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VanyarElf

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  1. Basically, I'm trying to do something very simple which is proving to be very challenging. Let us say in the context of Skyrim, I want to fake a cinematic sequence of the player riding in a carriage, but maybe it's supposed to be some special vehicles and I'm not going through the hassle of actually making any moving vehicle. Instead, I just need to disable the player's controls, then push the player in a certain direction at a certain speed, let's say along some road, as the world goes by, and make sure their screen displays some kind of peeping-hole window with say, the illusion of an empty carriage seat and the roof corners in the edges of the screen, with only the middle hole/window being transparent. Alternatively, although this will be more complicated, I could try allowing the player looking around inside the carriage in first-person including the windows. 2 problems: A. I might be stupid but I have no idea how to accomplish the '2D view', which should theoretically involve just taking a picture of a carriage seat POV with a window in the middle, making the window alpha channel, and then 'pasting it' on the player's screen for the duration of the sequence like an Imagespace Modifier, but I have no idea how to do that. Imagespace Modifier and Imagespaces only allow for effects, not for pasting a JPG/DDS on the player's screen. B. No idea how to do the latter 3D view either. Presumably I'd place the player in a chair and put static carriage walls and a roof around it, but I can't find a way to move static objects together with the player in real-time. Does it need to be a moveable object, and if so how to make it unaffected by gravity or anything else while moving in sychnronity with the player? Another idea I had was creating a static vehicle with interior textures and making the player wear it as an armor so when they look around ( Because it's much bigger and encompasses them ) they just see the interior, and then moving the player will move it too - would that even work? Appreciate any advice.
  2. Technically I'm actually trying to do this in New Vegas but there's almost nobody on the forums there so I figured I might as well ask here. Basically, I'm trying to do something very simple which is proving to be very challenging. Let us say in the context of Skyrim, I want to fake a cinematic sequence of the player riding in a carriage, but maybe it's supposed to be some special fancy vehicle that can also fly and I'm not going through the hassle of actually making any moving vehicle. Instead, I just need to disable the player's controls, then push the player in a certain direction at a certain speed, let's say along some road, as the world goes by, and make sure their screen displays some kind of peeping-hole window with say, the illusion of an empty carriage seat and the roof corners in the edges of the screen, with only the middle hole/window being transparent. Alternatively, although this will be more complicated, I could try allowing the player looking around inside the carriage in first-person including the windows. 2 problems: A. I might be stupid but I have no idea how to accomplish the '2D view', which should theoretically involve just taking a picture of a carriage seat POV with a window in the middle, making the window alpha channel, and then 'pasting it' on the player's screen for the duration of the sequence like an Imagespace Modifier, but I have no idea how to do that. Imagespace Modifier and Imagespaces only allow for effects, not for pasting a JPG/DDS on the player's screen. B. No idea how to do the latter 3D view either. Presumably I'd place the player in a chair and put static carriage walls and a roof around it, but I can't find a way to move static objects together with the player in real-time. Does it need to be a moveable object, and if so how to make it unaffected by gravity or anything else while moving in sychnronity with the player? Another idea I had was creating a static vehicle with interior textures and making the player wear it as an armor so when they look around ( Because it's much bigger and encompasses them ) they just see the interior, and then moving the player will move it too - would that even work? Appreciate any advice.
  3. I don't recall any functional elevators in New Vegas, I think all the 'elevators' just transition you to a different cell. Theoretically you would probably just set them to move up the Z axis on player button trigger, which could be done with an actor but you run into the same problems: 1. There doesn't seem to be a way for the game to recognize actors present in a certain area *within* a a cell and then apply actions to all of them save for an excluded actor. GetActionRef only returns the last object/actor to interact with an activator 2. Pushing them out will only make them keep trying to go inside and constantly get pushed against an invisible wall because their package is still turnning 3. Even if you modified the packages of every single NPC in that cell individually, it wouldn't help if say, you also wanted to make the mod compatible with custom NPC's and push them out from an area, not to mention being pretty messy for just clearing a room. It's really weird to me that there's no simple function which simply tells every NPC, with dictated exceptions, to just avoid a room with a trigger box. Like, don't try walking into there. You could delete the navmesh in it, but that would prevent NPC's from *ever* coming back there, and I only want them leaving temporarily. My current workaround of starting an OnTriggerEnter script upon reaching a certain quest stage and just teleporting every single NPC that goes in there who isn't the player or a desired NPC is taking care of all of that, would be great if it was more natural but can't have everything I suppose.
  4. Yeah I thought about packages, the problem is that the room I want to bar them from is not a separate cell, it's a single room inside the same interior cell so getincell wouldn't work, specifically I'm modifying a room in the BoS bunker in Hidden Valley, which means that I'd have to add a package for like 20 different NPC's just to stop them from entering the room, which seems prone to bugs and bloat sadly. NVSE or using what I'm doing right now appear to be the only options. It's strange there isn' a function other than MoveTo which simply makes NPC's turn around and walk away.
  5. Yeah, seems like an NVSE function, so far I've been working exclusively with the GECK's native script for accessibility and relying on OnTriggerEnter GetActionRef to basically expel all NPC's by teleportation while a quest objective or stage is running, but if it doesn't work out too well then something more natural will certainly be nice.
  6. Oh, I've been kind of working with the vanilla GECK scripting so far, the best I managed to come up currently is using OnTriggerEnter and GetActionRef to basically expel by teleportation any NPC's walking into an area while a quest objective/stage is active, but something more natural would be great.
  7. Hey everyone, I'm having trouble finding a way to program a script for New Vegas GECK which makes every NPC who hasn't been designated ( I.E, Player and another NPC ) leave a room located inside an interior cell. Any idea how I would go about doing it?
  8. Hey everyone, I'm having trouble finding a way to program a script for New Vegas GECK which makes every NPC who hasn't been designated ( I.E, Player and another NPC ) leave a room located inside an interior cell. Any idea how I would go about doing it?
  9. Oh wow, I can't believe that actually fixed it, thank you so much. Why the hell does the GECK have a function that randomly hides half the cell and how did I manage to turn it on..
  10. Hey everyone, recently upon booting up my Creation Kit I've discovered a problem which seemed to crop up at some point but wasn't present before, which is that every single relatively large cell I try to edit in the Creation Kit, from the base game that is, seems to be missing at least half of all its static objects, items, containers, etc. It's as if my render window developed some kind of rendering quota. All of those statics and objects still appear in the cell view list, and if I pull their model from the object window and place it in the cell, it will show up normally with its mesh and texture, but half of the cell's original objects remain completely invisible and unclickable in the render window. For example, here I am booting up the BoS bunker in Hidden Valley, and you can see it only loads up a couple of hallways, while everything else is missing. You can also see that the navmesh for the missing rooms is still there, and the room boundaries too by the way, but the statics and items are not. This is completely preventing me from making any mods and I desperately need some help figuring it out. Things I did so far: Reinstall the creation kit, checked that multiple masters are allowed to load, checked that the statics and objects aren't missing from the game itself ( They aren't, they're only gone in the render window).
  11. Hey everyone, recently upon booting up my Creation Kit I've discovered a problem which seemed to crop up at some point but wasn't present before, which is that every single relatively large cell I try to edit in the Creation Kit, from the base game that is, seems to be missing at least half of all its static objects, items, containers, etc. It's as if my render window developed some kind of rendering quota. All of those statics and objects still appear in the cell view list, and if I pull their model from the object window and place it in the cell, it will show up normally with its mesh and texture, but half of the cell's original objects remain completely invisible and unclickable in the render window. For example, here I am booting up the BoS bunker in Hidden Valley, and you can see it only loads up a couple of hallways, while everything else is missing. You can also see that the navmesh for the missing rooms is still there, and the room boundaries too by the way, but the statics and items are not. This is completely preventing me from making any mods and I desperately need some help figuring it out. Things I did so far: Reinstall the creation kit, checked that multiple masters are allowed to load, checked that the statics and objects aren't missing from the game itself ( They aren't, they're only gone in the render window).
  12. Hey everyone, recently upon booting up my Creation Kit I've discovered a problem which seemed to crop up at some point but wasn't present before, which is that every single relatively large cell I try to edit in the Creation Kit, from the base game that is, seems to be missing at least half of all its static objects, items, containers, etc. It's as if my render window developed some kind of rendering quota. All of those statics and objects still appear in the cell view list, and if I pull their model from the object window and place it in the cell, it will show up normally with its mesh and texture, but half of the cell's original objects remain completely invisible and unclickable in the render window. For example, here I am booting up the BoS bunker in Hidden Valley, and you can see it only loads up a couple of hallways, while everything else is missing. You can also see that the navmesh for the missing rooms is still there, and the room boundaries too by the way, but the statics and items are not. This is completely preventing me from making any mods and I desperately need some help figuring it out. Things I did so far: Reinstall the creation kit, checked that multiple masters are allowed to load, checked that the statics and objects aren't missing from the game itself ( They aren't, they're only gone in the render window).
  13. Hey everyone, recently upon booting up my Creation Kit I've discovered a problem which seemed to crop up at some point but wasn't present before, which is that every single relatively large cell I try to edit in the Creation Kit, from the base game that is, seems to be missing at least half of all its static objects, items, containers, etc. It's as if my render window developed some kind of rendering quota. All of those statics and objects still appear in the cell view list, and if I pull their model from the object window and place it in the cell, it will show up normally with its mesh and texture, but half of the cell's original objects remain completely invisible and unclickable in the render window. For example, here I am booting up the BoS bunker in Hidden Valley, and you can see it only loads up a couple of hallways, while everything else is missing. You can also see that the navmesh for the missing rooms is still there, and the room boundaries too by the way, but the statics and items are not. This is completely preventing me from making any mods and I desperately need some help figuring it out. Things I did so far: Reinstall the creation kit, checked that multiple masters are allowed to load, checked that the statics and objects aren't missing from the game itself ( They aren't, they're only gone in the render window).
  14. It literally won't go away even if I turn off every single mod in my load order, and it doesn't go away if I turn off my ENB either. It's like something permanently f*#@ed my terrain somehow. Does anyone know what causes it? Load order: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmYUP - Base Game + All DLC.esmNavmeshOverhaul.esmUncut Wasteland.esmCharacter Expansions Revised.esmFunctional Post Game Ending.esmVanilla Enhancements.esmYUPNavmeshPatch.esmTLD_Travelers.esmBetter Brotherhood.esmBetter Character Creation.esmMojave Raiders.esmFunctional Post Game Ending - Uncut Wasteland Patch (VNV).espFunctional Post Game Ending - YUP Patch.esmMain And Pause Menus Overhaul.esmUnofficial Patch NVSE Plus.espYUP - NPC Fixes (Base Game + All DLC).espVurt's WFO.espAcies Apachii Hair.espAmmoScriptFixes.espSSTRemasteredQuarries.espJSawyer Ultimate.espCrafting Consistency Fix.espExRB.espExRB_Cut-Sewers.espLittle More Lamplight.espDistant Water Jets.espJSawyer Ultimate - Push's Tweaks.espEVE FNV - ALL DLC.espDLC Enhancements.espTreePositions.espMojave Raiders.espCharacter Expansions Revised - VNV Patch.espWeaponModsExpanded.espWMX-DLCMerged.espSupreme Weather.espStreet Light Corrections.espAtmospheric Lighting Tweaks.espExRB - YUP Patch.espAtmospheric Lighting Tweaks - EVEM Patch.espAuthentic Burned Man.espB42Inertia.espBetter Brotherhood - YUP Patch.espBig Bears.espBook of Steel.espCC - Rain.espCharacter Expansions Revised - Extras.espCharacter Expansions Revised - FaceGen Tint Fix.espCIB Bighorners - HH.espCIB Bighorners.espCleansing Flame Colour Fix.espCloud Shadows.espCPI Icons.espdD - Enhanced Blood Main NV.espDelayDLCRedux.esplexx_brahmin-variant.espDistant Water Jets - FPGE Patch.espT4-plugin.espEVEM - Crafting Consistency Fix Patch.espMojave Arsenal.espEVEM - Mojave Arsenal Patch.espEVEM - YUP Patch.espFamine.espFamine - Flora.espFollower Tweaks.espFood Effect Tweaks.espNukaColaOverhaul.espNukaCola-Ojo.espGlowing Ghosts.espHairPatcher.espHZSmoothLight.espImmersiveRecoil.espIMPACT.espInterior Rain.espEVEM - JSUE Patch.espJustAssortedMods.espkarlsJnlegionledger.espLaserWeaponIronSights.espmajormodder's Junk Food to Barbeque Crisps.espMannequin Rce.espMentatsGaloreWastelandParty.espPlasmaWeaponIronSights.espPlayer Combat Priority.espPCP Reduced Chance To Attack Doggo Patch.espQuicker PipBoy Light-0_2Sec.espRobert S Body Replacer.espRobertT4Patch.espSnuffles Redesigned.espSpoonRedone.espStrip Lighting Overhaul.espTallBillboardMeshFix.espThe Mod Configuration Menu.espTrap Tweaks.espTrueBladeOfTheEast.espTrueBladeOfTheWest.espUniqueThinkTank.espVanilla Enhancements - JSawyer Ultimate Push Tweaks Patch.espVanilla UI Plus.espVGA - EVE effect forcer script.espVK_VGExtraIcons.espVK and Forno Vault Girl - JSUE Patch.espKnifeRetextureWMX.espChinaLakeRedux WMX.espWMX-ArenovalisTextures.espWMX-EVE-AllDLCMerged.espWMX-POPMerged.espNVMIM.espFPGE - EVEM Patch.espEssential DLC Enhancements Merged - JSUE Patch.espFPGE - JSUE Patch.espMojave Raiders Tweaks.espMojave Raiders - Uncut Wasteland (VNV) Patch.espMojave Raiders - JSUE Patch.espMojave Raiders - EVEM Patch.espStrip Lights Region Fix - Uncut Wasteland.espThe Living Desert - EVEM Patch.espUncut Wasteland (VNV) - EVEM Patch.espThe Living Desert - Strip Lights Region Fix Patch.espUncut Wasteland - YUP Patch.espGroundcover Overhaul.espFNVLODGen.esptmzLODadditions.espStrip Lights Region Fix.espLucky 38 Lights Redone.esp
  15. That would never happen as it would be against the Nexus TOS: As for the Nexus definition of a 'child': As for why the Nexus bans content which portrays the activities usually partaken in by teenagers, which can be found in other games with teenagers, and in the Harry Potter movies themselves as portrayed by their teen actors, don't ask me, I wouldn't know.
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