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placeholderthesteam

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Posts posted by placeholderthesteam

  1. Yeah that doesn't have anything to do with it. He needs to regenerate the portals, which handles the occlusion culling via visibility of large proxy cubes.

     

    Yep, this was it. I was vaguely aware it was a portal culling issue, but for whatever reason the roombound on the left side of the Camp McCarran terminal extended slightly into the room, so the one portal alone didn't work (not to mention the fact that it wasn't even bound to the connecting room. Whoops). Putting in another portal perpendicular to the troublesome roombound fixed it.

  2. Hello everyone!

     

    In my mod, I've put down quite a few NCR related locations and NPCs, and I'm just about finished making the scenery. One of the last things I needed to do was make a room somewhere in Camp McCarran to house my NPC, an NCR radio coordinator. I chose to put his room behind the inaccessible door right next to Lt. Boyd and the captured Legion centurion. Everything looked fine in the editor, but in game there's a really weird occlusion issue where the room isn't drawn when looking into it, and when inside only some parts of the room appear depending on where you're stood and where you're looking. The cell, for reference, is Camp McCarran Terminal02, the main terminal building. Could anyone help?

     

    Link to some image examples

     

  3.  

    Your original count should work fine, are you sure the script is firing having blocked activation ? This works fine for me:

    EVENT OnActivate(ObjectReference akActionRef)
    
    Game.GetPlayer().AddItem(GasCanister, aiCount = 11, abSilent = true) ;test to make sure there are some 
    
    int playerCanCount = (Game.GetPlayer().GetItemCount(GasCanister))
    
    Debug.Trace ("MYSCRIPT.OnActivate " + akActionRef + " playerCanCount " + playerCanCount)
    
    if (akActionRef == game.GetPlayer()) && (playerCanCount > 0)
       akActionRef.RemoveItem(GasCanister, aiCount = playerCanCount, abSilent = true, akOtherContainer = None)
       akActionRef.AddItem(GasCanisterFull,  aiCount = playerCanCount, abSilent = false)
    endif
    
    endEVENT
    

     

    Thanks, that works for me. Not sure why though, since the only difference between my original script is that the conditionals in the if are in parentheses, and all of the parameters are explicitly assigned. Either way thank you!

  4. Hello everyone!

     

    I've been trying to create a simple activator that turns gas canisters in the player inventory into full gas canisters (custom item), but I've run into a snag.

     

    the full script is as follows:

    Scriptname gasCanFillSCRIPT extends ObjectReference
    
    MiscObject Property GasCanister Auto Const
    MiscObject Property GasCanisterFull Auto Const
    
    EVENT OnLoad()    
    	blockActivation()
    endEVENT
    
    EVENT OnActivate(ObjectReference akActionRef)
        ;int Property playerCanCount
    		(Game.GetPlayer().GetItemCount(GasCanister))
    	;EndProperty
    	;if akActionRef == game.GetPlayer() && playerCanCount > 0
    		akActionRef.RemoveItem(GasCanister, -1)
    		akActionRef.ddItem(GasCanisterFull, playerCanCount, False)
        ;endif
    endEVENT
    

    Everything seems to be fine except the last line before the endif, which throws me two errors: variable playerCanCount is undefined and type mismatch in parameter 2 - cannot pass a none to a int.

     

    Originally my variable was just int playerCanCount = (Game.GetPlayer().GetItemCount(GasCanister)), but since it didn't work I changed it to a property. Seeing that its giving me the same error, though, leads me to believe my mistake is not with the definition.

     

    Does anyone know the reason why it errors? Thanks!

  5. When I run SKSE64 using skse_loader.exe nothing happens. My cursor turns for a second, steam says "running", then it closes, syncs and nothing else happens. There are no error popups, and no errors in skse64.log, skse64_loader.log or skse64_steam_loader.log

     

    My only mods are SkyUI esp and bsa, USLEEP, and coverkhajits

     

    Here is SKSE64

    SKSE64 runtime: initialize (version = 2.0.6 01050170 01D3AEA3FA2E520D, os = 6.2 (9200))
    imagebase = 00007FF7CADD0000
    reloc mgr imagebase = 00007FF7CADD0000
    config path = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.ini
    plugin directory = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\
    dispatch message (0) to plugin listeners
    no listeners registered
    dispatch message (1) to plugin listeners
    no listeners registered
    init complete
    Here is SKSE64_loader
    skse64 loader 02000060 01D3AEA3F997F43D 6.2 (9200)
    config path = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.ini
    procPath = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\SkyrimSE.exe
    launching: SkyrimSE.exe (C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\SkyrimSE.exe)
    dwSignature = FEEF04BD
    dwStrucVersion = 00010000
    dwFileVersionMS = 00010000
    dwFileVersionLS = 00000000
    dwProductVersionMS = 00010000
    dwProductVersionLS = 00000000
    dwFileFlagsMask = 00000017
    dwFileFlags = 00000000
    dwFileOS = 00000004
    dwFileType = 00000001
    dwFileSubtype = 00000000
    dwFileDateMS = 00000000
    dwFileDateLS = 00000000
    productVersionStr = 1.5.23.0
    version = 0001000500170000
    product name = TESV: Skyrim
    steam exe
    dll = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\skse64_1_5_23.dll
    main thread id = 8512
    hookBase = 000001DD1B740000
    loadLibraryAAddr = 00007FFB729613F0
    hook thread complete
    launching
    And here is SKSE64_steam_loader
    skse64 loader 02000060 (steam) 01D3AEA3F9BDB15E 6.2 (9200)
    loader base addr = 00007FFB604A0000
    exe base addr = 00007FF7CADD0000
    found iat at 00007FF7CC2F2898
    original thunk 00007FFB639C1000
    patched iat
    HookMain: thread = 8512 retaddr = 00007FF7CC131DE9
    runtimePath = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe
    dwSignature = FEEF04BD
    dwStrucVersion = 00010000
    dwFileVersionMS = 00010000
    dwFileVersionLS = 00000000
    dwProductVersionMS = 00010000
    dwProductVersionLS = 00000000
    dwFileFlagsMask = 00000017
    dwFileFlags = 00000000
    dwFileOS = 00000004
    dwFileType = 00000001
    dwFileSubtype = 00000000
    dwFileDateMS = 00000000
    dwFileDateLS = 00000000
    productVersionStr = 1.5.23.0
    version = 0001000500170000
    product name = TESV: Skyrim
    steam exe
    dll = C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\\skse64_1_5_23.dll
  6. Unfortunately this sounds like an engine bug. The engine Skyrim runs on (the Creation Engine) is an in house engine created by Bethesda but is based off of an old (and I believe unsupported) version of the Gamebryo engine which itself is (being old and unsupported) pretty unstable and crash prone. Top that off with the fact that the Gamebryo engine saw heavy modification by Bethesda even before the Creation Engine came along. It's sort of like the source engine becuase they're both sort of like a "pillar of duct tape", making the Creation Engine prone to glitches, bugs, crashes, and a myriad of other things. The Creation Engine is simply not well equipped to handle a f*#@ton of mods and is very unstable because of that.

     

    I know it's not the answer you want to hear but unless there's a workaround (which there might be; think FNV 4GB or NVAC or USKP) the only option is uninstall some mods.

     

    Also, I like the title "consistently inconsistent performance"

  7. So, I have an NPC designed to sell you houses all across Skyrim, and I'm currently making his dialogue. However, I cannot initiate dialogue with him. No matter how long I wait, or if I do "recycleactor" or "resurrect", it never fixes the issue. I have tried countless different ways to get his dialogue to work and even ones that used to work no longer do. Basically, I have two branches (also for the record I'm using Player Dialogue since I'm a "veteran" modder of New Vegas), one of which is a Blocking branch that has his greeting and links to the other branch, the top level branch that contains all his info. It's set up like this: BelvorBranchGreeting with the topic BelvorGreeting which has a bunch of random greeting infos which link to the BelvorSale and BelvorHouse topics in the Top-Level branch. However, with it set up like this I cannot initiate dialogue. He simply turns his head and stops and then carries on. I have tried a million different things, like adding a prompt for the greeting infos or making a "Hello" topic in the misc section or even making it so the Top-Level branch is entered first just to see if his dialogue even works at all.

     

    -Mods+Load Order-

     

    Skyrim

    Update

    USKP

    Hearthfire

    UHFP

    Guard Dialogue Overhaul

    Sounds of Skyrim: Cities

    Multiple Followers Lite

    SkyUI

    Complete Skyforge

    Rebirth of an Empire

    The Stormcloak Rebellion

    Every "Guards of the Hold" mod

    My mod

     

    EDIT: Added SkyUI and Complete Skyforge

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