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Everything posted by Jason210
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Mods not working After Creation Club Update
Jason210 replied to Jason210's topic in Fallout 4's Discussion
It's ok, it's sorted now. They were just activated in the in-game menu, for some reason. Every time I start F4, I have to activate them now. -
Hi I haven't played F4 for a few months, and now when I started it today none of my mods work. I understand that this is due to Bethesda's Creation Club update. I tried re-installing the mods through NMM, which is what I originally used, in the correct order, and locking the plugins.txt file, but it didn't work. I don't have a lot of mods, but I like the ones I have and I'd like to get them working again. I notice that on the file, the load order seems to be wrong. Any help appreciated. This is what I had: Fallout4.esm DLCCoast.esm ArmorKeywords.esm DarkerNights.esp DarkerNightsDetection.esp gloomyWeather.esp CBBE.esp el_AgentOutfit.esp BuildableBurningCampfires.esp /Jason
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Microsoft have long term plans to kill the desktop, and have all games sold through their wall garden store. That's when free modding will stop, unless Linux clients come into play.
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Hi Can anyone tell me which mod is best for making the nights very dark? Thanks Jason
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Thanks. I'll stick with it.
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Hi For years I've been using RCRN Anniversary Edition for fixing the lighting and making it very dark in caves and at night. I like pitch black. However, I've noticed that hardly anyone uses it these days, so I was thinking of using something more popular. Would appreciate some advice. Jason
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The current tactical commands for companions are very limited. Are there any mods that give you additional options for your companions? When attacking, I often have to use "stay" to stop my companion running into the midst of the enemy and getting killed / stunned, but then the companion does not defend itself if attacked. Would be nice to have at least one more command like "hold position" where the player will not move but will shoot. I can envisage a few more tactical commands that would be handy in certain situations.
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How can I change detection when poor weather?
Jason210 replied to Jason210's topic in Fallout 4's Creation Kit and Modders
I found at least three gameSetting variables that I can alter in order to change the detection sensitivity of enemies. So that part is solved. All I need to do now is make a script or two to change those variables when fog comes, and change them back when fog goes. Wondering which is best approach for this? Obviously, I need a way to trigger such scripts. Next, I was thinking at first to change these variables when the weather changes, but I'd still need to script to run to "listen" for that weather changing event. Another problem is that since weather transitions happen over a long period of time, a sudden change of detection values may not be the best approach. Perhaps a local variable could be used to detect fogginess? Any help appreciated. /Jason -
Hi I made a weather mod that includes thick fog and noticed that when there is thick fog, the NPCs seem to detect me as if the weather is still clear. Or at least, they detect me more easily than I can detect them. I noticed that fog actually works against me, rather than provides me with a stealth advantage. In the next update to my mod, I'd like to fix it so players have this stealth advantage. I was wondering if there is an easy way to change this? Any help appreciated. /Jason
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So, I've been trying to figure this out on my own, and it looks like we have to use sound descriptors, as these have conditions built into them. I think the sound marker needs to be linked to a descriptor with the conditions to activate. Custom weather objects then form part of the conditions expressions.
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Hi Actually I didn't mean interior cells so much as shelters that are part of an exterior, like shacks and so on. Anyway I'm not sure it matters. Basically I duplicated a couple of weather objects, changed a few parameters to create the weather effects I wanted, then I saved it all as a plug in. I forgot about the interior sounds. How is this achieved? I notice there is sound marker reference in the room called "AMBWeatherRainFakeInteriorMetalSmallmarker" and this is the sound I want, but I don't know how to get it to work with my weather. Any help appreciated. Thanks Jason
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Is there a way to Day - Night Cycle Speed
Jason210 replied to Jason210's topic in The Witcher's The Witcher 3: Wild Hunt
Hi Thanks. They are useful to know - especially the TM one. That ought to slow down the passage of night :-) /Jason -
Is it possible to determine current cell name / ID?
Jason210 replied to Jason210's topic in Morrowind's Discussion
Thanks guys. So there a few approaches to this which seemed impossible to me. @hollaajith: B wouldn't be dropped when PC is in an exterior cell - a simple check prevents that - that was the easy part :) -
Is it possible to determine current cell name / ID?
Jason210 replied to Jason210's topic in Morrowind's Discussion
Cheers. What I was planning to do was to have an item 'A' which, when the player has in the inventory, makes another item 'B' appear in player inventory. This second object B can only be placed in interiors which do not already contain it or the ASE interior sound activator. What it does is add the interior sound to an interior that does not already have it. If you try to add 'B' twice (ie it's already there), the item is removed from the cell. Finally, removing item 'A' from the inventory removes 'B' also. So basically it is a tool to add interior ASE sound to interiors which don't have it. Everything is working apart from the logic to check if the player has already placed the item in the interior. However, it turned out to be a complicated project! -
Is it possible to determine current cell name / ID?
Jason210 replied to Jason210's topic in Morrowind's Discussion
Hi Thanks for the reply. So are you saying that it is possible to attach a script to the reference, which targets the player? Regards Jason -
Is it possible to determine current cell name / ID?
Jason210 replied to Jason210's topic in Morrowind's Discussion
Thanks. All I need is to check whether a reference is present in the current interior cell. I am frustratingly close to a solution. At first GetDistance looked promising, but it only looks for the first reference used, rather than the one in the current cell. Interestingly, if that first reference is not in the current cell, then it returns a value of 340282346638528860000000000000000000000, which you can then check against. If the reference is unique this is a way to test if its in the same interior. But alas, in my mod the references I need to check aren't unique. -
Hi I need to check whether a reference is present in any potential interior. Since every interior is a cell with a limited number of references, I would imagine that checking to see if a specific reference is present in that interior cell would be quite simple; yet I have not found a way to do it. I can't even find a function that will return the name of the cell I'm in. Is there a way to do these things without resorting to MWSE? Regards Jason
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Thanks for the help - that's cool. I've messaged Abot.
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Hi I have just finished an esp that depends on a couple of MGSO plugins. I'd like to share my .esp on Nexus, but is it really necessary to look up the authors of these plugins in order to obtain permission to re-use them in my project? These plugins the Windows glow files, by MAX a.k.a Nobody, Abot's fix, and Duncan's Atmospheric Sound Effects. Getting in touch with some of these people is not easy. Regards Jason
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Missing trapdoor in Sedya Neen after new install of MGSO
Jason210 replied to Jason210's topic in Morrowind's Discussion
I know why now. It's because when I first installed MCP, I did it manually. This is what gives you the showcase. In the MGSO version, it appears the showcase has been removed. Not that I wanted to the showcase. I just like to know why things don't work when they should! -
Problem with Vivec Expansion + Abot's Gondoliers
Jason210 replied to Jason210's topic in Morrowind's Discussion
Thanks for the clarification. -
Vivec Expansion + Abot's Gondoliers I have just these two mods at Vivec but I'm not sure it's correct. I noticed the gondoliers sometimes drive through piers or throw me off in the water. In the readme, it states: For best effect, I like PW_Redesigned Vivec-Vivec_Expansion.esp + abotGondolierRV.esp Is that saying that you can use either PW_Redesigned Vivec or Vivec_Expansion.esp, or you need both? Thanks in advance /Jason