Jump to content

Evangela

Members
  • Posts

    1392
  • Joined

  • Last visited

Nexus Mods Profile

About Evangela

Profile Fields

  • Country
    Finland

Recent Profile Visitors

3648 profile views

Evangela's Achievements

Mentor

Mentor (12/14)

2

Reputation

  1. Cells are permanent unil they're deleted. Question 2 is a long technical answer I can't provide.
  2. This is one of the many bugs with GetItemCount in regards to using ObjectReferences to check for. However Key property in that script is only pointing to the form which GetItemCount works well for. Items in the inventory aren't references anymore but forms.
  3. Use arrays because they're faster than formlists. Prepping for that will be annoying because you can't drag and drop forms into an array property like you can with a formlist. Secondly GetItemCount isn't really fast either because it's basically a loop that returns the number of each item. Change Game.GetPlayer() to the much faster PlayerRef actor property, or store Game.GetPlayer() to a variable and do all of that outside of the loop. GetPlayer() is (if it holds up in Starfield) is 1000x slower than the actor property. Overall it is a bit slow due to multiple calls to the same functions. AddItem x2 x how much iterations it has to do. Same thing with RemoveItem and GetItemCount. Double calls inside a loop.
  4. 1. You're unclear. 2. An empty alias will return none via GetReference(), furthermore the CK will display NONE for empty fill types. 3. You're unclear. 4. You're unclear. 5. OP wants to randomize alias enabling and it's not really that involved as it appears. 6. This you're right about and is a way around having to script randomization. 7. You linked to the wikipedia. You so want to be the Skyrim's all knowing scripting guru that you trip over yourself with misinformation and badly explained information. Please stop misleading people, or improve on your approach.
  5. This is the only information regarding the "too many" mods issue posted that I can 100% believe.
  6. For the sake of speed and efficiency, I'll only suggest you avoid using function wrappers like RestoreAV and instead of using Game.GetPlayer(), you have 2 faster options: 1. Use the Actor PlayerRef property, or 2: Use an Actor player variable and assign Game.GetPlayer() to it in OnInit so that it is called exactly once and then used throughout the script. As you're using a complex update, speed is very important IMO. RestorAV/DamageAV etc just calls RestoreActorValue. It's more efficient to use RestoreActorValue, etc instead.
  7. Yeah gotta remember that Show/Hide window exists and it's pretty easy to turn things off without realizing it. Btw, the keyboard shortcut for making markers visible is the M key.
  8. I believe this was made out to be way harder than it should be and 2 people tried to make it rather simple using the same methods that I also would've suggested.
  9. It doesn't extend to keywords. You can try to make another condition using HasKeyword and then run on the desired linked reference.
  10. Apply Weapon Swing Spell perk entry should work if you have the magic effect / pell set to Constant Effect - Self.
  11. I can't answer the dialogue question because I don't have experience with quest dialogue. Your script needs to be attached to the quest form(the quest itself). You can remove OnInit and replace it with this: Function MovePlayer() Game.GetPlayer().MoveTo(XMarker) EndFunction Dont attach the script to the scene or to any of the phase frags. We're gonna skip that step because I feel this is easier for you. In the phase frag, type this: (GetOwningQuest() as AH_MoveToScript).MovePlayer() This is just a faster(less steps) way of adding the quest to the scene and you'd still need to cast to the script anyway to call the function. Because the function was defined in the quest script along with all your other properties, you don't need to define them elsewhere in the script and you should get no errors.
  12. Those errors mean that the navmesh got nuked. You need to check to make sure you didn't make accidental edits those cells. Also what traits did you duplicate exactly?
  13. I have no idea if this is also a limitation for Fallout 4, but if you pass in a Formlist of keywords, OnItemAdded/Remove will ignore the filter and let anything through. That is to say, it will not filter by any keywords in a Formlist. I thought I could take a lazy way out and not have to write multiple lines of the function to filter by each keyword.
×
×
  • Create New...