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steve40

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Everything posted by steve40

  1. https://forums.nexusmods.com/index.php?/topic/8976853-captcha-hell/&do=findComment&comment=83711353
  2. The local map could be generated using a mobile LIDAR scanner.
  3. You haven't defined Fotr_A_Weakness as a Quest property. You haven't defined PlayerREF as anything. IsPCSleeping is not a valid function. Use Game.GetPlayer().GetSleepState() == 3 The OnInit() event only runs once, ever.
  4. I tried to log on to Nexus Mods today using IE, and the following suspicious-looking ad appeared. The ad prevented the LOGIN button from working until I clicked the X to make the ad go away.
  5. Yes, it is malware masquerading as a "Flash Player might be out of date" dialog box. I found this thread on Microsoft. It won't appear if you use Chrome browser.
  6. You are probably using the ID of the base item instead of the item in the inventory.
  7. âWait what. Don't need to eat? I can't remember ever hearding/reading that, where do you have this from? If real, I personally would disregard that. Maybe handwave it like: yeah the guy who said it was full of s***, or actually meant Gen2. Obviously they would have to eat. The alternative would be some sort of an integrated nuclear reactor, which people definitely would notice. I'd even go so far and say that Gen1 and Gen2 CAN eat at least. They have something which looks like a gut. Maybe: in a pinch, they can utilize organic matter for power, but it's extremely inefficient. Though on the up side, they can't get sick or get cancer from radioactive dog food. I don't see much issue in 1 and 3. Definitely not in 1. It seems to be a limitation of real, organic brains, but I think it's not too much of a stretch to say: yeah the institute figured that out. Lol, maybe synths do half-brain sleep, like dolphins. For aging, I mostly understood it like, they don't age like humans. Again, a reasonable assumtion imo to say that the Institute at least tried to make synth cells technically immortal. Like, prevent their telomeres from shortening and add every kind of tumor prevention which they could think of. But in general, I find it believable that a synth would never get gray hair or wrinkles. However, other issues might occur. Like, arthritis, and any other mechanical deterioration which the selfrepair might be insufficient to fix. Maybe hair loss, too, if destroyed follicles cannot be regenerated. As for not reproducing, I'd say, the Institute probably could make it work, but didn't on purpose. However, such children would be 100% human. The questions are, can a female synth body even do the necessary changes for a full pregnancy without breaking (synths can't put on weight if they eat too much sweets either), and, are the genetic tweaks to human tissue which synths a built from safe to be put into a human embryo? They don't use the toilet either. Maybe they extract the energy they need from the O2/N2/CO2 in the air, or absorb heat from their surroundings, like a refrigerator in reverse. Or both.
  8. Curie is supposedly a 3rd gen synth,but she is actually Human race in the CK.
  9. The caveat being, if users decide to save some mod slots by merging a bunch of mods into a single esp with a different filename, your script will no longer work. So make sure to warn your users never to merge or rename the other mod ;P edit: it's also a great way to discourage your mods from being included in modpacks ;)
  10. Well, I couldn't figure out how to force the companion out of dialogue command mode, but I managed to create a global function that checks if the player is commanding the companion: Actor Function CheckDialogueMode() Global {Check if player is in command mode with companion} Actor akCompanion = ((Game.GetFormFromFile(0x000289E4, "Fallout4.esm") as Quest).GetAlias(0) as ReferenceAlias).GetActorReference() Actor akTarget = Game.GetPlayer().GetDialogueTarget() If akTarget If akTarget == akCompanion Debug.Trace("[CWSS] Player is in dialogue command mode with Companion " + akCompanion) Return akTarget EndIf EndIf EndFunction I didn't use any Properties here because I'm using this function in a Utility script not attached to anything. Although I can't force the player/companion out of command mode, I can at least use the above function to know when to block the player from activating my furniture, which is a good-enough solution for me :)
  11. Does anyone know a way of using papyrus to detect when a companion is in dialogue/command mode and force them out of that mode? I tried using "IsInCommandMode()" and "SetCommandState(False)" on Piper while she was in command/dialogue mode but it returned FALSE and did nothing. I presume this is because the "command mode" referred to in the Papyrus scripts is actually the NPC "Intimidation" dialogue, not the companion dialogue. Any ideas how I can manipulate the companion's normal command/dialogue mode?
  12. Open console Click on Dogmeat Type: CF SetCommandState False
  13. So if I understand correctly, you have placed activators around your ship to operate stuff. When you move the ship model about, the activators get left behind. So what you need to do is have a script that stores the references of each activator on the ship into ObjectReference variables. Then after travelling, the script should simply do some MoveToNode() or SplineTranslateToRefNode() Papyrus commands on each of the stored activator ObjectReferences to move the activators back to their correct AddOnNodes on the ship nif. You can add the AddOnNodes to your ship nif using NifSkope. Use node type BSValueNode. Translate it to the position on the ship where you need it to be (that might require a bit of trial-and-error to work out the best position for proper alignment). Edit the node's Name string to AddOnNodexxx where xxx is a number used to identify the node. Now, type in a NEGATIVE index number into the "Value" field on the node (the reason for using a negative index is because you don't want any special effects from the Creation Kit to auto-attach to this node, you are going to attach something else). Now, in your script you can assign your activators to a variable when you place them. e.g. ObjectReference myDoorActivatorRef = PlaceAtMe(DoorActivatorFormProperty). Now, in your script, you can use the string name of your node (i.e. "AddOnNodexxx") in your MoveToNode commands, e.g. myDoorActivatorRef.MoveToNode(myShipRef, "AddOnNodexxx"). Similarly, after your ship has moved, you can update the positions of all the activators using MoveToNode again. While it *might* be possible to attach the activators to AddOnNodes and have them "stick" to the moving model (like attaching riders to horses, etc), I haven't figured out how to make that work. I think it uses a combination of special attachment nodes and keywords (at least it does in Fallout4) but I haven't figured it out yet.
  14. i stopped reading after "im not expert"...
  15. Hi, it's an old thread, but what I have just noticed is that the Interaction Conditions on Furniture only seem to apply to NPCs but not the Player. However, in earlier versions of the game (i.e. around 2016) when I first released CWSS Redux, the interaction conditions used to work on the player as well, so this functionality must have been changed by one of the game updates. I suspect that the conditions might work if you don't have a script attached to the furniture, but get overridden if you have a script attached that overrides the OnActivate event, but I haven't tested this theory.
  16. In response to post #78162568. #78239643 is also a reply to the same post. It's your monthly unique download tally only, not your total tally.
  17. You had a loose power lead. It didn't blow any fuses, I wouldn't worry about it.
  18. If you identify all the Form IDs of the wheelbarrow base objects (not the actual object references), and I would think there would'nt be that many, then you should be able to use xEdit to simply replace the form type (MovableStatic) with the Static form type. It would be far easier to do this in xEdit than in CC. Also, doing it this way, you are changing the base object without editing directly in any cells, so it won't cause conflicts with any mods that edit the same cells. I can't remember exactly how to do this edit, but probably, if you select each base object in xEdit, the form type should be displayed in the info on the right side of the screen, and you simply click on the form type field and pick the Static type from a drop-list, then close xEdit to save the mod.
  19. If you are using SKSE, make sure it is the latest version. Also try running the game without SKSE. Make sure you are not missing any mod dependencies (masters). SSEdit should warn you if any are missing. Verify the integrity of your Steam cache. Still crashing? Move ALL of your mod files including any non-vanilla loose asset files in the DATA folders (sounds, meshes, animations, interface, scripts, textures, etc) into a dummy folder outside of your game folder and try running the game. This includes removing any non-vanilla game extensions or dll's from the game folder (such as SKSE, ENB, SweetFX, etc).
  20. The squeaky wheel gets the oil, I suppose, or, the crying baby gets the milk ;P
  21. Such glitches happen. However, he should be entitled to a credit or refund for any months that he did not receive the service he was paying for.
  22. In the T&c's: However, if you want to use profanity, become a mod author so you can gain access to the GMAD forum ;P (Edit: looks like you already qualify?)
  23. It might be a tangent space issue. When converting meshes to SSE (edit: in NifSkope), you need to update the tangent spaces on everything EXCEPT on body and face parts. Tangents and normals affect the way the object gets lit.
  24. I think he's just had a taste of that experience ;P
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