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xax34hah

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Everything posted by xax34hah

  1. sgtm *how much you want to multiply time speed by*Should work fine
  2. If that's the size of your .fos file, that's a bit big, but probably okay. If that's the size of your .nvse file, that's ridiculously huge, and almost certainly the cause of your issue. To fix this, you should disable all mods that use NVSE strings, load your game like this, then save it, turn the mods back on and load the new save. Alternatively, you can just delete the .nvse file (but not the .fos). This might cause issues with scripted mods, while the first method will cause issues with mods that add new items (no idea why they would use NVSE strings though). If you have no idea what mods use NVSE strings, you can check the end of your nvse.log file that should be located in your game folder. It might contain information about what mods have strings saved.
  3. Like @dubiousintent said, you should rearrange your load order. And also, I had a very similar problem with my game, and it turned out to be caused by NVSE string-related memory leaks. You should check the size of your *name of save*.nvse file in your saves folder, if it's too big, that might be the cause of your problem.
  4. If you don't want to modify NPC scripts, you can also use an event handler
  5. Remove the "has backpack" flags in FNVEdit. Should work well.
  6. Whatever the original mod did I suppose The question still stands. What about 9mm? .50MG? 20/12 gauge? And, like I said, how to handle different ammo types? Just use a little problem solving. The Fallout 3 mod seems to take the highest capacity that the bullet can fill and multiplies it by 10 (ie. 10mm SMG has a 30 round magazine, so the limit is set at 300 rounds). OP seems okay with this method so we'll just continue that with NV's weapons. Ammo types are a different beast but it only makes sense to make them included in same ammo limits as the base ammo (ie. if you want to hold regular 10mm, HP, and Hand loaded, then 100 of each is the balanced maximum under the 300 round limit.) Only problem with this is it's kind of a *censored* to script which I am finding out right now and I'm not interested enough to continue slogging through hundreds more ammo types for a mod that's likely to be janky and incompatible in the end. If you want the basic framework of what I've done so far I can send it to you. Hopefully you'll probably write something better or more efficient than I can. I believe I can do this in a simple and compatible way. Will definitely require Lutana, though :D
  7. You should use Mod Organizer in the future, in order to prevent such accidents. The virtual folder structure allows you to uninstall any mod installed through MO without any traces left.
  8. Whatever the original mod did I suppose The question still stands. What about 9mm? .50MG? 20/12 gauge? And, like I said, how to handle different ammo types?
  9. How much max ammo of each type do you want to have? And if, for example, the limit for 5.56 is 100 rounds, can you have 100 5.56 and 100 5.56 AP?
  10. This one is currently in development: Immersive Power Armor
  11. I don't think that IsAnimPlaying works on actors. If you preview an object in the Geck, the left window will list the anim groups that apply to that object. Try IsIdlePlaying for actors. http://geck.bethsoft.com/index.php?title=IsIdlePlaying. If you play a special idle on an actor, this is supposed to detect if a special idle is still playing on that actor.Well, thanks for explaining why that happens. Don't suppose that you happen to know of any way to check if an actor is currently in a jumping state (flying through the air)? The only thing I've seen is this: http://geck.bethsoft.com/index.php?title=GetFallTimeRemaining Though I haven't tried any of the JIP functions yet. Apparently rContainer.GetFallTimeElapsed < 0.01 works as "rContainer is not currently airborne". Thanks! :D
  12. I don't think that IsAnimPlaying works on actors. If you preview an object in the Geck, the left window will list the anim groups that apply to that object. Try IsIdlePlaying for actors. http://geck.bethsoft.com/index.php?title=IsIdlePlaying. If you play a special idle on an actor, this is supposed to detect if a special idle is still playing on that actor. Well, thanks for explaining why that happens. Don't suppose that you happen to know of any way to check if an actor is currently in a jumping state (flying through the air)?
  13. For some reason, rContainer.IsAnimPlaying JumpLand == 1 is true when any animation is playing on rContainer, not only JumpLand. This also happens when other AnimGroups are passed as a parameter. If this help, I'm working with a scripted item, where rContainer is set to GetContainer, and the script loops in gamemode. If anyone knows what is causing this behavior and how to fix it or work around it, please tell me about it
  14. Just create an NPC, put the armor into it's inventory, disable it's AI (SetActorsAI 0) in an OnLoad block, put OpenTeammateContainer 1 into it's OnActivate block and it should work.
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