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About iqoniq
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with your heart.
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Didn't the Cardigans sing that?
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Many, many thanks. It's back up and running
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Is there any way to rollback the CK to the previous version? I need to use F4SE and I don't want to update yet.
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I've got a script attached to a quest, which moves the player to another location, and it's shared between a terminal and Pipboy (you can use either the terminal or a holotape to move). The terminal works absolutely fine, but when it comes to the holotape it's not detecting the exit event. If you open the Pipboy again it then detects the previous closure event, and when you exit again it also detects that event and does what it needs to. It's being called with... Function CheckfortheExit() Self.RegisterForMenuOpenCloseEvent("TerminalMenu") Self.RegisterForMenuOpenCloseEvent("PipboyMenu") Utility.Wait(0.5) EndFunction When it detects the exit event it does this... Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) Debug.Messagebox("Exiting: " + asMenuName) If (asMenuName == "TerminalMenu") Float ftstage = lfvr_ftstage.GetValue() If ftstage == 1 battlebuttonenabler.Enable() slotsbuttonenabler.Enable() PlayerRef.MoveTo(lfvr_entrypoint) ElseIf ftstage == 2 (Self As Quest).SetStage(1020) ElseIf ftstage == 3 (Self As Quest).SetStage(1030) ElseIf ftstage == 4 (Self As Quest).SetStage(1010) EndIf lfvr_ftstage.SetValue(0) lfvr_inpip.SetValue(0) EndIf If (asMenuName == "PipboyMenu") Float ftstage = lfvr_ftstage.GetValue() If ftstage == 1 battlebuttonenabler.Enable() slotsbuttonenabler.Enable() PlayerRef.MoveTo(lfvr_entrypoint) ElseIf ftstage == 2 (Self As Quest).SetStage(1020) ElseIf ftstage == 3 (Self As Quest).SetStage(1030) ElseIf ftstage == 4 (Self As Quest).SetStage(1010) EndIf lfvr_ftstage.SetValue(0) lfvr_inpip.SetValue(0) EndIf Self.UnRegisterForMenuOpenCloseEvent("TerminalMenu") Self.UnRegisterForMenuOpenCloseEvent("PipboyMenu") EndEvent I just can't figure out what's stopping it the first time around. Any help would be greatly appreciated.
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The NIF for the caps isn't animated. For most animations, they also tend to use a grid of separate images, and with the DDS format you could end up with an absolutely massive file for something that does very little. If you know your way around NIFSkope you could probably use that to edit the NIF for the Cap object. If you're happy with it being static, then it's a simple asset flip.
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Unable to access in game consule in Fallout 4 Windows 10
iqoniq replied to manchuquera's topic in Fallout 4's Discussion
You're not playing in survival mode with a mod that allows mods are you? There's one that restores the console window ( https://www.nexusmods.com/fallout4/mods/26163 ) and has it borked for some reason? What happens if you try and open the window and type TM (toggle menu - it can also hide the console window)? Open the window, and wait until the game freezes and the cursor appears. Without clicking anything else, just press T, M and then return and see if the window reappears. I've never known toggle menu to be persistent across saves (I use it for screenshots a lot), although I tend to ALT+F4 out without a save. Having said that, TM also kills most of the UI so I guess it would be noticeable. If the menu comes back when you've done that, exit out (with a save) and reload and see if it still happens. If it does then I'd guess there's a mod playing up, glitching out or possibly even doing it by design. -
Do you have the Ballistic Ammo in Magazines mod installed? https://www.nexusmods.com/fallout4/mods/47878
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I Found Out How to Successfully Edit Full Auto .wav Files
iqoniq replied to DitzyDez666's topic in Fallout 4's Discussion
Like I say there's a trade off. For music files that are around 8 minutes long will break the maximum filesize which is actually a massive limitation. At that point you start dropping the bitrate and it introduces artifacts. I've managed to compress tracks in excess of an hour long, but there was a massive quality hit (although it did give the mod the authentic 15th generation copy of a mixtape effect ). If you want to mess around with it, I'd recommend Lazy Audio ( https://www.nexusmods.com/skyrim/mods/71749 ). It's for Skyrim, but Skyrim uses the same formats (same engine almost). If you want to experiment with long files then Yakatori Audio Converter ( https://www.nexusmods.com/skyrim/mods/73100 ) has a GUI, which makes altering bitrates easier. Basically, if you crash it (it will just fail the conversion) then you need to drop the quality. -
I Found Out How to Successfully Edit Full Auto .wav Files
iqoniq replied to DitzyDez666's topic in Fallout 4's Discussion
You can't use MP3 files. Try using MP3 and see what happens. Most of the dialogue in the game is compressed using the .xwm format, and if you listen closely you can hear the artifacts (little tinkling noises) when characters speak, and it's especially noticeable when you first meet Piper. If you extract the audio in the game BSAs and try and play the files in something that plays .wav, but doesn't support .xwm, you'll encounter files that seem to be corrupted wavs. These are just xwm format, renamed to wav. A mod that's audio heavy can benefit from .xwm because the files are reduced greatly, but they need to have the extensions changed to .wav for the game to see the files. I've done a few radio and mods with a lot of audio, and I can get 20+ hours of audio to fit in around 500MB. Yes, there is a trade off (there is a maximum file size that .xwm files can be) in terms of quality, but it's preferable to downloading and wasting 13GB. Even my conversions of videos for Videos of the Wasteland had to have the sound ran through a converter because I'd have ended up with around a gigabyte more added to the file sizes, and Razorwire even recommends it in his video tutorials (although you didn't need to rename them to wav). -
I Found Out How to Successfully Edit Full Auto .wav Files
iqoniq replied to DitzyDez666's topic in Fallout 4's Discussion
I guess the loop points lost if they're converted to wxm? -
Question on bundling scripts for mod downloads
iqoniq replied to b3w4r3's topic in Fallout 4's Creation Kit and Modders
You will need to add the pex files. The psc files are just your source code and can be opened in a text editor (I edit mine in Notepad++). The pex files are the compiled executables, and what works in the game. If you have a look in the script directory, and then in the source directory, there should be a corresponding psc for every pex that was supplied with the vanilla game (assuming you let the installer unzip the source files). You can take the psc away and the game works fine, but if you take the pex away then the quest scripts and so on won't function. As an asides, don't feel too bad about it, I completely left out the pex and psc of one of my first mods. -
I've got a levelled item (well actually 5 on one form) that's injected into various item lists like lunchboxes, chests, etc. The drop rate was too high, so I've updated it so it's not as high. Will this be automatically applied to the game at load, or do I need to write a function to remove the old forms first, and then reinject them? Thanks in advance.