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DesertEaglePWN

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  1. Hey everyone, for some reason my Ghosts (using defaultGhostScript) won't enable/disable. Unfortunately I cannot open the script to view in the editor because of my current Version Control Setup so I can't see the defaultGhost Script. Anyone know why this may be happening?
  2. I tried to do this - but you can't create new branches or views in player dialogue as far as I'm aware. You have to create the branches and views in dislogue views first. Nope, been using Dialogue Views the entirety of the past 3 years and still have had no issues -- the dialogue won't play if you don't load a dirty save with the mod installed though.
  3. That's weird, my Skrim/Data/Scripts/SourceFolder doesn't contain any of these scripts.
  4. I would love to help, but unfortunately I've got another Mod still on my plate that has given me quite a bit of environmental storytelling experience. If you're still looking in a few months I may be able to help out.
  5. Could someone give me -- or direct me to -- the details about what these dialogue issues are? I've been working on a fully voiced quest since the OP was made, and I haven't noticed any real problems with dialogue. Our quest is OnStartEnabled and I just want to make sure I know what I'm doing in case we run into issues later on.
  6. Not sure I entirely understand what it is you want to do. By non-named do you mean an NPC that has no name In-Game? I also don't understand the second part -- I am pretty sure that actors don't respawn in Skyrim. Though new ones may get swapped in. Alike but not the same doesn't clearly tell me what you're looking to do, can you be a little more specific?
  7. I'm in the process of figuring out where these scripts live myself. I am fairly sure that they either live in the .bsa (most likely) or in the Skyrim .esm. You wouldn't happen to know for a fact where these scripts are located would you? As for looking at the source I am pretty sure that it'll be locked down pretty hard even if it is located in the .bsa or .esm. Unfortunately, I don't know specifics.
  8. Sorry, Matthias; that's not what I'm looking for. That is what is described above as merging .esp files into an .esm file (this is how Bethesda built Skyrim). What I'm trying to do is use and independent perforce depot to manage a data folder and track revisions to binaries such that they can be used for a single .esp. Just because the CK doesn't still have Perforce integration doesn't mean you can't use source control (I would already have it up and running for a single .esp if my remote server had enough space for multiple copies of a data folder. I'm looking for more specific information than anything I've found in existing CK Source Control tutorials. EDIT: To emphasize: I am not trying to merge .esp files into an .esm. I am trying to setup an independent source control solution for a single .esp and all of it's files (which in a sense means I am trying to keep revisions of a single Skyrim data folder containing all files pertaining to the mod.) The goal is that submissions to a Perforce server update that depot/repository with the most recent version and leaves all unchanged files in the data file completely unchanged. Mator's script allows one to merge .esp files into a collective .esp which, while helpful, still does not fix the core problem.
  9. Hello everyone, If you've been hanging around long enough, you'll know that my brother and I have been working on a fully voiced quest and dungeon mod for Skyrim for an absurdly long time (one of those over-ambitious projects that never should have happened) as we were both complete beginners to Bethesda Modding at the beginning. We are now in the final stages of development and are looking to setup our .esp and data folders with perforce such that we can have effective collaboration. In looking, I have only seen Perforce used with Skyrim to merge .esp files into a .esm masterfile. If anyone already knows how to setup what I am trying to do, please feel free to enlighten me. At this moment there is a single critical question that needs to be answered to help configure this and I would like to ultimately construct a tutorial for others to follow and I welcome anyone with the experience or knowledge to answer this (preferrably with a validating source of the information.) When running the Creation Kit and making mod changes to a .esp file, what are all possible files/folders whithin the Skyrim data folder could potentially be modified? Perforce is continually trying to resubmit over 100K+ files to our depot -- taking up massive quantities of disk space and large chucks of upload time. This happens when I'm trying to isolate which files are modified by the Creation Kit. and if anyone knows the answer to the above question I would love the knowledge to be shared. Thanks everyone, look for A Big Mistake (A Fully-Voiced Quest and Dungeon Modification) on the Nexus within the coming months.
  10. My two thoughts would be: Script on all possible actors in that area counting up one on a global (don't worry about adding a global it's not a big deal at all - you can use a conditional script property if you're really worried about it). Or, a quest filling Aliases with those entering the trogger if you don't know all possible actors. - Less efficient(ish) - more work Or, you could add a script to the triggerbox polling if akActionRef is dead and adding new akActionRefs to an array and polling the members of the array (formlist might be better). - Polling should generally be avoided + One script Thanks for the reply. None of those are really clean, and I think I'm just going to change the boss fight anyway -- seems to be more interesting to fight boss and minions simultaneously.
  11. Anyone have a good way to check that all enemies in an area (trigger volume) have been killed? Tying to trigger a boss encounter using this sort of approach, and can't seem to find an easy was to do this without adding a global.
  12. Alright, Thanks, Knew I didn't need to compare, but I was just checking that if you request a reference that isn't there that the reference is just 0.
  13. Quick way to check whether an alias is filled as a condition in script? i.e. if (<alias filled>) Does <ReferenceAlias>.GetRef() == NULL/0 if Alias is "None?"
  14. Does DropObject() ( this ) actually remove a count of the form from the inventory, or do I also need to RemoveItem() before I drop it?
  15. Yay! a question I can actually answer. Disabled objects still exist in memory (they are not cleared and thier information is still stored there) but a disabled object does not get rendered (saving GPU overhead) and ignores collision (which may or may not reduce CPU and/or GPU overhead, depending on how Skyrim's source handles the collision meshes.) In addition almost all interactions with the object are ignored, which can save a bit on CPUand/or GPU usage (modern processors can be separate or hybrids of these two so it depends) depending on the volume and processing cost of those interactions. All in all it is better to disable objects that you plan to use again, and <ObjectReference.Delete()> those you will never need to see again. A disabled object uses up system memory but in most regards is ignored by game processes and doesn't use much -- if any -- of the GPU/CPU resources. Hope that helps.
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