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Everything posted by steve40
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[WIPz] Fallout 4 Script Extender (F4SE)
steve40 replied to behippo's topic in Fallout 4's Discussion
Hi, I'd like to report a bug in F4SE. If you use mods that add custom volume sliders so that there are more than about 9 or 10 sliders, any additional volume slider settings do not save across save games. This problem is absent when not using F4SE (I tested v0.3.0) with Fallout 4 v1.9.4.0.1. For example, using the mods "True Storms" + "Reverb and Ambient Overhaul" + "radBirds" (each mod adds 2 more volume sliders, so there were 6 vanilla and 6 new sliders in total), when using F4SE the two sliders for True Storms kept resetting to default across save games, but there was no such issue when using the vanilla F4 executable without F4SE installed.- 717 replies
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Nope.
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<HELP NEEDED!> Need Experienced Modder(s) to help make Mod
steve40 replied to Dragonfartrider's topic in Skyrim's Skyrim LE
http://i.imgur.com/mb8msge.jpg -
Changes to containers might not show until you start a new game. Also, open the mod in xEdit to see what data is actually being saved or not.
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GIMP is not bad for a free editor, but if you are used to Photoshop and Paintshop Pro you may find GIMP to be very unintuitive to use until you get used to it.
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SSE Changes to mod shows in CK but not in game?
steve40 replied to imokay91's topic in Skyrim's Creation Kit and Modders
There's your mistake right there. -
I guess they weren't "Forever" after all...
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Run the game launcher, click Options, select a level of detail and click OK. Exit the launcher and look in "My Games\Skyrim Special Edition\" to see if it created the ini files. If not, open Steam, right-click on your game in the Steam library, choose Properties. Click the Local Files tab. Click "Verify Integrity of Game Files". Wait for all the necessary files to download.
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Not so. Adding more object references to the game, such as xmarkers or activators etc, requires more ram than a property which is simply a pointer to a form in the esp. Remember, any Object Reference (including xmarkers) will inherit a new instance of the ObjectReference.psc script, and it is quite a large script, so it automatically negates your perceived memory (and save-game size) savings compared to using a simple property. The xmarker form itself, when placed as a reference, has lots of additional settings (which you can see by right-clicking on it in the Render window in CK, which all consume more memory - so much more than a few little properties :wink: Speed is irrelevant here, as disable() is a latent function. We could use DisableNoWait() in its place. Also, you may want/need to enable and disable objects in a particular order as it can produce a better/smoother visual effect in-game.
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Sweets, cakes and pastries in Fallout 4.
steve40 replied to SignorNessuno's topic in Fallout 4's Discussion
http://www.nexusmods.com/fallout4/mods/10698/? -
Changing the emissive color in BSEffectShaderProperty should work. iirc there is another setting near it where you can change the intensity to make it brighter. If the value is too low, or zero, you won't see any difference. The emissive color does not give out any sort of volumetric light, so you might get a better result by using an AddOnNode to attach a real light, or maybe using a glow map.
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Better Performance at Higher Settings
steve40 replied to Fkemman11's topic in Fallout 4's Discussion
Don't activate any mods on a new game until you first exit vault 111. -
Sweets, cakes and pastries in Fallout 4.
steve40 replied to SignorNessuno's topic in Fallout 4's Discussion
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I'm currently experiencing the following long list of issues when trying to update mod pages (which I think might be related to the downloading issues?): - when editing my (Fallout 4) mod pages and submitting the edits, I get the spinning icon for a few minutes then a "The connection was reset" error. The page does actually update though. - when uploading a single image to my mod page, I get the spinning icon for many minutes (indefinitely?). The image gets uploaded but becomes two identical images on the server (doubled upload). - when posting to the comments section on my mod pages, I get the spinning icon for many minutes (indefinitely?). The comment gets double-posted. - when uploading a new mod file to my mod pages, I get the following (false positive) error: "Error. The site has run in to a problem, please look at the error message below... A file with that name already exists on the server. Please change the name of your file on the site (note: not the filename, the name in the textfield of the site)". The file does upload correctly though. Some of these issue reports are duplicated in another thread here.
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Yep. Right here... And specifically here:
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Same here, and, dun dun dun duuuun, I'm on iPrimus. Cancelling the "stuck" download and trying again a couple of times eventually got me a fast connection that didn't fail.
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You probably want to put an enchantment on the weapon, which casts a permanent healing spell on the subject, which has a condition on the magic effect to check if the player is blocking. I'm not going to walk you through the steps on how to do this though. CK wiki is your friend ;P Alternatively, a script on the weapon that monitors for the blocking animation event and then applies the healing spell.
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Anybody working on anything to come out soon?
steve40 replied to indycurt's topic in Fallout 4's Discussion
Better Cooking Stations v2.0 should be out in a few days. -
SSE Creation Kit causing problems
steve40 replied to Ravenalora's topic in Skyrim's Creation Kit and Modders
Yep, you need an account on Bethesda.Net, link it to your Steam account, then download and install the Bethesda.Net launcher, and then the CK. CK must unpack a large archive of scripts in the background the first time it is run. You need to wait until that is completed, it takes several minutes. -
Floating objects bug in vanilla Dawnguard near the castle gate?
steve40 replied to steve40's topic in Skyrim's Skyrim SE
Hmm. I might try verifying the steam cache, just in case the Dawnguard.esm got corrupted due to disk errors or something. -
SSE Actor.MoveTo() Won't move a horse
steve40 replied to PowderedSugar's topic in Skyrim's Creation Kit and Modders
The Papyrus Log? The packages on the horse are creating the problem. So disable the horse's AI before moving it into the storage cell.