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marieruth

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  1. Would anyone know how to, I guess, re-link the archives to the mod folders that they were extracted to? Or at least hide the archives in the program if re-linking is impossible? I would like to avoid having to manually reinstall 248 archives to make it how I want it to appear, but I also don't want to delete the archives either.
  2. The original dimensions were fine from the old site.
  3. Ah, I thought I was the only one. The old site Fallout 4 page is broken for me. But it works fine on the new site version. :dry: I wish. Fallout 4 page is down on both pages for me, links don't work, and I'm getting the "you're viewing the old site, click here to get the new site" error on the new page from the new page. Frankly, I'm underwhelmed so far. Personally, I think newer is not always better, and I prefer to go with the "if it ain't broke" theory in all things web related. I checked out the new site on oldrim, and wasn't horribly impressed. Trending mods? What the hell, are we on twitter now? We trend and vape, and all that nonsense? I agree with that sentiment. It seems like the design itself was based off of trendy practices in digital design now-a-days as well. One of my favorite characteristics from the 'old site' was how game visuals were implemented in the background for each game page. Even Skyrim Standard and Special Edition had their own unique backgrounds. And they fit perfectly outside of the main content area within the page itself so you would see them on the 'side bar' of the page. And all of that was removed, along with the main content having an increased width, which isn't really needed on PCs I believe.
  4. Ah, I thought I was the only one. The old site Fallout 4 page is broken for me. But it works fine on the new site version. :dry:
  5. It's a good design for a completely mobile version of the site. Info pop-ups should be reintroduced when hovering over thumbnails for the small descriptions. Or at least add a "..." button to expand the small description that are below the thumbnails. Because already some mod descriptions get cut off in the thumbnail. I get that flat UI/UX designs are 'trendy' but it just kinda takes away from the visuals of the website, imo. Makes it a lot duller in general.
  6. I've used multiple magic related mods, and started multiple new characters, as well as starting new characters using mods that have no impact on the magic or enchanting system on my game at all, but for some reason. No matter what changes to my load order I've made I've always been able to capture a lesser soul in black soul gems at least that I've noticed. I currently use Advanced Magecraft mod, which has the Disensouling option for soul gems. When I try to remove the lesser souls from my black soul gem, I get the message that there isn't any soul to remove in it. There's a particular user interface mod that displays the type of soul that is contained within the soul gem in the inventory menu when you hover over it, don't remember what it's called though. I use Wrye Bash for managing my mods. I opened up all my magic mods that deal with soul gems within xEdit to see the scripts of how black soul gems are handled but it seems like they all are focused on grand souls, and within the Construction Set, There's only 2 options for black soul gems, and that's an empty soul gem or a soul gem filled with a grand soul. I don't know what else is going on. I was considering doing a verify cache thing, but I wanted to see if maybe there was another way to go about it before having to do something like that. any help would be appreciated. If a history of my previous magic mods is needed I can provide those.
  7. Oh dear, I goofed. Thanks hlp, that was my issue. I didn't even notice it...
  8. The issue has been resolved. I recorded myself attempting to add conditions here: https://www.dropbox.com/s/kswxgxqx5dz16j6/conditions_attempt_vid.avi?dl=0 I don't really know what I did wrong, but I've never had this issue until recently, I tried reinstalling the GECK many times. Ran the GECk by itself, through NVSE, and used GECK Powered Up 1.4 as well. I tried loading different plugins, even just FalloutNV.esm alone, and still nothing. A friend of mine sent me a screenshot of his GECK conditions and they display normally for him, so I'd like some assistance, please..
  9. I should probably be a little more specific. I'm using this tutorial to make a spell for myself: http://sureai.net/development/tutorials/skyrim-creation-kit-location-based-spells/ And in that tutorial, it uses this script that has to be attached to an activator, and that activator is attached to an explosion object, and that explosion object is to be attached to a magic effect, and the magic effect attached to the spell of course: I was just wanting to summon a soil mound on the ground that you could use. So I thought this would work: I originally used "PlayerRef" instead of "Self" but I didn't want the soil patch to spawn at the player, so I thought maybe Self be a better fit... Also, now that I think about it. Wouldn't Self.Delete remove more than just the marker anyhow?
  10. If I use Self.Delete() within a script that is attached to an activator, for example, would Self.Delete() remove the activator from the world in-game? Does it function similar to RemoveMe?
  11. Are they important? Looking through my scripts folder there are enough scrips from mods that use prefixes like "_DE_" or "_WL_" in the file name...
  12. RegisterForSingleUpdate (always use single) can be used to call an event in a certain time frame. i.e. Event OnInit(); when this script is initialized RegisterForSingleUpdate(5.0);register for an onupdate event in 5 seconds EndEvent Event OnUpdate() ;do things EndEvent Okay that seems much clearer to me, thank you. Why only use RegisterForSingleUpdate(), by the way?
  13. So is it generally a rule of thumb that if you involve an object that is created by the user within a script to give it its own property when using it in the script?
  14. I've read on other sites that OnUpdate() has become the new "GameMode" of Papyrus scripting, but OnInit() could be used as the same. The thing that has confused me the most is when to use one or the other (or both). Based on what I've seen on the Wiki, OnUpdate() is pretty useful when you have something that will update... Something like RegisterForUpdate(), but could also be used in its own block after an OnInit() block. But if I make a script for a spell that is supposed to place an item in the world, I don't really know which one to use, since there is no update other than the object being placed in the world after the marker is placed in the world for the object to spawn to.
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