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jacobpaige

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  1. So, where is the "manage cookie settings" option then? I'm getting the same message as the original poster, but I can't find "manage cookie settings" or "manage CCPA settings". Googling just gives this thread.
  2. Thanks Yeah. I was planning to delete about 60-70% of the mods, which would have freed up several gigs of space. Instead I decided to just upgrade my SSD since prices have dropped quite a bit since the last time I considered doing so.
  3. I recently tried to download all of vtaw's outfits, but ran out of space on my system. So, I'd like to go into each of the mods and remove the outfits that I know I'll never use to make space for the ones I wasn't able to download. Am I fine to just go to "'mod_name' -> armor -> 'clothing_item'" and delete it, or will that break something? Also, will this get rid of all the alternate materials/textures/meshes/etc.? If not, then how do I find the ones that aren't being used anymore so that I can delete those too? They're taking up the lion's share of the space, so not getting rid of them kinda defeats the purpose of doing this. Any help is appreciated.
  4. That's fine for changing individual records, but Vtaw has a ton of items in their clothing pack, so I'm trying to batch edit using FO4Edit since it's much, much faster. I'm just not sure how to identify the records that need editing when I export them for editing (as shown in the video I linked).
  5. I used this very helpful video to go through Vtaw's latest clothing pack and remove the defense from all of the items (for balance reasons), but now I'd like to go back and find all the pieces that are taking up actual armor slots and add defense back on. I'd also like to add energy resistance so that they're equivalent to their shadowed leather light armor equivalents, and increase their weight. I've run into two problems though: I found the tag in FO4Edit that says which slot the item occupies (BOD2 - Biped Body Template\[0]\[0]), but it returns 1, 11, or 111 when I export it, so I assume I'm doing something wrong. These items don't currently have resistances, so I'm not sure if I can use this method to add them without causing some sort of problem, or if there's another script that could do this if not. If scripts aren't the right option, then I'm fine with editing manually once I've identified all of them, but I'm uncertain if it's safe to do so in FO4Edit, or the process to do so. Any help would be appreciated.
  6. Adding three dependencies (SKSE, SkyUI, and UIExtensions) sounds like a bit much just to have a dynamic menu, especially when it's not the main focus of the mod. I don't know that people would even want to download my mod if they didn't already have all three. I'm sure most people already have the first two, so they aren't as much of an issue, but is UIExtensions really necessary for this? I know it makes the menu vertical and scrollable, which would make it look nicer and save me having to split it up when people have a dozen followers, but does it do anything else that would warrant its inclusion for what would basically just be a simple selection menu?
  7. Maybe I'm just doing something wrong. Here's what I did that didn't work: Setup a quest to find the mannequins nearest the player (with a script on the player to start the quest). Setup a perk using the same options as doomTowerPerk, but with the condition on Target being isInList [MannequinActivateTrig, PlayerHouseMannequin] and with no requirements on the Subject. Added the code below as the perk fragment. It basically just resets the quest and then polls the aliases within the quest to try to figure out which one is the mannequin that owns the activator the player just pressed. But all of that does nothing. When I walk up to a mannequin and click on it, it just opens its inventory.
  8. This is because what you activate with stock mannequins is not the mannequin itself, but an activator called MannequinActivateTrig, which passes the activation along to the mannequin processes. Also, make sure you're looking at the correct condition list: There's the condition list for choosing the perk at all, on the main perk screen, and the condition list on the perk entry point, which (for the Tower stone) will have two tabs, 'Subject' and 'Target'. In doomTower's case, the subject tab has the cooldown condition and the Target tab contains the conditions that a. the target needs to be locked and b. can't be a Master or Key lock. Well, that's why I added MannequinActivateTrig to the FormList. Just in case that was the problem. It still didn't work. Even the debug notifications didn't happen. Ah, I totally didn't think to look at the target tab of doomTowerPerk. I'll give it another look. Edit: I decided to assume that the script was simply not running because it knew that an activator can't cast a spell, so I was trying to refactor it to point at the mannequin that the activator belonged to. Unfortunately, I can't seem to find a way to ask it what it activates.
  9. It would seem that I was right the first time. The papyrus fragment problem wasn't hard, but I still can't figure out how to get the perk to recognize that I've clicked on a mannequin. I've tried GetIsRace == ManakinRace and GetIsInList [MannequinActivateTrigger, PlayerHouseMannequin], but neither work. I'm really not sure what else I can do to distinguish them, and I still don't see how doomTowerPerk is identifying locks.
  10. Set operations performed on a non-ObjectReference Forms (e.g. Weapon, Armor, etc) I believe will change all instances of it throughout the game. AIUI they're also prone to unintended consequences. I haven't personally used them much, though, so I can't speak to if the ones you're intending to use have those issues. Ah, yes, if it affected all the NPCs too then that would be bad. I expect my current approach has the same problem and I've just not tested for it. I may have to give up on that mod :(
  11. I can't figure out how the doomTowerPerk is recognizing locks. Everything else is fairly self-explanatory, and I think I could probably make the necessary changes fairly easily, but if I don't understand the how it recognizes a lock, I can't redirect it to mannequins. Edit: Still not sure how it's doing it, but I think I know how I can do it. I just have to figure out how to get a papyrus fragment to compile when it won't let me define a property necessary for compilation until after it's been compiled.
  12. You have no idea how much time I've wasted on trying to find a better way to access the entire inventory. It'll help a ton with another mod I'm working on. If I alter one form in the list though, will it alter every instance, or just a random one? Specifically, I'm changing armor and damage ratings on equipment. Ah, I thought you meant the Tower of Strength perk, not the ability you get from the Tower Stone. That sounds like a much better idea than what I've been doing and should completely remove the need for compatibility patches with other mods :D I'll have a look at the perk and see how it's doing what it's doing and if I can replicate it. Thanks :smile: Well, the GetOutfit check is necessary to prevent item duplication. The fact that it also let me find followers was an added bonus that allowed me to not have it as a separate check. Still, if it's an attribute that can be quickly checked, rather than a list that has to be compiled and iterated over, then it's probably worth doing anyway. I'm just not sure if it would cause problems with custom followers. I've not made one before, so I don't know if PotentialFollowerFaction is a required faction for anyone that might follow you.
  13. How would you access the mannequin's inventories? I haven't been able to find anything that would let me do that short of removing everything then sending it all back and monitoring it through an OnAddItem event, which requires a chest for each mannequin. Or do you mean their equipped items? Either way, if the player walks into a room with 50 mannequins, wouldn't polling them all for their outfits create a noticeable lag? Especially for people with lots of mods that use scripts? Or were you thinking something like a cloaking spell with a very limited range so that you'd never catch more than a few mannequins at a time? So, how would the player decide if they wanted normal (whatever that means for them) activation vs. an equipment swap? Tie the perk to whether or not the spell was equipped in the player's hand or something? Would that also be able to switch back to the normal activation if the player unequipped the spell? I've not done much with quests or perks yet so I'm very hazy on the details. At minimum, active followers, at maximum, those that are currently willing to follow. This is mainly meant to make it quick and easy for people to rearrange their and their followers' wardrobes without having to go through a few dozen menus and dialogue trees while the followers constantly make discontent comments about carrying their burdens. I'm sure there are plenty of people out there, especially RPrs and fashionistas, that like to change everyone's outfits frequently. I just wanted to make that process less painful.
  14. @ReDragon2013 I tried both the threading suggestion and the FormList suggestion, neither worked. Not sure if I'm doing something wrong, but as far as I can tell, I'm doing the same thing as you, just with different variable names.
  15. It's already giving visual feedback with the healing animation. It just takes a few seconds after that for the actual swap to occur, which is what I was trying to fix.
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