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Everything posted by powerofthree
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Cubemaps not working on weapon mods.
powerofthree replied to AugustVoc's topic in Skyrim's Skyrim LE
Update tangent spaces. -
+1 Good luck guys!
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Good luck everyone!
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1. Are your sure your alias is being filled? type sqv yourquestname in the console to see if its filled. 2. Set the quest priority to 99 so that the alias takes priority over vanilla quests 3. Set the package's owner quest to your alias quest, and add getstage == 10 to your package conditions. This is most likely why it's not firing.
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Inb4 waifu mods take the lion's share of the donations since those dominate the hot files...every single time.
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I have a counter global variable in a script attached to about 60 actor aliases which will update on Event OnDying(). This is then displayed in my MCM. Works for individual cases where only one actor dies at a time but if I kill them all at once, the counter does not update properly. Debug.Trace confirms it. [12/11/2017 - 03:52:40PM] Torbjorn Shatter-Shield is dead. no is 86.000000 [12/11/2017 - 03:52:40PM] Hermir Strong-Heart is dead. no is 87.000000 [12/11/2017 - 03:52:40PM] Oengul War-Anvil is dead. no is 87.000000 [12/11/2017 - 03:52:40PM] Citizen is dead. no is 88.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 89.000000 [12/11/2017 - 03:52:40PM] Citizen is dead. no is 90.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 91.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 93.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 94.000000 [12/11/2017 - 03:52:40PM] Angrenor Once-Honored is dead. no is 95.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is dead. no is 95.000000 [12/11/2017 - 03:52:40PM] Lortheim is dead. no is 95.000000 [12/11/2017 - 03:52:40PM] Windhelm Guard is deade. no is 95.000000 Any ideas on fixing this?
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If you mean you're trying to treat the two arrays as if they are one longer array then try this: int i = Victims01.Length while i > 0 i -= 1 if !Victims01[i].GetReference() Victims01[i].ForceRefTo(DeadVictim) return endif endwhile i = Victims02.Length while i > 0 i -= 1 if !( Victims02[i].GetReference()) Victims02[i].ForceRefTo(DeadVictim) return endif endwhile But if those reference arrays are being filled with aliases in the CK you shouldn't need two arrays because the limit of 128 elements only applies when creating arrays in the script itself. The CK can create arrays with thousands of elements (although that's a bit tedious). Wait, really? I always thought the 128 limit applied to all arrays. Huh, that simplifies things.
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It does have the two ReferenceAlias arrays declared as properties, I just didn't include them.
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If the actors weren't already persistent they will be (although actors are already semi-persistent) so that adds a little to memory use and save game size but the event won't be that large. It certainly isn't what I would call bloat since it's a single fixed amount used much like anything else a might add to the game. Ok cool so that's not a big issue then. I have another question - I'm trying to do a multi dimensional array where array 2 gets filled after array 1 is full but this isn't working. Any ideas? int iVictims01 = Victims01.Length while iVictims01 iVictims01 -= 1 if !( Victims01[ iVictims01].GetReference()) Victims01[ iVictims01].ForceRefTo(DeadVictim) return else int iVictims02 = Victims02.Length while iVictims02 iVictims02-= 1 if !( Victims02[ iVictims02].GetReference()) Victims02[ iVictims02].ForceRefTo(DeadVictim) return endif endwhile EndIf endWhile
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Any side effects from having 100 aliases filled with actors running at the same time? In terms of save game bloat and persistence.
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Skyrim Looting Spell (Not Loot Magnet)
powerofthree replied to ArvronChronozon's topic in Skyrim's Skyrim LE
Automatic Follower Loot System can make followers loot bodies and chests for you (with their own separate loot inventory). -
I'm working on destructible display cases where the glass is shattered and I have glass shards with collision enabled. Collision sorta works in game, they fall and collide when hit but... the glass shards pass through the static display case through to the floor and stay suspended above the ground. I have translated the trishape to fit in with the frame after connecting the collision object so I've tried messing about with the collision translation but that doesn't seem to work. Any help would be appreciated. Link to mesh
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Why are mods with silly hairstyles so popular?
powerofthree replied to mileafly's topic in Skyrim's Skyrim LE
Same reason why so many big boobed waifu followers are popular. -
Is there a way to check whether a NPC has been soultrapped? Calling HasMagicEffect(SoulTrapEffect) in an OnDyingEvent() is unreliable.
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[LE] Quick Questions, Quick Answers
powerofthree replied to Elias555's topic in Skyrim's Creation Kit and Modders
Use Nifskope to edit your armours - enable the DoubleSided flag in BSLightingShaderProperty -
Follow this tutorial to dynamically attach scripts to nearby actors, and add a script extending ReferenceAlias or MagicEffect depending on which method you picked. Add this to the script MagicEffect Property LightningBolt Auto ;fill this property with actual lightning bolt magiceffect Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) If akEffect == LightningBolt Debug.Notification("hit with bolt") EndIF EndEvent Or you could use Event OnHit I guess.
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[LE] Quick Questions, Quick Answers
powerofthree replied to Elias555's topic in Skyrim's Creation Kit and Modders
What's the animation event for triggering a ragdoll so I can use it with SendAnimationEvent? -
Transparency problems with meshes
powerofthree replied to powerofthree's topic in Fallout New Vegas's Mod Troubleshooting
I tried Nevada Skies but I got major FPS hits during sand storms so I uninstalled that. I'll give URWLW a try and see. -
Transparency problems with meshes
powerofthree replied to powerofthree's topic in Fallout New Vegas's Mod Troubleshooting
Uninstalling Project Reality did the trick....shame, I really liked it. Anyway, thanks for all your help :) -
Transparency problems with meshes
powerofthree replied to powerofthree's topic in Fallout New Vegas's Mod Troubleshooting
That sounds like it could be it...I'll do some testing and see if disabling ENB DOF or Dynavision DOF works. nope: that didn't work. Unchecked Dynavision and even Depth of Field in the graphics settings, no such luck. -
Transparency problems with meshes
powerofthree replied to powerofthree's topic in Fallout New Vegas's Mod Troubleshooting
Yes. The problem still persisted though. -
Transparency problems with meshes
powerofthree replied to powerofthree's topic in Fallout New Vegas's Mod Troubleshooting
Also, forgot to mention, other transparent meshes seem to have this 8-bit LOD effect as well. I'm running NMC's texture pack, the espless version of Vurt's Wasteland, and some object textures. The funny thing is I never had this issue before, it just came up recently. -
So I recently noticed that I can see the edge of transparent meshes like trees and pylons. http://i.imgur.com/6XCzIXU.png It isn't that noticeable up close but from far, it is. I'm running on 2xAA, multisampling and have an ATI card with newest drivers. Toggling on and off Transparency multisampling doesn't seem to have any effect. Help?