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FiftyTifty

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  1. Aye I have. That's the thing, the stats in the actor are higher, exactly as I set them. It's just for some reason, it spawns with garbage stats. And I really can't figure out why.
  2. I've got a rather odd issue. I've overhauled all the stats for the game's NPCs and mobs, but for some reason, specific actors will spawn with garbage stats. So far, I've only found this problem to occur with Mirelurk Killclaws. Here's how the structure looks: LvlMirelurkCrab (0005A9C1) - Actor (Placed in game) >LCharMirelurkCrab (0005A9C2) - Levelled List > EncMirelurk01Template (00024002) - Actor > EncMirelurk02 (0014237F) - Actor > EncMirelurk03 (00142380) - Actor (Killclaw), garbage stats > EncMirelurk04 (00142383) - Actor > EncMirelurk00 (0019E967) - Actor All of them spawn with their set stats in the CK, except for EncMirelurk03. I've double checked, re-saved, etc., but no success. They are all using AutoCalc Stats, and have a set level of 50. They also have the exact same template data and everything, the only difference being their object model, stats, and traits. This happens regardless of the cell and encounter zone (which also has the min level being 50, max level 51). It'll have some weird default health of 80, do hardly any damage, and have no resistances. Any ideas?
  3. It's been a good number of years since I last worked on Fallout 4 dialogue, and I've forgotten a lot of stuff. So bear with me here. How would I override/replace a scene, without directly modifying the WorkshopParent quest? I want to do something very simple; rather than just opening up a settler's inventory when activating them, I want to make it a dialogue choice: 1. Trade, 2. Goodbye A small and simple starting point. I'll be using XDI for this scene, as I will be adding a few more choices once I figure this out. I vaguely remember being able to create a quest that inherits from Workshop Parent, getting access to the scripts, aliases, and other data while keeping it self contained. But I haven't the foggiest on how I did that six years ago.
  4. Ah, it's a different thing. It's not an outfit problem, more that enabling other outfits to have armour pieces equipped at the same time, causes clipping as they don't deform to the outfit's shape. Which is further affected by the player's body shape as well. The vanilla outfits that allow armour pieces work fine, as Bethesda created SCLP data for them. But the modded ones, back then at least, didn't have proper SCLP data made.
  5. Been a good number of years since I last gave Fallout 4 a whirl, and have begun modding it to see if the performance is better on my new rig. And I remember liking a particular mod that made all outfits into under-armour, but there was horrible clipping issues with most of them. The limitation at the time was that SCLP data wasn't really moddable, outside of doing it by hand in text files. Made a utility to make it easier, but I found limitations with it. Namely, one of the axis were ignored by the game. Think it only used XY dimensions, and ignored Z. Is this still the case? Or are there mods that gave the outfits a proper going over, so there's not as much horrendous clipping with armour pieces?
  6. You have an average computer, but even newest computers will struggle with Skyrim. 30-50 With your specs is pretty good. With an ENB on my i7 6700k & Vega 56 (similar to 1070 ti), I had to keep the resolution at 1080p to get a constant 50fps. Your GPU is good, but not amazing, so you may want to reduce your resolution.
  7. Aye, that's what I found as well; that the .bsa archive limit is 2GB. However, everything works and looks fine despite one of the archives being a bit over 2GB. I'll keep an eye on it, and report back if I find any definite issues.
  8. Been busy the past few days making a tool that resizes Skyrim SE's textures, to those of Skyrim LE's. Good news, is that it is finally finished. Bad news, is that when uncompressed, Skyrim - Textures6.bsa is 2,048,271KB (2,049MB) in size. I remember there being a size limit for Bethesda's archives, but can't quite remember the maximum size. Any idea what it is?
  9. I know 125fps seem like a lot, and it is, but in game it feels like I'm at 60fps. Also with Oblivion being the same engine, it shouldn't drop like that. Oh well. Have you set up New Vegas Tick Fix properly?
  10. You are getting extremely good performance. If you were dropping down to 20fps, okay, something's up. But you are fine,
  11. This is not the solution. Get the Geck Extender mod, and you will not have this issue.
  12. You'd be far, far better off using an xEdit script. I made this on the fly for you, so it may need a bit of fixing. Hopefully the comments I made are enough to get you started. unit userscript; const strPatchFileName: 'My patch plugin.esp' var tstrlistNPCsToEdit, tstrlistPackagesToAdd: TStringList; filePatch: IInterface; function Initialize: Integer; begin tstrlistPackagesToAdd := TStringList.Create; tstrlistNPCsToEdit := TStringList.Create; //Load the text file containing the Full FormID's of the AI packages to add //These are obtained from the 'Record Header' entry in the record's header //E.g: GetElementEditValues(ePackageRecord, 'Record Header\FormID'); //Will return a string like: 'DefaultMasterPackage [PACK:0003EAB9]' //MAKE SURE THEY'RE ADDED IN DESCENDING ORDER, ACCORDING TO THEIR CONDITIONS tstrlistPackagesToAdd.LoadFromFile(ScriptsPath + 'MyFolder\TextFileWithMyPackageIDs.txt'); //Load the text file containing the Full FormID's of the NPCs to be edited tstrlistNPCsToEdit.LoadFromFile(ScriptsPath + 'MyFolder\TextFileWithNPCIDs.txt'); //Create our patch file filePatch := AddNewFileName(strPatchFileName, false); //Duplicate this line as many times as necessary, so all the required masters are added: AddMasterIfMissing(filePatch, 'Skyrim.esm'); AddMasterIfMissing(filePatch, 'Example_MyModData.esp'); end; function Process(e: IInterface): integer; var eNPC, ePackages, ePackageAssigned: IInterface; iCounter: integer; begin //Check if the currently selected record is an NPC if Signature(e) <> 'NPC_' then exit; //Now we get the last override, if the NPC is modified by any other mods eNPC := HighestOverrideOrSelf(e); //Check if the NPC uses a template, and if the NPC uses the template's packages //If it doesn't, the string returned will have no characters: '' if GetElementEditValues(eNPC, 'ACBS - Configuration\Template Flags\Use Ai Packages') = '1' then exit; //Check if the NPC's Full FormID is in our list of NPCs to edit if tstrlistNPCsToEdit.IndexOf(GetElementEditValues(eNPC, 'Record Header\FormID')) < 0 then exit; //Everything is good, time to do the patching eNPC := wbCopyElementToFile(eNPC, filePatch, false, true); //If the NPC doesn't have any package data, we'll add it if ElementExists(eNPC, 'Packages') == false then Add(eNPC, 'Packages', false); //Now we get the package data! ePackages := ElementByPath(eNPC, 'Packages'); //Go through every line in the text file list of packages for iCounter := 0 to tstrlistPackagesToAdd.Count - 1 do begin //If we had to create the package data container, the first entry will have the default value //So we change that //If it was there already, we'll just insert a new entry at the top if GetEditValue(ElementByIndex(ePackages, 0)) = 'NULL - Null Reference [00000000]' then ePackageAssigned := ElementByIndex(ePackages, 0) else ePackageAssigned := ElementAssign(ePackages, 0, nil, false); //Now we add the package itself SetEditValue(ePackageAssigned, tstrlistPackagesToAdd[iCounter]); end; end; function Finalize: Integer; begin //Now we must clean up our TStringList variables, as they will persist in xEdit's memory unless we get rid of them tstrlistNPCsToEdit.Free; tstrlistPackagesToAdd.Free; end; end.
  13. See, I read that the OnBeginState event doesn't fire for auto states. Is that just simply outdated/wrong info?
  14. Sorry for the late reply. Aye that is perfect. Just need to check if the property has been filled in the CK. If so, do a bunch of code. Hit a roadblock though; my script won't compile if I'm doing a check against a property in the initial state. Here's the script: The compiler says: (32,1): mismatched input 'if' expecting ENDSTATE Any idea why that is? I can't figure it out Ooh. So a property defining a record returns "None". That's good. So I'd just check "if cellForMusic == None" ? The problem with bool checks is that they're redundant, if all they are is just a meta variable, as we can compare against the actual variables themselves. Less work, less code, less mess.
  15. Quick wee question. Is there a way to check if a property has been filled, or not? Other languages support this, such as Lua, where you can compare it like so: if varToCheck == nil thenBut I can't find any mention on doing that for properties. Specifically, I want to check if a Cell property in my script has been filled, or is the default value set by the CK if it's not been set. In the script, the property is simply: Cell Property cellForMusic Auto Any idea?
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