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shadowslasher410

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Posts posted by shadowslasher410

  1. My apologies for the lack of updates (forum-wise). I've joined with veteran modders Neanka and registrator2000 to create MCM. We're almost done, and plan on releasing it sometime this week! We just have to finish polishing, testing, and writing documentation.

     

    It will use .JSON along with Papyrus to provide the maximum amount of customization possible to everyone!

     

    Here's our github: http://github.com/Neanka/MCM_0.1_AS3

     

    A (slightly out of date) video of our progress: https://youtu.be/x4WmF50bQho

  2. @Neanka - What? Did I get the gender wrong? I realize now I did spell 'hers' wrong... (Sorry If I did mix up the gender. I'm female so I tend to assume others are female as well, even though most people on here are probably male) Or are you confused by what I meant? I was talking about this mod of yours.

     

    @Freso - well right now its just a ton of Actionscript files (and a few flash files) on a USB drive. But yeah, I can make em public. Here you go! Hope you have Adobe Animate CC!

  3. One thing that I missed in any MCM -menu before, was to have some kind of master settings -save for all the mod added in the Mcm. Sooner or later, my Mcm will be filled with different settings and changes and when I start a new game, I either have to redo all of them or (If I'm lucky) import the separate .json -saves for each one of them. Would that be possible to implement at some time perhaps? Pretty please? :teehee:

    Mmmm... possibly? Not in the first release though. I'm having enough trouble getting this thing to work... :wallbash: WHY... WON'T... YOU... COMPILE??!! :wallbash:

  4. So it's not even close to being finished yet, but I'm so excited I just can't wait any longer!

     

    Over the past few months, I've been chipping away at an MCM menu for Fallout 4, because you know the old saying, "If you want something done, do it yourself."

     

    The design itself is based on existing designs for the menus in Fallout 4, and uses bits and pieces from them, but the modification, assembly, and scripting is all going to be done by me (and a bunch of tutorials and looking at how the other menus work and stuff).

     

     

     

    It looks black and white now, but eventually it will be whatever color you have your interface color set at (like the rest of the menus).

     

     

     

    A preview of the spiffy new color picker I'm making

     

    Where I'm at: So I've got the entire menu all done design-wise, now it will be coding until my brains turn to mush and my fingers fall off...

     

    Features: In terms of features, I plan on having all the option types that you could have in SkyUI (in terms of functionality; I won't actually use any assets or scripting). I'm also in the process of scripting what I think is going to be a really cool color picker.

     

    Release Date: I have no flipping clue. I'm going to be gone on vacation for two weeks starting tomorrow, which means I can't work on it (I have a desktop, so I can't bring it with me). So factoring in that, I'd say hopefully I will have it in a releasable state somewhere towards the end of August/the beginning of September. NOTE THAT THIS IS A PRELIMINARY ESTIMATE ONLY, NOT A BINDING TIMELINE!!! So don't go bugging me about it if its not done by then, okay?

     

    How You Can Help: Well, if you know ActionScript 3.0 and are willing to help with the coding, that would be spectacularific. I also need to do the papyrus implementation of all the ActionScript I am doing, so, if you know papyrus and want to help, I could give you instructions on what I would need done for that side of things. Other than that, in a future release (probably not the initial one), I plan on making a splash screen, and probably some sort of mechanism where you can sort all your mod menus (by alphabetical order, load order, custom order, etc).

     

    EDIT: Also, if anyone knows any resources for Actionscript 3.0 that would be much appreciated, since Adobe messed up the API documentation for ActionScript 3.0, so now I can't get to it (it isn't just me, right?)...

     

    EDIT2: Just to clarify, the difference between this and Neanka's MCM (http://www.nexusmods.com/fallout4/mods/22491/) is that her's doesn't require F4SE, is terminal-based and has mod authors use an XML structure to format their add-ons, whereas the one I am making will require F4SE, be menu based and mod authors would use papyrus instead, like SkyUI's MCM (http://www.nexusmods.com/skyrim/mods/3863/) or Fallout New Vegas's MCM (http://www.nexusmods.com/newvegas/mods/42507/)

  5.  

     

     

    Well, I'm making this new previs/precombineds for the mod Scrap Everything, so... yeah. Pretty much the only stuff that won't be scrappable is stuff that would reveal the Void.

     

    Edit: Plus, I frequently recommend Place Everywhere, and it can (if you enable extra object selection) move (and scrap, for no components) things without a recipe.

    I use Place Everywhere(Love that mod), but I only set the basic on off functionality on. I turn everything else off. I am way too clumsy to use a scrapping mod, or use the extra object selection. I would end up grabbing the ground tiles I was standing on, and falling into the void. Lol. I used to use Scrap Everything, but I kept scrapping the foundations in Sanctuary while trying to clear the leaf piles out of the houses. I would lose like an hour or two of build time, and the frustration of all that is what lead me to make my mod.

     

    That'll be fixed in the next version (you'll get to choose what you want to be scrappable).

     

    Also, I checked, and apparently, there are no markers or any kind of .NIF for roombounds or portals. So that idea is officially dead in the water. :sad:

     

    Roombounds and portals are Primitives and don't use .nifs? I'm not sure what idea your saying is dead but, the roombounds and portals are somewhat like collision plains and you won't find .nif's for them ether.

     

    hmm... I chose the wrong words there... what I'm trying to say is that, for me, whenever I try to make a roombound or a portal, the CK either freezes or crashes (I tried four times before I gave up). Of course, it could just be the CK (goodness knows it does that a lot), but still, I'd be wary of trying that again.

  6.  

    Well, I'm making this new previs/precombineds for the mod Scrap Everything, so... yeah. Pretty much the only stuff that won't be scrappable is stuff that would reveal the Void.

     

    Edit: Plus, I frequently recommend Place Everywhere, and it can (if you enable extra object selection) move (and scrap, for no components) things without a recipe.

    I use Place Everywhere(Love that mod), but I only set the basic on off functionality on. I turn everything else off. I am way too clumsy to use a scrapping mod, or use the extra object selection. I would end up grabbing the ground tiles I was standing on, and falling into the void. Lol. I used to use Scrap Everything, but I kept scrapping the foundations in Sanctuary while trying to clear the leaf piles out of the houses. I would lose like an hour or two of build time, and the frustration of all that is what lead me to make my mod.

     

    That'll be fixed in the next version (you'll get to choose what you want to be scrappable).

     

    Also, I checked, and apparently, there are no markers or any kind of .NIF for roombounds or portals. So that idea is officially dead in the water. :(

  7. Funny you should ask...

     

    Last night I had a dream that the world was going to be nuked and somehow I was the only one who knew that, so I ran around trying to convince people to take shelter before the bombs came. I also tried to persuade people to come to Vault 111, but then I remembered that they would all be killed (cryo pod malfunctions because of Kellog), so I had to change my story mid-way through.

     

    And then when I woke up I was like, "I need to stop playing so much Fallout 4..."

  8.  

     

     

    "Get your s*** together and learn to use the F*$*% creation kit"

    what he said

     

    Maybe you could help me with this much then. The GECK should run fine on my rig but I seem to always have trouble with the object rendering, I'm running a quad core 4690k overclocked so I think its strange that the GECK puts such a strain on my system. Its constantly crashing or taking forever to do the simplest things. Is this a problem from the way it could be opened or downloaded? This is in part the reason why I'm looking for someone with more experience to colab with.

     

    From my experience, its the overclocking the cores that does it (I've got an i7-4790k). Try running it not with your CPU overclocked. Also, make sure you're running it as administrator.

     

    Feel to PM me if you've got issues or want feedback or something. :)

  9. Thank you, thank you, THANK YOU! You have saved me from SO much headache! And finally made version 3.0 of Scrap Everything possible!

     

    EDIT: Here's the final script for anyone interested

     

     

    Scriptname ScrapEverythingCoreScript Extends Quest

    Import Game
    Import ScriptObject
    Import Utility
    ScrapEverythingStartupScript Property StartScript Auto
    CoreSearchForObjectScript Property CoreSearchScript Auto
    AutomatronSearchForObjectScript Property AutomatronSearchScript Auto
    FarHarborSearchForObjectScript Property FarHarborSearchScript Auto
    VaultTecWorkshopSearchForObjectScript Property VaultTecWorkshopSearchScript Auto
    NukaWorldSearchForObjectScript Property NukaWorldSearchScript Auto

    Bool Property HasAutomatron Auto
    Bool Property HasFarHarbor Auto
    Bool Property HasVaultTecWorkshop Auto
    Bool Property HasNukaWorld Auto

    Int Property DLCID Auto ;1=Base Game, 2=Automatron, 3=Far Harbor, 4=Nuka World, 5=Vault-Tec Workshop, 6=Unknown

    Formlist Property SS_NoScrapList Auto
    Formlist ListToChange

    CustomEvent SearchCoreLists
    CustomEvent SearchAutomatronLists
    CustomEvent SearchFarHarborLists
    CustomEvent SearchVaultTecWorkshopLists
    CustomEvent SearchNukaWorldLists

    Function RegisterCustomEvents(Quest QuestToRegister, Bool bRegister)

    If (bRegister == 0)
    QuestToRegister.RegisterForCustomEvent(Self, "SearchCoreLists")
    QuestToRegister.RegisterForCustomEvent(Self, "SearchAutomatronLists")
    QuestToRegister.RegisterForCustomEvent(Self, "SearchFarHarborLists")
    QuestToRegister.RegisterForCustomEvent(Self, "SearchVaultTecWorkshopLists")
    QuestToRegister.RegisterForCustomEvent(Self, "SearchNukaWorldLists")
    Else
    QuestToRegister.UnregisterForCustomEvent(Self, "SearchCoreLists")
    QuestToRegister.UnregisterForCustomEvent(Self, "SearchAutomatronLists")
    QuestToRegister.UnregisterForCustomEvent(Self, "SearchFarHarborLists")
    QuestToRegister.UnregisterForCustomEvent(Self, "SearchVaultTecWorkshopLists")
    QuestToRegister.UnregisterForCustomEvent(Self, "SearchNukaWorldLists")
    EndIf
    EndFunction

    Function CheckFormForDLC()
    Int ObjFormID = StartScript.FormToFind.GetFormID()
    Bool HasDLC01 = Self.GetPropertyValue(HasAutomatron) As Bool
    Bool HasDLC03 = Self.GetPropertyValue(HasFarHarbor) As Bool
    Bool HasDLC04 = Self.GetPropertyValue(HasNukaWorld) As Bool
    Bool HasDLC06 = Self.GetPropertyValue(HasVaultTecWorkshop) As Bool
    If (GetFormFromFile(ObjFormID, "Fallout4.esm") != None)
    Self.SetPropertyValue(DLCID, 1)
    Else
    If (HasDLC01 == 1) && (GetFormFromFile(ObjFormID, "DLCRobot.esm") != None)
    Self.SetPropertyValue(DLCID, 2)
    Else
    If (HasDLC03 == 1) && (GetFormFromFile(ObjFormID, "DLCCoast.esm") != None)
    Self.SetPropertyValue(DLCID, 3)
    Else
    If (HasDLC04 == 1) && (GetFormFromFile(ObjFormID, "DLCNukaWorld.esm") != None)
    Self.SetPropertyValue(DLCID, 4)
    Else
    If (HasDLC06 == 1) && (GetFormFromFile(ObjFormID, "DLCWorkshop03.esm") != None)
    Self.SetPropertyValue(DLCID, 5)
    Else
    Self.SetPropertyValue(DLCID, 6)
    EndIf
    EndIf
    EndIf
    EndIf
    EndIf
    EndFunction

    Function SearchLists()

    Int FormType = Self.GetPropertyValue(DLCID) As Int

    If (FormType == 1) ;Base Game
    CoreSearchScript.ObjectSearchCoreLists(StartScript.FormToFind)
    Else
    If (FormType == 2) ;Automatron
    AutomatronSearchScript.ObjectSearchAutomatronLists(StartScript.FormToFind)
    Else
    If (FormType == 3) ; Far Harbor
    FarHarborSearchScript.ObjectSearchFarHarborLists(StartScript.FormToFind)
    Else
    If (FormType == 4) ;Nuka World
    NukaWorldSearchScript.ObjectSearchNukaWorldLists(StartScript.FormToFind)
    Else
    If (FormType == 5) ;Vault-Tec Workshop
    VaultTecWorkshopSearchScript.ObjectSearchVaultTecWorkshopLists(StartScript.FormToFind)
    Else
    If (FormType == 6) ;Unknown
    Debug.Messagebox("The object you have selected is not supported by Scrap Everything. Please choose another object and try again.")
    EndIf
    EndIf
    EndIf
    EndIf
    EndIf
    EndIf
    EndFunction

    Event ScrapEverythingCoreScript.SearchCoreLists(ScrapEverythingCoreScript akSender, Var[] SearchResults)
    Formlist ListToRemove = SearchResults[0] as Formlist
    SS_NoScrapList.AddForm(ListToRemove)
    Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent

    Event ScrapEverythingCoreScript.SearchAutomatronLists(ScrapEverythingCoreScript akSender, Var[] SearchResults)
    Formlist ListToRemove = SearchResults[0] as Formlist
    SS_NoScrapList.AddForm(ListToRemove)
    Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent

    Event ScrapEverythingCoreScript.SearchFarHarborLists(ScrapEverythingCoreScript akSender, Var[] SearchResults)
    Formlist ListToRemove = SearchResults[0] as Formlist
    SS_NoScrapList.AddForm(ListToRemove)
    Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent

    Event ScrapEverythingCoreScript.SearchNukaWorldLists(ScrapEverythingCoreScript akSender, Var[] SearchResults)
    Formlist ListToRemove = SearchResults[0] as Formlist
    SS_NoScrapList.AddForm(ListToRemove)
    Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent

    Event ScrapEverythingCoreScript.SearchVaultTecWorkshopLists(ScrapEverythingCoreScript akSender, Var[] SearchResults)
    ListToChange = SearchResults[0] as Formlist
    SS_NoScrapList.AddForm(ListToChange)
    Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent

    ;REMOTE, NOT A CustomEvent
    Event ScriptObject.OnControlDown(ScriptObject akSender, String control)
    If (akSender is ScrapEverythingCoreScript)
    ; check if the sender IS of the expected type
    Else
    return
    EndIf

    If (control == "Sneak")
    If (IsInWorkshopMode() == 1 && StartScript.FormToFind != None)
    CheckFormForDLC()
    SearchLists()
    Else
    Return
    EndIf
    EndIf
    EndEvent

    Event ScriptObject.OnKeyDown(ScriptObject akSender, Int keyCode)
    If (keyCode == 8)
    If (IsInWorkshopMode() == 0 && (IsInMenuMode() == 0))
    SS_NoScrapList.RemoveAddedForm(ListToChange)
    Debug.Messagebox("The most recent formlist you made unable to be scrapped is now able to be scrapped.")
    EndIf
    EndIf
    EndEvent

     

     

  10. What it says on the tin. Won't compile no matter what I try (though I'm probably not trying the right things). Oh, do note that the functions IsInWorkshopMode() and GetCurrentHighlightedRef() are functions defined by an F4SE plugin. I know it works properly, so I can rule out those two functions being the cause.

     

    Here's the script I need help with:

     

     

    Scriptname ScrapEverythingCoreScript Extends Quest
    
    Import Game
    ScrapEverythingCoreScript Property CoreScript Auto
    ScrapEverythingStartupScript Property StartScript Auto
    CoreSearchForObjectQuestScript Property CoreSearchScript Auto
    AutomatronSearchForObjectScript Property AutomatronSearchScript Auto
    FarHarborSearchForObjectScript Property FarHarborSearchScript Auto
    VaultTecWorkshopSearchForObjectScript Property VaultTecWorkshopSearchScript Auto
    NukaWorldSearchForObjectScript Property NukaWorldSearchScript Auto
    
    Bool Property HasAutomatron Auto
    Bool Property HasFarHarbor Auto
    Bool Property HasVaultTecWorkshop Auto
    Bool Property HasNukaWorld Auto
    
    Int Property DLCID Auto ;1=Base Game, 2=Automatron, 3=Far Harbor, 4=Nuka World, 5=Vault-Tec Workshop, 6=Unknown
    
    Formlist Property SS_NoScrapList Auto
    Formlist ListToChange
    
    CustomEvent SearchCoreLists
    CustomEvent SearchAutomatronLists
    CustomEvent SearchFarHarborLists
    CustomEvent SearchVaultTecWorkshopLists
    CustomEvent SearchNukaWorldLists
    
    Function RegisterCustomEvents(Quest QuestToRegister, Bool bRegister)
    
      If (bRegister == 0)
        QuestToRegister.RegisterForCustomEvent(CoreScript, "SearchCoreLists")
        QuestToRegister.RegisterForCustomEvent(CoreScript, "SearchAutomatronLists")
        QuestToRegister.RegisterForCustomEvent(CoreScript, "SearchFarHarborLists")
        QuestToRegister.RegisterForCustomEvent(CoreScript, "SearchVaultTecWorkshopLists")
        QuestToRegister.RegisterForCustomEvent(CoreScript, "SearchNukaWorldLists")
      Else
        QuestToRegister.UnregisterForCustomEvent(CoreScript, "SearchCoreLists")
        QuestToRegister.UnregisterForCustomEvent(CoreScript, "SearchAutomatronLists")
        QuestToRegister.UnregisterForCustomEvent(CoreScript, "SearchFarHarborLists")
        QuestToRegister.UnregisterForCustomEvent(CoreScript, "SearchVaultTecWorkshopLists")
        QuestToRegister.UnregisterForCustomEvent(CoreScript, "SearchNukaWorldLists")
      EndIf
    EndFunction
    
    Function CheckFormForDLC()
      Int ObjFormID = StartScript.FormToFind.GetFormID()
      Bool HasDLC01 = Self.GetPropertyValue(HasAutomatron) As Bool
      Bool HasDLC03 = Self.GetPropertyValue(HasFarHarbor) As Bool
      Bool HasDLC04 = Self.GetPropertyValue(HasNukaWorld) As Bool
      Bool HasDLC06 = Self.GetPropertyValue(HasVaultTecWorkshop) As Bool
      If (GetFormFromFile(ObjFormID, "Fallout4.esm") != None)
      Self.SetPropertyValue(DLCID, 1)
      Else
       If (HasDLC01 == 1) && (GetFormFromFile(ObjFormID, "DLCRobot.esm") != None)
        Self.SetPropertyValue(DLCID, 2)
       Else
          If (HasDLC03 == 1) && (GetFormFromFile(ObjFormID, "DLCCoast.esm") != None)
            Self.SetPropertyValue(DLCID, 3)
          Else
            If (HasDLC04 == 1) && (GetFormFromFile(ObjFormID, "DLCNukaWorld.esm") != None)
              Self.SetPropertyValue(DLCID, 4)
            Else
              If (HasDLC06 == 1) && (GetFormFromFile(ObjFormID, "DLCWorkshop03.esm") != None)
                Self.SetPropertyValue(DLCID, 5)
              Else
                Self.SetPropertyValue(DLCID, 6)
              EndIf
            EndIf
          EndIf
        EndIf
      EndIf
    EndFunction
    
    Function SearchLists()
    
      Int FormType = Self.GetPropertyValue(DLCID) As Int
      
      If (FormType == 1) ;Base Game
        CoreSearchScript.ObjectSearchCoreLists(StartScript.FormToFind)
      Else
        If (FormType == 2) ;Automatron
          AutomatronSearchScript.ObjectSearchAutomatronLists(StartScript.FormToFind)
        Else
          If (FormType == 3) ; Far Harbor
            FarHarborSearchScript.ObjectSearchFarHarborLists(StartScript.FormToFind)
          Else
            If (FormType == 4) ;Nuka World
              NukaWorldSearchScript.ObjectSearchNukaWorldLists(StartScript.FormToFind)
            Else
              If (FormType == 5) ;Vault-Tec Workshop
                VaultTecWorkshopSearchScript.ObjectSearchVaultTecWorkshopLists(StartScript.FormToFind)
              Else
                If (FormType == 6) ;Unknown
                  Debug.Messagebox("The object you have selected is not supported by Scrap Everything. Please choose another object and try again.")
                EndIf
              EndIf
            EndIf
          EndIf
        EndIf
      EndIf
    EndFunction
    
    Event CoreScript.SearchCoreLists(CoreSearchScript akSender, Var[] SearchResults)
      Formlist ListToRemove = SearchResults[0] as Formlist
      SS_NoScrapList.AddForm(ListToRemove)
      Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent
    
    Event CoreScript.SearchAutomatronLists(AutomatronSearchScript akSender, Var[] SearchResults)
      Formlist ListToRemove = SearchResults[0] as Formlist
      SS_NoScrapList.AddForm(ListToRemove)
      Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent
    
    Event CoreScript.SearchFarHarborLists(FarHarborSearchScript akSender, Var[] SearchResults)
      Formlist ListToRemove = SearchResults[0] as Formlist
      SS_NoScrapList.AddForm(ListToRemove)
      Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent
    
    Event CoreScript.SearchNukaWorldLists(NukaWorldSearchScript akSender, Var[] SearchResults)
      Formlist ListToRemove = SearchResults[0] as Formlist
      SS_NoScrapList.AddForm(ListToRemove)
      Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent
    
    Event CoreScript.SearchVaultTecWorkshopLists(VaultTecWorkshopSearchScript akSender, Var[] SearchResults)
      ListToChange = SearchResults[0] as Formlist
      SS_NoScrapList.AddForm(ListToChange)
      Debug.Messagebox("The formlist of your object is now unable to be scrapped.")
    EndEvent
    
    Event CoreScript.OnControlDown(String control)
      If (control == "Sneak")
        If (IsInWorkshopMode() == 1 && StartScript.FormToFind != None)
          CheckFormForDLC()
          SearchLists()
        Else        
          Return
        EndIf
      EndIf
    EndEvent
    
    Event CoreScript.OnKeyDown(Int keyCode)
      If (keyCode == 8)
        If (IsInWorkshopMode() == 0 && (!Utility.IsInMenuMode))
          SS_NoScrapList.RemoveAddedForm(ListToChange)
          Debug.Messagebox("The most recent formlist you made unable to be scrapped is now able to be scrapped.")
        EndIf
      EndIf
    EndEvent
    
    

     

     

     

    And here are the errors the compiler spits out at me:

     

     

    ScrapEverythingCoreScript.psc(103,50): unknown type coresearchscript
    ScrapEverythingCoreScript.psc(103,0): corescript is not a known script type and therefore cannot be the source of the searchcorelists event
    ScrapEverythingCoreScript.psc(109,62): unknown type automatronsearchscript
    ScrapEverythingCoreScript.psc(109,0): corescript is not a known script type and therefore cannot be the source of the searchautomatronlists event
    ScrapEverythingCoreScript.psc(115,60): unknown type farharborsearchscript
    ScrapEverythingCoreScript.psc(115,0): corescript is not a known script type and therefore cannot be the source of the searchfarharborlists event
    ScrapEverythingCoreScript.psc(121,60): unknown type nukaworldsearchscript
    ScrapEverythingCoreScript.psc(121,0): corescript is not a known script type and therefore cannot be the source of the searchnukaworldlists event
    ScrapEverythingCoreScript.psc(127,74): unknown type vaulttecworkshopsearchscript
    ScrapEverythingCoreScript.psc(127,0): corescript is not a known script type and therefore cannot be the source of the searchvaulttecworkshoplists event
    ScrapEverythingCoreScript.psc(133,0): corescript is not a known script type and therefore cannot be the source of the oncontroldown event
    ScrapEverythingCoreScript.psc(146,45): a property cannot be used directly on a type, it must be used on a variable
    ScrapEverythingCoreScript.psc(146,45): IsInMenuMode is not a property on script utility or one of its parents
    ScrapEverythingCoreScript.psc(144,0): corescript is not a known script type and therefore cannot be the source of the onkeydown event
    No output generated for ScrapEverythingCoreScript, compilation failed.
    

     

     

    I'll post the other scripts if you all want, but those compile fine. It's only this one that's giving me trouble. Some more info: ScrapEverythingCoreScript is a script attached to a quest, ScrapEverythingStartupScript is a script attached to a reference alias (the player) as a Quest Alias on the same quest. The rest of the scripts are all attached to different quests.

  11. I'm having a brain blank... So I know there's a max size limit for arrays in papyrus, but I can't for the life of me remember what it is. I tried looking on the CK wiki, and of course that was no help. I want to say it's either 128 or 255, but I can't remember...

     

    Does anyone know what it is? Thanks in advance!

  12. So I re-read this several times, and I think I understand what you want to do, but I'm not positive. So you basically want to make your hydroponics racks produce defense, yes? And you want to be able to modify that value via a script? By toggleable, do you mean you want the ability for the player to decide whether it produces defense or not and how much it produces? Or do you the author want to do that?

     

    I'm also sort of confused about what you said about turrets. Do you want the hydroponics racks to act like turrets and kill enemies? Or do you want to do something involving turrets in addition to whatever you are doing with the hydroponics racks?

     

    Oh, and do you want them to be able to be destroyed in attacks, like normal turrets and crops and stuff?

  13. In response to post #45737230. #45743210 is also a reply to the same post.


    shadowslasher410 wrote:

    Does anyone know if the figures in the article are actual people pageviews or does those numbers include bots and web crawlers and the like? Just curious.

    ipodtouchiscoollol wrote: does it matter? they are explaining the costs of maintaining the website so any kind of bandwidth usage should be included, bots or not


    Of course it doesn't matter. Like I said, I was just curious.
  14. I can see both sides of the issue. I agree with Ethreon in that If I had a dollar for every failed mod I've created, I'd be rich. On the other hand, I feel like now that I have published a mod on the site, I have a responsibility to the people who use it. I know not everyone who mods feels that way, though. I mean, all of my mods have been stolen before. At first I was a little miffed, as was my right to be, but the way I figure is this is the Internet. NOTHING that gets put on here isn't going to eventually be stolen in one way or another. As long as they're not making money off of it, I don't really care. It's not like I can sue them for copyright infringement or something (I have no lawyer, I'm a 21 year old broke college student).

  15. I don't know... I've practically torn my hair out trying to make the Mechanist's Lair and Vault 88 try to play nice with no precombined/previsibility. Of course, they are RIDICULOUSLY HUGE CELLS so of course disabling it would create a drop in FPS to near unplayability for some people, and horrible "world blinking syndrome" (occlusion culling) for people even with better computers.

  16. So... I don't mean to necro, but is there any update? Does F4SE have the functionality you need yet (I have no idea, I don't look at F4SE's internals... makes my brain explode).

  17. In response to post #43562410. #43564460, #43564645, #43595455, #43608030, #43615050, #43615075, #43619465, #43626805, #43631250, #43631340, #43642440, #43668365 are all replies on the same post.


    Jimmyflow wrote: Having something in addition to just hosting mods, like how to's and tutorials. Similar to what is found on Reddit's skyrimmods. Or at least directing users to credible content. I realize this might entail a lot of work and time, but its essential if you're going to be pushing out the next generation mod manager.

    As we've all come to learn, modding is not just plug and play anymore.
    HadToRegister wrote: +10

    There DEFINITELY needs to be a Modding Tutorial Section.

    This is a MUST
    nogamenotitans wrote: I second this
    DisgruntledGrillCook wrote: I agree with this too.
    TheGoktor wrote: Adding my agreement as well. I would love there to be a modding tutorial section!
    Darkknightsyndrome wrote: Definitely, also agree as well too, not all of us are tech savvy and get things right off the bat like others do, sometimes reading/watching tutorials over and over til I get it has helped me with a lot of stuff, especially with MO.
    SiDroid wrote: Adding my vote too.
    MlleK wrote: Absolutely this.

    Preferably tutorials both of just how to use/install mods and how to make them as well. Trying to learn how to make small mods for yourself can be a real pain because I can't tell you how many times I'd find a tutorial that show me exactly how to do The Thing but then the next time I needed to do The Thing I couldn't find that tutorial anywhere. Even if they were just reposted (with permission) or linked from The Assimilation Lab, TES Alliance, etc to collect them all in one place would be wonderful.
    RaffTheSweetling wrote: Couldn't agree more.
    Solluth wrote: Yes, a community page where people new to the nexus can find a quick run-through of the site's features and maybe some very basic programs and tutorials on simple mods to integrate them into the community faster and more comfortably.
    Swandar wrote: I agree 100%. For some games that don't have NMM a tutorial is a must.
    petewolf wrote: Throwing in with the group, this could be very beneficial.
    tjmmilldog wrote: Adding my agreement as well. I would love there to be a modding tutorial section with in-depth guides as well to help show us the better paths we can take is needed as well. thanks for all your support.


    There is sort of kind of one on the wiki (click the wiki tab). But its in its infancy.
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