current follower using the weapon Begin OnFire if (currentREF.GetItemCount Ammo44magnum <10) currentREF.AddItem Ammo44magnum 50 endif End Sorry if this is poorly worded or I'm using the wrong terms. I'm new to geck scripting and without any proper dev tools it's seems to be a lot of trial and error for me.
  22. That "NPCs Use Ammo" flag confuses me. It's not checked on any weapon in GECK and since it's not checked NPCs should not use ammo but if you give one of those to a follower they do use ammo. What am I missing?
  23. I created a rifle I want to be able to give to Boone and take away from Boone. However I don't want to manage Boone's use of ammo. Instead of working out scripts to have the weapon swapped to a non-playable, uses AmmoCompanion weapon when I had it to Boone, I'd (which makes it difficult to get back without using some inventory token), I just attached the script below to the gun. When it's fired it checks Boone's current ammo count for 308 and if it's < 10 it gives him 50 rounds. It is working fine but I'm not sure if it's a good idea. The script is short but it does run on every shot. Does anyone with scripting expertise have an opinion on the efficiency and save game safety of the script? Begin OnFire if (CraigBooneREF.GetItemCount Ammo308 <10) CraigBooneREF.AddItem Ammo308 50 endif End
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