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Uh... But anyway, depends who your talking to. Some of the Admins here are complete f***wads, whereas a few moderators here are cool. I don't see why your praising a forum tbh. You just haven't met the dark side yet. Pest removal service at it's best. - Z
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@OP Looks like mine, but I don't use dat injector. I recommend you get that Imaginator plugin and download the SMAA Injector. In terms of performance, it goes SMAA>FXAA>AA, and SMAA has a minimal performance hit compared to FXAA (Which has minimal performance hit compared to AA). Nice pics though. @ The person above : Very trashy.
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If UGridsToLoad was changed by this tweak, you'd see the change in your ini.
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Will these specs be good for Skyrim?
GomuGomu64 replied to robfowler123's topic in Skyrim's Skyrim LE
Yeah, it'll play it. Your specs are around the same as mine if not better. Dunno 'bout that GPU on the APU. If it doesn't seem to do that great, I can walk you through a bunch of tweaks you can do to get acceptable performance. -
Sounds about right. Whenever you go to a cell that is loading everything, and you do stuff in it, you get a ctd. The more cells to load, the longer each individual loading takes. Nice find.
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You are awesome. It works! Thanks a lot.
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What I'm trying to do is that when a piece of dialogue is going to be said, a message box pops up, which the player then clicks a button on. Thing is, I haven't a clue how to do this. I've tried extending a script with a function that shows the message box, then I call the function, I get an error. I've tried putting a small script with properties and everything into a fragment, doesn't compile. It flips out. Anybody know how to do this?
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Anything? Eh. The scene is that you just saw the last of your men cut down before you. These men are people that you know and have grown close to. Much like a band of brothers. You raise your sword and slowly, you speak : "Vile beasts...". You raise your sword over your head, and shout "You pitiful mounds of flesh! You SHALL PAY for what [[Drag this out for around half a second]] you [[ditto] have [[ditto]] done." Lowering your sword to your chest, and holding it at arms breadth, you proclaim : "Come! [[say this line slowly]] See what the demons fear and the Gods praise! You shall not live to see [[get louder towards the end of tomorrow]] tomorrow!" Say it in a few accents and/or voices and/or w/e. No need to do the actions unless it gets you into your role. Would be fab to hear it :P
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Just a quickie. I've got one boolean in a script that spawns an NPC. I've attached a script to that NPC so that when they die, that variable gets changed. But, I don't know how to change that boolean with the script on the NPC; the two scripts are different from each other, and on seperate things (The one with the variable I want to change is on an XMarker, the script that'll do the change is on the NPC). How would I do this? <strike>Edit: Figured it out.</strike> Scriptname YourScriptNameHere extends ScriptWithStuffInItYouWantToEditHere <br><br>2nd Edit : No, I didn't figure it out.<br><br>Anybody mind telling me? :P<br>
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Actorbase is the base object of the actor (The thing you see in the Object Window is the ActorBase, what you see in the render window is an Actor Reference). What I am seeing, as that it is triggered by the player somehow, but not the dead NPC. Perhaps you could try looking at one of the trap scripts to get it working on any NPC?
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Your right 'bout the quest thing, 'Tis just I haven't delved in quests, so I'm unfamiliar with 'em. Eh. Time to learn how to use 'em. Thanks for your help. Edit : Eugh. The quest interface is awful. I am going to disagree on your belief that a Quest is best for this thing :P Anyone have an idea on why my NPCs are not spawning? The script says they are, but they don't appear. 2nd Edit : AHA! Got it! When your going to spawn an NPC, get the property you'll be using, make it an actor, go into your script, and change the property from "Actor" to "Actorbase", go back to your property list, edit the spawning NPC's property to which NPC your going to spawn. You can take a look at the changes here : Scriptname AAAMercenarySpawnScriptDRUNKENhuntsman extends ObjectReference ObjectReference Property MercenarySpawner Auto Actor Property Jenassa Auto Actorbase Property Merc1 Auto Actorbase Property Merc2 Auto Actorbase Property Merc3 Auto Actorbase Property Merc4 Auto Actorbase Property Merc5 Auto Event OnCellLoad() bool JenassaIsDeadMercSpawn = Jenassa.IsDead() if JenassaIsDeadMercSpawn == True Debug.MessageBox("Jenassa is dead") int random = Utility.RandomInt(1, 5) Debug.MessageBox("Random int generated ") if random == 1 MercenarySpawner.PlaceActorAtMe(Merc1) Debug.MessageBox("Merc1 Spawned") elseif random == 2 MercenarySpawner.PlaceActorAtMe(Merc2) Debug.MessageBox("Merc2 Spawned") elseif random == 3 MercenarySpawner.PlaceActorAtMe(Merc3) Debug.MessageBox("Merc3 Spawned") elseif random == 4 MercenarySpawner.PlaceActorAtMe(Merc4) Debug.MessageBox("Merc4 Spawned") elseif random == 5 MercenarySpawner.PlaceActorAtMe(Merc5) Debug.MessageBox("Merc5 Spawned") endif endif endEvent
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Have ya tried setting the properties in the script right? Have you made sure your propety is an Actor property? Or maybe an ObjectReference property?
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Wicked, it compiles. Thanks for that. Buuuut now that I can play with my mod activated, my script doesn't spawn any NPCs. I tried changing the ObjectReference for the Merc1, Merc2 (Etc) to Actor references, no difference. Going to add a few debug message boxes in the script to see where it's crapping out. Edit: Weird. The script is fine. I put messages all over the script, namely to after an NPC is spawned. Its as if it "Spawns" the NPC, but it doesn't appear. Not even in wireframe mode. I've got the NPCs I'm tying to spawn copies of in a cell, inside a box. The script is referenced correctly so it should be accessing the BaseID of the NPC I made. Humm. Perhaps I'm doing something wrong?