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steve40

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Everything posted by steve40

  1. So when you select your weapon shapes and right-click on them, doesn't a context menu pop up with an option to Build Skin Partitions?
  2. Power armor is a sitting furniture. The Actor event you should use is OnGetUp(). Example (in a script extending Actor, placed on a player alias): Event OnGetUp(ObjectReference akFurniture) if akFurniture.HasKeyword(FurnitureTypePowerArmor) ; do your stuff here endif EndEventYou're welcome :smile:
  3. Ugh, horrible approach. The KISS rule applies here. Don't delete the references, don't mess with the nifs or scaling, simply mark the tree references as "initially disabled" instead.
  4. You need to compare both records from both mods side by side (ctrl-click both records to select them, then right-click and choose "compare selected". Then left click on the blank line to the right of "Property" and drag it to the equivalent field on your mod other record. If there are no properties already on your mod that record, you might have to right-click on the blank line next to Property on your mod record and select "add" to add a blank line first, then do the drag and drop.
  5. Just for the record, you can use If SomeObjectRef.GetBaseObject() is Terminal rather than trying to cast the ref as Terminal script.
  6. The condition on the spell effects list is only checked immediately when the spell is cast, so if the condition is not met the spell will be dispelled as soon as it is cast. On the other hand, the condition on the Magic Effect is checked constantly and it won't dispel the spell. So you need to put the condition on the effect instead of the spell effect list. Edit: it might be the other way around, I forget which is which.
  7. Does the chair have the required furniture animation keyword, entry points correctly placed, and does not have any keyword/option/condition to block player activation etc?
  8. You are getting major stack thrashing from FollowerScript. Something to to with follower affinity events when modding weapons. The followers involved are Hancock, Strong, Cait, Codsworth, Preston, Nick, Danse, Robert (who is Robert???), Deacon and Piper. That's all I can tell you. If you are using custom followers or a mod that replaces the vanilla FollowerScript, those would be your first suspects. Who is Robert??? EDIT: Oh, it's MacCready, lol.
  9. Try this. Scriptname MyScript:MyScript extends Quest Sound Property MySound Auto Actor Property PlayerRef Auto Event OnQuestInit() RegisterForAnimationEvent(PlayerRef, "weaponFire") EndEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) If asEventName == "weaponFire" && akSource == PlayerRef MySound.play(PlayerRef) Debug.Notification("Beep") RegisterForAnimationEvent(PlayerRef, "weaponFire") ; need to re-register for further weaponfire events EndIf EndEvent
  10. Simply not possible. Projectiles are base objects, they do not extend (and cannot be cast as an) ObjectReference, so, no, they do not have in-game reference instances to be gotten. That's why you can't attach scripts to them either. Even if they did, bullets, lasers, beams, arrows etc, shoot too fast for any script to be able to do anything before they hit their target and cease to exist.
  11. Photoshop only takes 7 seconds to open on my PC (i7-5820K 3.3GHz). To quickly browse textures, I use a free windows shell extension called SageThumbs. It adds thumbnails to most dds files and can be used to quickly preview many image formats.
  12. iirc, the immolation effect (e.g. applied by the molotov cocktails (after a critical hit?)) is done by applying a modified armor (skin?) to the npc. So if you are using a custom body, the fake skin effect probably won't be compatible, so the npc will appear invisible.
  13. I actually laughed reading it, I wasn't the slightest bit offended. Sounds like a typical teenager to me. :D Well, his handle is "dipshit" spelt backwards, so I guess he behaved true to his name :wink:
  14. http://www.nexusmods.com/fallout4/mods/2436/? http://www.nexusmods.com/fallout4/mods/837/? http://www.nexusmods.com/fallout4/mods/8812/? http://www.nexusmods.com/fallout4/mods/7517/? I searched for "essential". Hard, wasn't it? :smile:
  15. Make sure you have no mods that modify/replace the vanilla WorkshopNPCScript, WorkshopParentScript, or WorkshopObjectScript. If you have these scripts as loose files in your Scripts folder, delete them.
  16. Most windows folders have that. My Steam library has it. I can still drag'n'drop or extract mods into my data folders etc. Make sure the Users and Administrators groups have Full Control access ticked under the Data folder's Security tab.
  17. If you perchance added the settting "iNumHWThreads" to your ini file, that could be the cause of your stuttering problem. Edit: the problem could also be F4SE. See this thread.
  18. http://s2.quickmeme.com/img/d0/d0ad8fc96a295cf024e1f5dd56e3657ca7ee576cd32891bee9c4846120541ce8.jpg
  19. Creative Commons licensing is your friend. There is a lot of original music available under this license that you can use non-commercially in mods, as long as you attribute it correctly. Some sites that provide CC licensed music are listed here. You still need to check which specific license each song uses to make sure it can be used in your mod. Personally, I love this site, the music of Kevin Macleod is awesome. He is a professional composer and a lot of his music is CC. The site even shows you how to correctly credit the music :)
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