Jump to content

Crosstieger

Members
  • Posts

    248
  • Joined

  • Last visited

Posts posted by Crosstieger

  1. What I am most worried about is that there is a chance that in the future mods like SkyUi, USSEP (and/or their future equvilante for future games like Starfield), y'know the mods that essentially everyone needs to get a stable game, will be behinde a pay wall.

    I didnt read all the comments so idk if this has been discussed before.

    Just imagine for a second if the script extender would be payd only. Do they deserve the money? Hell yes. Would I like having to pay idk 20, 30 more € just to start modding the game?

  2. I've red on other forums that - apperently, maybe, eventually he's moving the mods to a private site that is currently being build. But that's all i know. So give this a few weeks...

  3. As someone only familliar with Bethesda games, can you guys estimate if its possible to mod the promissed but cut features back into the game?

     

    Im talking about things like wall running, ingame char customization, dual wield, police ai, you name it.

     

    With no wording on any official dev kit I assume things dont look to bright. But then again I dont know much about creating mods for the red engine. Was there ever a dev kit for Witcher?

  4. Yeah The balance I am not worried about, its more if it going to cause crashes or not. I guess testing myself is the option. but I hate getting a fair way in to a playthrough before game breaking bugs start presenting themselves.Seems to be the case that often everything is fine to begin with. So I thought someone might have more info on this specifically maybe.

     

    I feel you. I installed Horizon around 2 months ago and it's still fine.

  5. The describtion of Horizon states this:

     

     

    Using an existing non-Horizon save game is NEVER recommended, as it does not use the proper allocated stats or spawns or experience/levels, and defeats the intended purpose of this mod.

     

    That said I installed Horizon mid gameplay and my game hasn't died yet.

    If you install a large mod mid gameplay you might lose out on some features that were intended to happen early on and / or you might see some features not working at all. The only way to truly find your solution is to just try it. But always keep a backup of your safes and be ready to roll back at any moment.

  6. I used to move my entire installation between two pcs back and forward all the time. I'm not giving you any guarantee that this will work for you but this is how I have done it multiple times.

     

    First: There is no need to move the save files. They are store within the documents folder of your user profile (C:/user/<your user>/documents). It is possible to move the entire documents folder over to the ssd but not really worth it since the save files are not that big in size. Second: You will need to reinstall the game and nmm in order to correctly update all the paths but don't worry this will be rather simple and painless.

     

    So here we go:

     

    You do this at your own risk!

     

    1. Backup everything
      And by "everything" I mean the following directories:
      - The entire FO4 game directory "\steamapps\common\Fallout 4"
      - The appdata folder "C:\Users\<your user>\AppData\Local\Fallout4" (This is where you would find the load order file for example)
      - The "Install Info" and "Mods" folder of NMM (If you don't know where those folder are located click on the little arrow left of the gear wheel icon in NMM and click on "open NMMs mods folder")

    2. Make sure you backed up everything!
    3. Backup done?
    4. Now uninstall Fallout 4 through Steam and uninstall NMM. Sound crazy right?
      - Make sure that all files are deleted since Steam for example won't delete the files installed by a mod

    5. Download Fallout 4 again but this time select the ssd as your Steam library
      - Once downloaded start the game at least once. You can quit as soon as you are in the menu

    6. Reinstall NMM and select the ssd as the new location
      - Quit NNM for the next step!!

    7. Now you need to copy the files from your backup to the new destination and override anything if asked
      - So the entire FO4 folder into the new Steam library
      - The entire content of the appdata folder. This folder will always keep its location and shouldn’t be changed.
      - The “Install Info” and “Mods” folder

    8. Now start NMM again and you should see all your mods as they used to be. Check the plugins tab to make sure all the esp’s are active
    9. Start the game and enjoy.

     

    Again, you do this at your own risk!

  7. I don't know what I'm doing wrong but I can't get that to work either. I looked at the HCManager Script and tried to recreate it one by one.

    Scriptname AAA_WTFCoreScript extends Quest
    
    Event OnInit()
    	InitFoodProcessing()
    EndEvent
    
    Function InitFoodProcessing()
    
    	Actor PlayerRef = Game.GetPlayer()
    	
    	;Register for the OnItemEquipped Event
    	RegisterForRemoteEvent(PlayerRef, "OnItemEquipped")
    
    EndFunction
    
    Event Actor.OnItemEquipped(Actor akSender, Form akBaseObject, ObjectReference akReference)
    ;A notification to tell me what info I receive from the parameters
    Debug.Notification("OnItemRemoved Event akSender: " + akSender + ", akBaseObject: " + akBaseObject + ", akReference: " + akReference)
    	
            If akBaseObject.HasKeyword(KeywordFood)
    		Debug.Notification("Success")
    	Else
    		Debug.Notification("Total disaster")
    	EndIf
    endEvent
    

    I'm not getting any notifications and if I change it to debug.trace the papyrus log doesn't write anything down.

  8. So I'm currently working on a script that checks if the player consumes any food item. The script is attached to a quest.

    Scriptname AAA_WTFCoreScript extends Quest
    
    Keyword Property KeywordFood Auto Const
    
    Event OnInit()	
            AddInventoryEventFilter(KeywordFood)
    	RegisterForRemoteEvent(Game.GetPlayer(), "OnItemRemoved")
    EndEvent
    
    
    Event ObjectReference.OnItemRemoved(ObjectReference akSource, Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
            debug.MessageBox("OnItemRemoved Event")
    EndEvent
    

    The problem I have is that ingame the messagebox doesn't appear as If the event isn't called. According to the creationkit wiki I have to use the InventoryFilter to avoid getting event spamming which can filter by keyword. So I filter out keywords that are attached to the item. My KeywordFood has the keyword "ObjectTypeFood" attached to it.

     

    Also in the examples the event is called simply by "Event OnItemRemoved" without the ObjectReference but if I do this the compiler spits out the error that I'm not allowed to define new events because the script is not flagged as native.

     

    What am I doing wrong?

  9. Any information about its behaviour? Is the location static or does it change at some point (like every second day or so)?

     

    Nm..

     

     

    The Phantasmal chest randomly transports itself to 1 of 30 locations all across Skyrim and Solsthiem every 24 hours. The locations are completely random but the chest is very apparent and easy to spot, usually positioned above cave entrances or along prominent ridges.

  10. Tbo I can't recall that anyone ever got the game to run at such a resolution. Beth' games in general struggle with wide angel resolutions. Even 21:9 isn't easy to achieve let alone 48:9.

     

    Are you running a Nvidia card? There is a feature called Mosaic but I'm not sure if that's exclusive to the Quadro line up.

×
×
  • Create New...