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Belthan

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Everything posted by Belthan

  1. Once you expand your esp in the list, you can select and delete individual records; you just need to know which ones you want to keep. So if you added 3 NPCs to a cell and you only want to keep one, expand Cell, expand the records for the cell in question, look at the list of references that are placed in the cell, and delete the unwanted ones. If you also want to delete the base objects for those NPCs, expand Non-Player Character and delete those records too. Repeat until you've removed everything except what you want to keep.
  2. First click on your account in the upper right, select Edit Preferences from the dropdown, scroll to the bottom of the preference page and enable donations. Then go to the mod page, select Edit Attributes, scroll about halfway down and enable the desired options in the Donations section.
  3. The programs equivalent to TES4Edit for the Fallout games are FO3Edit and FNVEdit.
  4. Warning: shameless self-promotion and dubious opinion ahead :) So, now that FO4 is announced, and Bethsoft has pledged continued support for modding, and the setting is apparently Boston (my best-case, fingers-crossed location for the final part of the Lolipopz trilogy), I will obviously be spending a lot of time with FO4 as soon as development tools are available. Regarding FO3, I imagine I will continue to upload bug fixes and enhancements for Quo Vagis and my other FO3 mods, but with lower frequency and priority (much like what happened when I started work on the never-quite-finished Coito Ergo Sum for FNV). Now for two likely-to-be controversial opinions: 1) I vastly prefer modding FO3 to modding FNV, because FNV (and to an even greater degree, the FNV GECK) are so mind-bogglingly buggy that working with them completely sucks all the joy out of it at times. If I get an idea for a brand new mod, FO3 would be my game of choice by far. I suppose it's possible that I might switch to FO4 and never look back, but it's obviously way too early to speculate about whether FO4 will be as enjoyable to mod as FO3 is. 2) I think if FO3 is eclipsed by FO4 the way Oblivion was eclipsed by Skyrim, then FNV will suffer the same fate. In my mind, there's no significant difference between FO3 and FNV in terms of graphics, gameplay or story quality, and hence no reason for FNV to fare any better than FO3 if FO4 is a quantum leap beyond both games.
  5. The cpp file is one of the source code files for the GECK itself. It isn't present in the compiled executable that you download and install. Generally speaking, once you get an unhandled low-level exception like that, the safest thing to do is kill and restart the GECK. Check the editor warnings text file in your game folder to see what cell(s) have navmesh errors. Load that cell in the render window and use the navmesh menu options to find and fix the erreors before you try to save. There are several good tutorials on navmesh if you aren't that familiar with the process.
  6. In response to post #25848824. #25848904, #25854969 are all replies on the same post. My preference would be to not have the protagonist voiced at all. Having a choice of voices (e.g. Saint's Row) would be second-best. Having a single voice would be less immersive, but not a deal-breaker. I love the Mass Effect series and The Witcher series, and in those games, having a character with a predetermined personality (or at best, a limited range of personality options) works. It just isn't what I expect from true RPGs like the Fallout and Elder Scrolls series. EDIT - And I forgot to mention the player character in FO3 and FNV is voiced, at least when you get injured :) EDIT 2 - I also forgot to mention re: modding, it seems that there will have to be some flexibility in the system so they don't box themselves in when it comes to DLC. What happens if the voice actor(s) wins an Oscar and wants 10 times as much to do the DLC than was paid for the base game, or God forbid, gets hit by a bus?
  7. Yes, the problem is that the NIF isn't rigged (no BSDismemberSkinInstance on the NiTriShape blocks and no nodes for bones). You could theoretically rig it in Blender, but it would be a lot easier to make a copy of a similar outfit (say merc grunt, an), copy the NiTriShapeData for the outfit from 3.nif, and paste over the NiTriShapeData in the 3New.nif. Correct the textures, and repeat for each piece of the outfit (including the body).
  8. If you're only using the ScriptEffectFinish block and there is no ScriptEffectUpdate block, there shouldn't be any performance impact. If the spell is cast on an NPC, it will stop running when the cell containing the NPC is unloaded (it may keep running if the NPC has the Quest Object flag set, not sure about that). There are a few situations in which all spells on the player are dispelled, like at the end of the chargen sequence in Doc Mitchell's house.
  9. No matter what version number or text I put in the form fields, the Change Log never updates on the file page. This has happened intermittently in the past, but as of 5/8 it started happening consistently, and I can't update the Change Log for my file at all. If anybody else is seeing the same thing, it might help if you go confirm the problem on the bug report page: http://forums.nexusmods.com/index.php?/tracker/issue-37494-cant-update-change-log/
  10. In response to post #24596749. #24597344, #24597449 are all replies on the same post. Same here. And while I won't enable the pre-download donation reminder, I do think features that increase general awareness of the donation system are a good idea (I didn't even have the donate button enabled on my pages until users nagged me to do it).
  11. I'd rather receive 100% of nothing than give away 75% of my earnings to host my mods on an invasive platform that occasionally force-feeds updates that break games. However, the Nexus donate button means I don't have to settle for nothing, and I keep 100%.
  12. You could make one at each possible destination, initially disabled. When the player selects a destination, enable the instance at the destination location, disable the others, and teleport the player. That's how the bullet train in Coito Ergo Sum works. Script would look something like this: FlyingMachine1REF.Disable FlyingMachine2REF.Enable player.moveto DestinationMarker2REFIf the machine will have a playable interior cell, just add doors in the cell which link to the exterior locations. If the player must be inside to operate the machine, you don't need to teleport them. FlyingMachine1REF.Disable DoorToLocation1REF.Disable FlyingMachine2REF.Enable DoorToLoaction2REF.Enable
  13. Assigning a base object to a reference variable only works with FOSE/NVSE. The vanilla script engine won't give you a compiler warning if you do this, but it won't work either.
  14. Here's a fairly active thread with people seeking and offering voice acting. http://forums.nexusmods.com/index.php?/topic/269957-post-here-if-you-need-voice-actors-for-mods-or-if-youd-offer-your-voice/&do=findComment&comment=2428533
  15. I've noticed that NPC-NPC conversations are twitchy if you don't have voice files yet. I suspect it's because in the absence of a sound file, the game assigns a duration to the line based on the number of characters in the response text, but it evaluates the "link to" immediately. If you turn general subtitles on, it becomes more obvious if certain lines aren't firing. Try putting an arbitrary sound file in the correct folder with the correct name as a placeholder.
  16. I mod because I enjoy it. I once had the mildly arrogant notion that other people might enjoy the results of my efforts, so I started sharing them. I didn't even have a Donate button on my page until users pressured me into adding one (and some of them actually used it after I did so :) ). The positive reception is incredibly gratifying, and exceeds my wildest expectations (at one point the extent of my ambition was to see one of my mods in the Hot Files banner for just one day so I could take a screen shot for posterity). I have always had a very liberal permission policy ("use anything you want, just give me credit" ). I will amend that policy in the near future to forbid reuse of my assets in paid mods. Superficial humility notwithstanding, it would twist my underpants into an agonizing knot to think that somebody else was getting paid for my labor.
  17. I didn't know a non-persistent reference could be set to persistent at runtime. I don't think that would violate the "prime directive" (my slightly tongue in cheek term for giving a high priority to compatibility and conflict avoidance).
  18. You hit the nail on the head about the inconsistent function behavior, thanks! If the player and NPC are in different cells, but both cells were recently visited by the player, reference functions work. As soon as the player (or the NPC) moves into a cell that has not been visited recently (or ever), reference functions stop working. Unfortunately, these are vanilla NPCs with no LLP and no persistent flag. Which you might expect for generic background fluff NPCs, but these are named NPCs with unique dialog (e.g. Private Ortega & Morgan Blake). Makes it difficult to alter their behavior without violating my prime directive (never directly modify vanilla resources), because neither tokens, spell effects, nor quest scripts work reliably unless the player is in the same cell.
  19. GECK wiki says this about actors with No Low Level Processing flag set: The NPC does not update its AI unless the player is in the same cell as it. True, but it also makes any REFs of that NPC non-persistent by default. When you call GetSelf in an effect script or result script operating on that REF, for example: REF TheModel set TheModel to GetSelfit returns a valid REF just like it would if you called it on any other non-persistent REF. Subsequently calling TheModel.<function>always works if the player is in the same cell as the model. But... if the player is in a different cell, sometimes it works and sometimes it doesn't. If it was operating under the same constraint as the AI processing (only works when player is in the same cell), then I would expect it to fail every time. Any idea why doesn't it fail (or work) consistently? Am I missing something?
  20. I just recently generated LOD for a cpl worldspaces (4 year old PC, not exactly junk but no longer state of the art), and the biggest thing I noticed was the extreme non-linearality of the time required. 9 chunks (around 25 exterior cells) took about 15 minutes. 26 chunks took over 10 hours. So I suspect your success will depend on your definition of "small". EDIT: Also, if GECK is not responding, it might still be working. Even if it CTDs after some amount of time, it won't regenerate any LOD NIFs already present in the folder, so it can pick up where it left off.
  21. BTW, somewhat tangentally related to your question, I have found that reducing texture size often improves performance much more dramatically than reducing poly count. For example, I made a clutter/eye candy mesh with several outfits (my own) hanging on a clothesline, brought the game to its knees when I was in that cell. Reduced polys by 75%, improvement was barely noticable. Reduced textures from 2048 resolution to 512, problem disappeared entirely.
  22. Yep, that's how I confirmed it was deleted. Used prid from the console with MyChildREF's ID before calling MyREF.MarkForDelete, and it was there. Used it again afterwards and got the "Item not found for object ref id" message. If you're seeing different behavior, then there's something else happening that I don't understand yet. I'll do a little more digging.
  23. Correct, MyChildREF had its Enable Parent set to MyREF. What I saw was that it depended on the enable state of MyREF. If I called MyREF.MarkForDelete while MyREF was enabled, MyREF was deleted but MyChildREF was not. If I disabled MyREF first, calling MyREF.MarkForDelete deleted both MyREF and MyChildREF.
  24. Just did a quick test, and MarkForDelete does delete children if their parent is disabled when you call it. It does not delete children if the parent is enabled when you call it. So, this will disable and delete MyREF and all its children: MyREF.Disable MyREF.MarkForDelete
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