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Everything posted by GomuGomu64
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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?
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Then I got this : GetDead is not a property on script objectreference or one of its parents I think GetDead only works in the console. Edit: Funky. Never knew the Reply Editor updated in real time 0_o Seems to have worked when I changed : ObjectReference Property Jenassa Auto To Actor Property Jenassa Auto I'll give it a shot in-game. Thanks mate.
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Allthough you got a point, there is a big different between "I claim Blender is better than 3ds max" and "I like Blender more than 3dsmax". I believe that is the thing he pointed out. Unless you've been asked for proffesional opinion on the software, then saying "I claim Blender is better than 3ds max" can be seen offensive. Also, http://forums.nexusm...before-posting/ Keyword there is "Useful content". This is useful. What that rule states, is if your just bumping a dead old thread that nobody has expressed interest in and you have made it for no reason, you are spamming. This ain't spam.
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I've been working on a script that spawns an NPC (Which NPC depends on a number that is generated when the cell loads) when an NPC is dead (In this case, Jenassa in the Drunken Huntsman). Problem is, the way I'm trying to tell if Jenassa is dead or not, is by using Actor.IsDead(). When I put this in my script, however, I get the following error: AAAMercenarySpawnScriptDRUNKENhuntsman.psc(18,38): IsDead is not a function or does not exist Which is weird. Because it does exist. What am I doing wrong? Is there another way to tell if an Actor is dead or not? Here's my script if it makes any difference : Scriptname AAAMercenarySpawnScriptDRUNKENhuntsman extends ObjectReference ObjectReference Property MercenarySpawner Auto ObjectReference Property Jenassa Auto ObjectReference Property Merc1 Auto ObjectReference Property Merc2 Auto ObjectReference Property Merc3 Auto ObjectReference Property Merc4 Auto ObjectReference Property Merc5 Auto Event OnCellLoad() bool JenassaIsDeadMercSpawn = Jenassa.IsDead() if JenassaIsDeadMercSpawn == True int random = Utility.RandomInt(1, 5) if random == 1 MercenarySpawner.PlaceAtMe(Merc1) elseif random == 2 MercenarySpawner.PlaceAtMe(Merc2) elseif random == 3 MercenarySpawner.PlaceAtMe(Merc3) elseif random == 4 MercenarySpawner.PlaceAtMe(Merc4) elseif random == 5 MercenarySpawner.PlaceAtMe(Merc5) endif endif endEvent I've got the properties sorted out and stuff. The script is attached to an XMarker in the drunken huntsman.
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Addicted? I ain't. Just got nothing else to do :P
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Considering how I found a bunch of old Gamebryo plugins for Alias Maya 7 which actually punts out .nif files with animations and stuff, I'd say they just use the stock Gamebryo plugins with a few modifications (Not many more. Just added a few parts. Weight and small things like that). But since Bethesda has modified the source code of the Gamebryo engine, it'll be tough to add-in the parts Skyrim wants (Otherwise the engine just goes "Oh hell naw!" and flips out). But yeah. @OP They have exporter plugins. It ain't worth them paying for a license to distribute a few plugins that'd make life so much easier, because they really don't care.
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Mods to make Skyrim play better on a craptop?
GomuGomu64 replied to Deleted2993601User's topic in Skyrim's Skyrim LE
Heh. I use this for my crummy integrated Intel i3 390M processor. I can actually play skyrim 0_o http://skyrim.nexusmods.com/mods/15123 -
They used the region tool. I don't have the CK right now, but if I remember correctly, you right click over the white squares (The land) to create lines, which you connect to make a box. You then drag items from the Object Window over the "Objects to place" (Or whatever it's called) tab, and then click generate.
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Anybody else get into oblivion more than skyrim?
GomuGomu64 replied to WWWEEE's topic in Skyrim's Skyrim LE
Started with Skyrim, found it was meh. The buildings all look the same, and there are around seven different NPC voices for the majority of Skyrim. Those two aspects completely drowned Skyrim for me. Played Oblivion second, couldn't stand it. The NPCs looked fugly. Don't get me wrong, I loved NWN's low poly characters, but Oblivion's potato heads just killed the game for me. And the same three voices being spoken throughout the land. Played Morrowind third, couldn't get into it. I never liked Dice-rolling combat where you can see your weapon hit your opponent and hear a squish of flesh, whilst being told "You missed". Played Arena fourth, loved it. It's f***ing hard, fun and there are no repetitive voices to grind my nerves. Got Daggerfall, am going to try it today. -
I've got a mod for that. http://skyrim.nexusmods.com/downloads/file.php?id=16266 Skyrim is awfully choosey about who you can have as a follower. You can have Mjoll as a follower (She has the nord voice type), but you can't have a follower who has the nord voice type without being Mjoll. My mod fixed that by editing a couple of form lists, and adding some silent dialogue to avoid that awful "Flash" effect when dialogue with no sound files is initiated.