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Sliders in Message Boxes
LarannKiar replied to RolazLaguna's topic in Fallout 4's Creation Kit and Modders
You'd need to get acquinted with Adobe Animate. Interface files have been reconstructed so that they can be imported to Animate. (Note: additional buttons may also need native code support, i.e. an F4SE plugin). -
Game keeps crashing, Nvidia issue
LarannKiar replied to blackhand8657's topic in Fallout 4's Discussion
I think you probably meant nvwgf2umx.dll. Do the crashes affect exclusively Fallout 4? When did the crashes start? What's your Windows build version? You can try: 1) Updating or resinstalling GPU drivers 2) Verifying you don't have unstable "overclock" settings (if applicable) 3) Running a memory scan for hardware issues 4) Posting the full log here or somewhere as someone might be able to help with tracing back the issue to its source 5) Checking recently installed Windows or driver updates 6) Examining the Event Viewer for any relevant logs 7) Turning on and off overlays (e.g. Steam overlay) 8 ) Ensuring all F4SE plugins have the necessary admin rights to access folders utilized by them (if applicable) 9) Updating the BIOS -
Mod request to multiply items.
LarannKiar replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
I updated Garden of Eden SE today (v19.5) and added ExportInventory(). You can see all inventory items of any actor or object with: CGF "GardenOfEden3.ExportInventory" RefID. The inventory file will be saved to the F4SE\Plugins folder. -
Starfield audio files are in .wem format. Non dialogue sounds belong to Wwise Soundbanks. First, you'll need to have a Wwise license then get acquianted with Wwise. You can submit a request to Wwise for a free license. Open the Starfield Wwise project (.wproj file included with the Creation Kit) in Wwise, create and configure your soundbank then build your soundbank in the Creation Kit (Audio tab).
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Mod request to multiply items.
LarannKiar replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
You can try this console command. It calls a native function from Garden of Eden SE. Syntax: CGF "GardenOfEden2.CopyNthItem" SourceRefID ItemIndex TargetRefID Count Example: CGF "GardenOfEden2.CopyNthItem" 2F1F 0 14 2 It would create 2 copies of the inventory item in Piper's inventory (her RefID is 2F1F) at index 0 and add them to the player's inventory. Figuring out inventory items' indexes without a Papyrus script is difficult though. I think you can create save, replace CopyNthItem with DropNthItem to see the item, reload the save then call the command with CopyNthItem. -
Can someone help me figure out why my game crashes?
LarannKiar replied to piecheese10's topic in Fallout 4's Discussion
You also need to make sure you don't have more than ~460 BA2 archives. I don't know if Buffout 4 NG patches the archive limit but it's worth checking how many BA2 archives you have. Make sure your Documents/My Saves and Fallout 4/Data folders aren't restricted. You can increase your screen resolution if the Crash Log Auto Scanner window doesn't fit properly. -
Need help with bugged misc objective
LarannKiar replied to Reaper7567's topic in Fallout 4's Discussion
You can try one of the commands mentioned on the wiki. If they don't work, try calling "SetObjectiveDisplayed DLC01MQPostQuestRadiantAssault01 200 False" to hide the objective of Stage 200 (quest completed stage). Replace DLC01MQPostQuestRadiantAssault01 with the actual EditorID of the quest that got stuck in your Pip-Boy's Quests list.- 1 reply
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Joy of Perspective style 1st person body
LarannKiar replied to mejoff's topic in Starfield's Discussion
Unfortunately a lot of animations break after force enabling the third person body. There doesn't seem to be any way to solve it without recreating the animations. -
transfer a ship from one save to another
LarannKiar replied to zerocuul's topic in Starfield's Discussion
Today I finally imported the first ship. Random items in the interior float but everything else looks good. I'd like to test it for a few days then transfer other ships. I uploaded some images to the Starfield Engine Fixes comments page (in reply to the requests). -
I'm not sure but I think "kTarget is (Door)" may refer to: Form BaseForm = SomeObjectReference.GetBaseObject() If BaseForm as Book Debug.Notification("SomeObjectReference is a Book.") EndIf FindAllReferencesOfType() doesn't take FormType as parameter. If using a Papyrus script is not mandatory, you can create a Quest instead: add a Quest Alias with Fill Type Find Matching Reference then add "Run on: Subject GetIsObjectType "BOOK" == 1". If script extender dependency isn't an issue, FindAllReferencesWithFormType() is available in Garden of Eden SE. ObjectReference[] Function FindAllReferencesWithFormType(String[] asFormTypes, ObjectReference akOrigoRef, float afAerialDistance = 10000.0) native global
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I think you're looking for ObjectMod >> Property Modifiers >> uNumProjectiles.
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Scripting, moveto, and AI packages
LarannKiar replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
You didn't meantion what kind of AI Package the NPCs should perform (i.e. AI Procedure >>Sit) but you probably want their AnimGraph managers to be initialized (and if Furnitures are involved, theirs too). Is3DLoaded() == True doesn't necessarily mean the AnimGraph is also available, however, after checking Is3DLoaded(), Utility.Wait(0.2) is usually enough for EvaluatePackage() to work as expected. (I added Bool Function HasAnimGraphManager(ObjectReference akReference) native global to Garden of Eden SE in v19.4 if you're interested).