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Lisselli

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Everything posted by Lisselli

  1. I also feel the mod author population is being saturated with actual developers, which is raising standards and expectations of users. This is what gets me the most.
  2. My Skyrim SE data folder is 15.5 GB. My Fallout 4 data folder is 27.7 GB. I use very few mods for both games aside from my own, which contains no custom textures, etc. Neither games are on my SSD because the total(max) capacity of my SSD is 125GB :/ So I put them on my 700GB drive. I'd say for folks like you that will use a lot of mods, 250+. Edit: I think an SSD just for Windows would be good. I didn't have that option since I use a laptop, so it chugged 50% of my SSD capacity out of the box >_>.
  3. Amazing find. But very err... unnecessary on Bethesda's part to make a change like that. But whatever, that's how those guys roll.
  4. OnHit will do its thing you have coded for it to do, but it will still fire under the hood for other things as well. That's what I meant. You can't make it ignore those other things. But you can put it in a state so that it doesn't run at all for as long as its in said state. All you do is take the original code, and place it in a state like this: Auto State Waiting ; event here EndState State Done ; event here but nothing in the event block EndState And to change the state you use this in your event code block, people usually place this before all the other code(as your code will still fire prior to changing states) GoToState("Done") Auto State Waiting Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) if (akAggressor) == game.getplayer() GoToState("Done") int random = Utility.RandomInt (1,20) if random <= 10 Debug.Trace("bad") elseif random >= 11 Debug. Trace("good") endif endif EndEvent EndState State Done Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) ; nothing, event thrown out. EndEvent EndState There maybe a more creative way of using this event, but I don't know what that is, and generally people approach this Event with caution.
  5. Made a quick house mod. Stuck a bunker near concord(a nearby wilderness) and no problems from that :D. Just gotta get used to straining my eyes in navmesh mode for this CK.
  6. That can't be a copy since it matches the biped objects in Fallout's CK for Armor and ArmoAddons. Go see it(in the CK and then compare) for yourself. I believe there is a difference between the two but just don't know where this list of item slots are. Judging from your last post, there seems to be a mistake with the wiki page - biped slots may not be acceptable values for that function anymore. The Skyrim version accepts biped slot values.
  7. Where did you find those slot numbers? In the CK, the biped objects are much different than what you're saying. 60 = pipboy. 30 = hairtop
  8. I'm curious about script inheriting. Is this more efficient than placing a new script on references? For example if all the references are going to do the same thing like, count how many of something is in formlist(but each formlist will be a different list), should all of them use a "base" script and just change the properties, or should they each have their own script? As I'm thinking 7 references with the same script = 7 instances of 1 script.
  9. Blame Skyrim. That game spoiled a lot of people. There was not a whole lot of entitlement in Morrowind and Oblivion, also different generation of gamers. Strange though, I figure people would be ok with anything given the amount of 'modding in Fallout is dead' threads that surfaced so much. And like I said on the Skyrim boards, it's going to come from folks couldn't mod themselves out of a wet paper bag. The act of opening the CK might just make them s*** their pants.
  10. I don't know if this will help but these are the ones for skyrim: Some of those may correspond to Fallout 4.
  11. Fallout 4 has my favorite weapon in any game involving weapons: The shotgun. That alone rates the game pretty high up for me lol. Imo the story was the smallest part of the game, and I'd say I found it interesting up til the point where I had to choose a side.
  12. Old topic but yeah.. FindRandomxxx FindAnyReferencexxx FindClosestxxx etc Will all return arCenter/the reference being called on if the thing you are searching for is the same type as arCenter/calling reference. It's not just the player, but any reference with the same type. For Skyrim, it really limited the usefulness of those functions. FindAllReferencesWithKeyword, imo is the best way around this issue. As it returns an array of references thrown in based on keywords, you can then use some logic to remove certain types picked up in the array that you don't want, or whatever else you need.
  13. I couldn't do it with Oldrim's CK. Did it all the time with Skyrim CK 64. I do it with Fallout's CK. Render Window = Basically the game running in a "size it yourself" screen. Not good with the game itself running.
  14. Thanks for the replies. I have not released anything for Skyrim, but did finish my first dungeon a week ago. However, the navmesh restrictions for exteriors rendered me unable to find a place to put an entrance without worrying about destroying the entire navmesh(s) - you can't freely delete triangles, and working with what's there is not always user-friendly. May just create a scripted portal and release it so all that time wasn't wasted developing it. Actually, this precombined/pre-vis thing sounds almost similar in restrictions, but at least navmeshing is more forgiving. No worries about Boston. Just like Skyrim, Fallout has a huge world that is mostly empty and full of a lot of remote areas, plenty places for me to survey. Reading that thread from the link, it looks like an area with just vanilla trees and rocks, I can safely work with.
  15. Those look like small artifacts o_o. Think you're overworking your GPU. Just a guess though.
  16. Gotta warn you about OnHit though. In addition to what the event is listening for, it will also run for all other hits as well. This will create issues like stack dumping. So whatever you are trying to accomplish with the NPC, make sure it's only for as long as you need.
  17. I'm trying to move on from Skyrim, and bring my dungeon making skills to Fallout 4. One thing that has discouraged me though was the precombined meshes issue, which I still don't have full understanding of. 1. It seems if you edit ANYTHING in the cell, the meshes are hosed. So does that mean, editing landscape to fit in entrances or small buildings with load doors?
  18. Most of my responses are based on Skryim as the two aren't that much different in a few areas. And unfortunately, the Skyrim CK 64 is just a visual copy-cat of Fallout 4's more superior CK. Now if you are saying this is true for Skyrim, then that is info only a handful of people know and never made it known on the wiki, as this has been the only way I know to go back stages, even with that checked.
  19. Yeah because taking 5 minutes to say anything is the end of the world for most people right? The problem with cellphones and the internet in general is people take advantage of knowing they can just not say anything, disappear for months at a time(or pretend you don't exist, leaving you with the task to remind them every so often that you exist). Since you're not there in their presence. I'm sorry but, even the Japanese, one of the hardest working culture in the planet can find time for this thing called communication. /rant Not exactly directed at this 'team' but your post did hit home there, because it's what I've observed for years from folks, and(not anymore) been on the receiving end of it. It's one the biggest reasons that I take up a "don't ignore people" stance, and try to respond to anything the best I can, regardless of what I'm doing. I've had 13-14hr shifts on 40+hr work weeks, and still made time for people, regardless of their significance in my life at any one time, and rather or not they are on the internet or not. We might appear to be 'just words' on screens, but there is a person behind the monitor.
  20. Hitting the actor doesn't return anything on screen? I just gotta ask. Also you need to make sure the script is extending Actor.
  21. Yeah but you probably don't know the proper way to reset a Quest - this was mind boggling in Skyrim for a while. It needs to stopped first, then call Reset() and then you set the quest to what you want. Anytime you need to go backwards, you need to stop the quest and then call reset.
  22. What you describe is z-fighting(the flickering), but it's not swapping or the game trying to decide. In fact z fighting should not be happening at a distance at all. We're talking LOD here, and if there is z-fighting, it would be the LOD meshes are clipping through each other with identical z plane, instead of placed side by side. The further you are from the offending meshes, the more obvious the z fighting gets. So when you see any mesh z fight with another, is because they are clipping through each other(misaligned) on the same z value. Certain meshes in the game are designed to clip with each other(organic pieces, like rocks, but not walls or corners) on the same z plane(even X and Y) to have a "blending" effect but the majority are not designed for this. As for how to fix this, I've no idea, but clearly there is something going on with your game. I see no z fighting anywhere, even at a distance.
  23. you have to use this: http://www.creationkit.com/index.php?title=SetAllowFlying_-_Actor
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