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Posts posted by PeterTran
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Didn't even know that was an event. I'll give it a shot later tonight and report back. Thanks!
EDIT:
Haha! It works! Thank you so much shavkacagarikia! -
That didn't seem to work either. That's annoying that they don't all work.
Thanks for the help though.
I guess next would be to ask how can I find the list of animation variables to use withGetAnimationVariableBool
Maybe with that I can figure out if the player is aiming or not and go from there.
EDIT:
I tried to do something a little bit different by registering the animation even, but even that still doesn't work...
It works if I try it with the "JumpUp" event though.Scriptname TestScript extends Quest Event OnQuestInit() RegisterForAnimationEvent(game.GetPlayer(), "rifleSightedStart") endEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (asEventName == "rifleSightedStart") Debug.MessageBox("rifleSightedStart") endif endEvent -
I'm working on a simple mod, and for testing I'm writing a script that'll display a message box when the player presses their "aim down sights" button. But I can't figure out which key that corresponds with in the CustomControlMap.txt that comes with F4SE. I tried using "ZoomIn", but that didn't work. Even using the hard keys like "LTrigger" doesn't work on my x360 pad. Any ideas?
Here's what I'm doing, if you need to know:Scriptname TestScript extends Quest Event OnQuestInit() RegisterForControl("ZoomIn") endEvent Event OnControlDown(string control) if (control == "ZoomIn") Debug.MessageBox("ZoomIn") endif endEventThis works if I do other buttons such as "Jump", but I can't figure out the ADS button for some reason.
Any help is appreciated! -
I'm using A Tweaked ENB. It works great for the most part.
But there are sometimes where if I look in a certain direction, my screen suddenly flips upside down, and half of the screen is stretched.
A demonstration: http://imgur.com/a/2sNT6
In the first screenshot, it looks normal.
But in the second screenshot, I move the camera up slightly.
The problem goes away if I disable ENB. I also notice that this generally happens in very busy cells, whether that means lots of objects or light sources.
Any help would be appreciated.
EDIT: Upon further inspection, I notice that it has to do with light. For example, I was in a dark cave when it was fine, but when I equipped my torch, the bug appears.
After trying a few different ENB's, they all have the same problem. Pretty much anytime the camera gets very close to a light source, the bug occurs. -
Thanks jazzisparis, it works perfectly now.
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So I'm editing an nvse script in geck, and I am using the geck powerup. For some reason, it just refuses to save. So I start over with the original working script, make a silly change such as adding in an extra space between two lines, and try to save, and it refuses to let me do that. I can't edit scripts at all, what can I do about this?
I can save scripts just fine if they don't use nvse though.
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Thanks mhahn, after listening to your advice, and doing extensive testing, I started to notice where and how the problems show. Looks like proper esp merging is going to be a tedious job to do, but it has to be done. Thank you.
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So I've reached my 255 esp limit, and now I'm learning how to merge esp's. I read up a few things, and decided I should first see what it's like for a merge to mess up your game. I decided to do what I was advised against, and that was to merge all the Unique Landscapes esp's. So I enabled my new esp, and disabled the old ones, fired up the game, expected a crash, and nothing. The game seems fine, everything seems to be working exactly as it was before the merge.
How am I supposed to know if a merge had gone bad or not? Keep in mind I did not visit any of the UL'ed areas in game, simply because of lethargy and time, but if I were to merge several weapon and armor esp's together, would I have to check every individual item I merged?
Thanks.
EDIT: Small update, I decided to visit an area changed by the UL mod, specifically the imperial isle, and everything looked exactly the same, everything was working as it should have been. Did the merge just not go bad? If so, then why is it inadvisable to merge the UL esp's?
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Topic moved to: http://forums.nexusmods.com/index.php?/topic/1031640-how-to-know-if-an-esp-merge-went-bad/
I felt that was a more applicable forum.
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Hello, I'm in a little predicament. I downloaded a mod, that adds a backpack to the game. The backpack works fine and all, but it's a bit too large, and doesn't sit quite right on my character's back. I want to change it, to make it slightly smaller, and move it down and back a little (relative to my character). I tried doing this by editing the backpack mesh in nifskope. Basically, I just adjusted the scale. Once I did that; however, I got a red exclamation point where the backpack should be when I equip it. Indicating a missing mesh?
What am I doing wrong? Any input is appreciated.
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So Skyrim CTD's everytime I try to sneak inside of a dungeon, sometimes in the overworld as well, but not usually. As a sneak character, it's pretty annoying.
Anyone have any ideas what could be causing this?
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The script wouldn't compile, here's the output:
Starting 1 compile threads for 1 files... Compiling "BerserkerHeal"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BerserkerHeal.psc(3,15): no viable alternative at input 'Game' C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BerserkerHeal.psc(3,19): required (...)+ loop did not match anything at input '.' C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BerserkerHeal.psc(3,6): Unknown user flag Game No output generated for BerserkerHeal, compilation failed.
I got the script to compile when using this:Scriptname BerserkerHeal extends activemagiceffect Event OnDeath(Actor akKiller) if(akKiller == Game.GetPlayer()) Game.GetPlayer().ModActorValue("Health", 1000) endif EndEventBut when I tried to use it in game, it wouldn't work.
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Thanks, I'll experiment with that and see what I can come up with. I really appreciate it.
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I'm trying to create a mod, and within it I want to incorporate an effect that makes it so whenever I kill an enemy, I automatically heal an amount. I can't figure out how to do this, and any advice would be appreciated.
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Tried that allready, did nothing lol. Hence the theft of someone else's game files :P
If you tried that and it didn't work, it has to do with your mods, or what's in your script folders. That's all that's left.
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Well still haven't been able to fix this error, I'm starting to think its my game files, so I'll be stealing them from a friend to see if that fixes it. -.-
What you can always do, is uninstall skyrim and re install it, just don't change your skyrim folder in my documents or delete any mods.
Yeah that script you mention is from an update, that isn't causing it. Try uninstalling Magic Duel and see if that help. Even though I have that mod and it works fine for me, try it anyway.
Yeah, I pulled MD out about 2 minutes after I noticed the bug, and didn't fix. I was kind of over it anyway. Just reached the quest line with another character/race and it seems to be working OK. The other save is toast I guess, 20 levels of work down the drain....oh well! :-)
That means the problem was with your save game. It's a good idea to keep multiple saves just in case of situations like this.
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Yeah that script you mention is from an update, that isn't causing it. Try uninstalling Magic Duel and see if that help. Even though I have that mod and it works fine for me, try it anyway.
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Trying turning into a Vampire Lord with a new character, if it works, it's the save. If it doesn't still, then it's your game files. The first thing I can suggest is to look in your script folders, see if you can find any files starting with DLC1.
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First, this note from the wiki page:
MoveTo() should be avoided for placing other actors in sight of the player, as they will suddenly appear in an unrealistic wayIf you want to use it anyways, you could place this script on the enemy:
Scriptname MoveDeadEnemy extends Actor Event OnDeath(Actor akKiller) if(akKiller == Game.GetPlayer()) MoveTo(Game.Getplayer()) endif EndEvent
Thanks, I just needed something that I could work off of, and you gave me just that!
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Try reverting to an old save, or make a new character. And add in the Vampire Lord power via console and try using the ability, if it doesn't work then; it means the problem is with your game files, and not your save files. If it does work, that means there's a problem with your save files.
Did that, didn't work on old save or new save
Ok, than it's something wrong with your game files. Did you install any new mods, updated any, or do anything at all to change the composition of your game data? This sorta thing can't just happen on it's own, so we need to pinpoint any changes you may have made.
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How would you make a script that uses the moveto.player command on your target? Let's say I make a spell, where I cast it on an enemy and it does damage to the enemy (like a concentration spell), but once the enemy dies, it automatically moves the enemy to me via the console command moveto.player. I would appreciate any advice on how I would go about this. Thanks.
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Try reverting to an old save, or make a new character. And add in the Vampire Lord power via console and try using the ability, if it doesn't work then; it means the problem is with your game files, and not your save files. If it does work, that means there's a problem with your save files.
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I get the issue where Harkon goes to bite your neck, the screen goes black, then red, then comes to this screen for about 2 minutes. If I wait, the screen fades into the Vampire Lord tutorial. Once I turn VL, I cannot revert back with the power, nor can I use any of the other skills. When I transform into a VL, my animation gets stuck half way for about a minute.
This has to do with scripting, are you using many script intensive mods? Try waiting (for a really long time) for your abilities to show up and your able to switch back to regular form or us other skills.
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Same problem here. All I did was disable the Dawnguard.esm and poof, I can attack again.
This happened to me every now and again. All I did was restart the game (quit to desktop), and I could attack again. I know this sounds kind of silly, but did you guys try restarting the game?

Deleting saves on death
in Mod Ideas
Posted
I'm looking for a permadeath mod, as in a mod that will delete my saves when my character dies. I've tried looking for something like it, but haven't been successful. I know it exists for Skyrim, for example this one.
Theoretically that means it should be possible in Fallout 4 as well?
If something like this doesn't exist, any ideas on how I could create it myself? I've made a few mods myself, so I'm no stranger to the creation kit or scripting; just need a pointer in the right direction.