Jump to content

LucyBlue

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by LucyBlue

  1. I am unable to trust Nexus any longer. I do not use antivirus software of any sort because it slows down my aging computer. I almost never get infected by anything, and when I do get infected, I'm nearly always able to manually remove it. That said, I would get malware every single time I came to this page. Rather than try to screw around with NoScript, I installed an ad blocker. NexusMods is the entire reason I installed and ad blocker. I used to have a policy that "if a webpage is providing me with content that I enjoy, I'll leave ads enabled, so I'm just not going to block ads at all". NexusMods changed that policy of mine. Now I block ads everywhere... OUT OF SELF DEFENSE against MALICIOUS ATTACKS against my property.
  2. Yes, I've got Label51 right before the if WalkRef... And I'm aware of the apple bug. I've actually been using Pencil01 instead of Apple though, since Pencil01's actually in the data. Or at least that's the way it was in FO3, and the mod in question is reusing snippets from one of mine that I started in FO3. And I'm not sure how exactly printing that to console is going to work when it's returning true. printToConsole is probably not going to work well though, seeing as how I'm ref walking and I have no clue how much data is going to end up being printed. I suppose it could work if I knew how to get to a test room that was never cleaned out of the files. Still, I'm only wanting to know how to check if a ref is of a particular item kind. I want to say "type" but ref walking has a "type" argument and I don't want to cause confusion by using that word. The "if ref.gbo == item" method doesn't seem to work and also appears to always return true. (EDIT) I solved the problem. Apparently the code was fine. It's just one one of the if statements, I neglected the WalkRef.GetBaseObject == which resulted in the script throwing a true by using a non-zero value as its only input. Wasn't even comparing it against anything.
  3. Here's my code. It's not working quite right. Instead of only doing the stuff where "dostuff" is located if the object is a MineFragProjectile, it does it regardless of the kind of projectile it's found. Please don't tell me that "dostuff" is invalid, I know that, I'm simply focusing on the logic here. My actual script has stuff in there, but what's in there has nothing to do with filtering the reference walking results which is what this is about. The MineFragProjectile is just a convenient thing for me to use to test the logic, since I can lay down different kinds of mines and make sure only the frag mine triggers the code. set WalkRef to GetFirstRef 51 depth 0 ; Projectiles if WalkRef != 0 ;* * * NPCref exists if WalkRef.gbo == MineFragProjectile dostuff endif set WalkRef to GetNextRef ;Get the ref of the next WalkRef Goto 51 ;Loop continues as long as WalkRef exists endif Anyway, how do I go about writing the filter since this code isn't working? I'm not new to programming by any means, please don't think that I'm asking you to write code for me. My job is actually video game programming in a *wide* variety of languages. I do mods for Bethesda games as a hobby. Thing is, the script language for Bethesda's games sometimes throw me off when I'm trying to do certain things since comparing and setting variables weird and it's not always obvious how to go about doing something. Heck, what I wouldn't give to be able to write functions. It would make some of my scripts a LOT easier to code and maintain.
  4. I'm providing a screenshot to show how I'm trying to do it, but it's not working. I'm trying to apply an effect ONLY ONCE to keep it from flickering. It seems to shut the effect off momentarily when applying the new one. In addition, the effect also has a particle system. When multiples of the same effect are applied, it will actually create additional instances of the particle system. This leads to a runaway effect where the NPC quickly becomes just a cloud of particles that completely chows down on the framerate. The thing is it doesn't work the way I have it implemented. It still continues to stack the effect. Does anyone know how to accomplish it? I really need to have it so that the effect will NOT trigger if the NPC already has it applied. (EDIT) Nevermind, I figured out how to use isSpellTarget properly in a script
×
×
  • Create New...