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palingard

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  1. If you are doing it in the MCM, then you have code that makes the switch, correct? Have you tried to put that code into an OnActivate event for the ladder or any of the movement controls? Suggestion, have a Global Variable that tracks which model is active. If you don't want to edit the scripts on the ship, perhaps add a new activator to the deck that "prepares the rigging for flight" and use that to swtich the models. You can also have it "secure the rigging" to switch back to the LOD model.
  2. Ah, I wasn't aware of the distinction between Characters. So, it may be possible to have an Int array defined as a property which will then allow it to be included in the save games for that character. I think I misunderstood what the use for FISS was then. That is to allow settings to carry between characters or specific playthroughs. I appreciate the clarification. What I want to do just became much much easier.
  3. Ok, so arrays do not persist beyond the current session. Short of FISS or other file writing plugins, has anyone found a reasonable method to track a listing of integers (or floats or strings) beyond a save game? As a last resort, I can use a container to track what I want, sort of. However, I am trying to avoid instantiating objects even in a container if I can avoid it. Any guidance is appreciated, even if it is just "sorry, you're stuck with it" Thanks, Palingard
  4. Are you trying to rework how alchemy is done completely? So you don't learn ingredients, you work from recipes (combine x, y, and z to get potion W?)
  5. I think the crime issues is based on witnesses, not the target. I noticed that Murder is charged if you attack first, but not if you defend. Does your script make the chieftain aggressive toward the player and have him/her initiate the combat?
  6. You are probably still hitting some aspect of the crime system. Have you looked at reducing any crime values associated with the Orc CrimeFactions? You may also need to change the player's relationship with that specific crime faction. Writing this, I would focus on one stronghold, look to see what crime faction the NPCs are set with and then have your script make that faction an ally of the Player specifically (not sure if you can do this, may can only adjust faction to faction relationships) and the PlayerFaction itself.
  7. Have you looked at their current faction reaction states? Reading up on AddToFaction noted that in some cases you need to setreaction as well. I haven't done much with the Orcs, so not sure if the orcs on your list are already "friendly" or if they may be in factions that might be opposed to the PlayerFaction. another thought is if you have a relationship defined between the actor and the player in the CK. I am not sure what SetRelationshipRank will do if there is no defined relationship in place. Not sure these are your problems, just a couple of thoughts I have that might help.
  8. Oh, I missed that when I looked at your mod. I will keep that in mind when I start my next play through. I'm a Customer is one of my must have mods. Love the work, Lofgren!
  9. That is how the current handcart mod works. I looked at that, but personally dislike the experience. It works fine for humans, but botches up with some animals. It also doesn't have the rolling wheels and takes a slot which will conflict with other armor/jewelry mods. I think it is/was a creative work around without going through the pain of doing the havok/collision work with wheels.
  10. I have seen some code to reflect how to use FISS. It looks pretty straightforward and most all of the code sits in the ConfigScript. I don't have any code examples for you yet, as I haven't instrumented that portion in my mod. I can tell you where I have looked for guidance Take Notes - Journal for the Dragonborn (have to decompile the pex files) FollowerLivePackage
  11. I 'think' I know why your float is not storing properly. All of the math you are doing is with Int values, not float. Change the oldvalue/newvalue to type float and use 1.0 (I have noticed that floats require a decimal in papyrus). That said, I agree with Ishara, if you are actually trying to count spell casts, there are easier ways. If you are just trying to do something simple to learn about floats, try my suggestion.
  12. That's the theory, but therein is my weakness. I simply cannot figure out how to make that happen. That is why I need someone who is better experienced with those tools to dig into it. I can manage basic nif manipulation. Carts are more involved than even normal havok items, at least from what I can see. Hence the request for help.
  13. I have some ideas on this and have a concept to create a Wagoneer mod. The problem is that I am a complete idiot when it comes to generating 3D. I can create the static meshes mashups in NifSkope without too much challenge, but I have no clue where to start creating the appropriate havok and collision components to make a working cart. I have dug all over google to the best of my ability (which is not really that limited there) but I only found a few good tutorials from berticus001 (creator of Gypsy Eyes) but they don't cover the havok and collision generation. If there is someone who is good at the modeling but weak at scripting and interested in collaborating, I would really like to help make this happen. For this specific thread, I am thinking of taking one of the full size carriages, reduce it to about 25% of current size, remove the seats and add a full size chest. It should then be sized about right for a goat or perhaps we then reduce a horse to 25% (calling it a Shetland pony) for locomotion. If there is a modeling expert (or intermediate, just someone who knows what they are doing with Blender or 3DMax) interested in this idea, PM me. Palilngard
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