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LarannKiar

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  1. 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.
  2. 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).
  3. 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
  4. You can try Fill Type >> Find Matching Reference: GetCurrentAIPackage "SQ_Followers_GroupFormation_FollowPlayer" == 1 OR GetPlayerTeammate == 1
  5. I think you're looking for ObjectMod >> Property Modifiers >> uNumProjectiles.
  6. 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).
  7. As far as I remember they are linked with WorkshopStackedItemParentKEYWORD so you can try unlinking the parent and the stacked objects with SetLinkedRef(None, WorkshopStackedItemParentKEYWORD). If you unset WorkshopStackedItemParentObject you may be able to disable this behavior globally but I don't know if it's safe.
  8. I haven't tested this code but something like this should work in vanilla: Container Property TempContainerBase Auto Const Function RemoveAllMiscItems(ObjectReference theRef) If !theRef Return None EndIf ; create a temporary container ObjectReference tempContainerRef = theRef.PlaceAtMe(TempContainerBase) If !tempContainerRef Return None EndIf ; transfer all items from theRef to the temp container theRef.RemoveAllItems(tempContainerRef) If tempContainerRef.GetItemCount() == 0 Return None EndIf Int iMaxRunCount = 1000 Int Index = 0 ; drop and check each object reference of the items While Index < iMaxRunCount && Index < tempContainerRef.GetItemCount() ObjectReference DroppedRef = tempContainerRef.DropFirstObject() ; presumably, tempContainerRef is now empty If !DroppedRef Index = iMaxRunCount Else Form ItemBase = DroppedRef.GetBaseObject() If ItemBase ; add the items which are not Misc Items back to the inventory of theRef If !(ItemBase as MiscObject) theRef.AddItem(DroppedRef) ; otherwise, remove DroppedRef.Delete() EndIf EndIf EndIf Index = Index + 1 EndWhile ; optional, move everything back to theRef's inventory that happens to be in the temp container, just in case tempContainerRef.RemoveAllItems(theRef) ; delete the temp container tempContainerRef.Delete() EndFunction
  9. Perhaps this works too. theActorRef.MoveTo(theFurnitureRef) theActorRef.SnapIntoInteraction(theFurnitureRef)
  10. Open Starfield.esm in the Creation Kit and check out the Story Manager Event Node (it's in the Character category). I think these random quests are there.
  11. If you have SF1Edit, you can try opening your mods and check their Projectile, Weapon and Object Modification records. This effect is likely from a mod.
  12. Actor and object references can be persistent. Make sure the vendor container (usually a reference of a Container form) or the bed for the Sleep package is persistent.
  13. PushActorAway() doesn't work with the player. Someone reported this to me it earlier, I looked into it and I made a quick fix that instantly restores the player's original standing position but considering it'd probably be more useful for mods, I'd like to release it after the get up animation is fixed too. BGS intentionally chose a different design for the Gravity Wave when casted by Starborn NPCs (they cast Stagger instead of Knockdown effect) so there's chance they are aware of this issue.
  14. Have you tried generating LOD? Does stuttering go away if you disable a few buildings or the NPCs? AI Package target references are often persistent to ensure the package can be evaluated when the reference is unloaded. Certain combination of AI procedures that can be used for AI packages can cause stuttering but it is unlikely if it's a simple vendor package.
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