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stevie70

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Everything posted by stevie70

  1. really no one? still couldn't find a solution to this, just can't get more than portions of the stuff i want to stay assigned to their multibounds... :-P
  2. you might want to try out my mole's well mod (link below) think you'll love li'l mo. :-)
  3. you can set static attenuation in the sound's dialogue to a higher value. that's technically not turning the volume down but turning the damping up, but the effect is more or less the same. and for creatures, trying to turn a li'l mole rat a little less noisy, i found there's an option that let's you set it's volume to three different levels (like hi, norm and off or something), that'd be in the creature's sound tab.
  4. i'm experiencing big difficulties getting stuff into multibounds: whenever i try to add something to a mb, either something else (or even everything else) disappears from the list, or the added items aren't added, or they appear like added, but when i save/reopen the mod, they're gone from the list, etc, whatever i do, i can't seem to get a complete set of items into a multibound - is there any trick to this? i found odds are slightly better if i add just small sets of items one by one rather than large numbers at once, but still far from really doing what it should. and it doesn't seem to make any difference if the pivot point is within the mb-marker, if i add batch or one by one, what object type it is or anything else - i'd be glad about any hint, re-trial and re-error don't get me anywhere here.
  5. ah, cool one, thanks :-) (looks a bit like hell to keep track of when opening the script a week later though, but then, i don't necessarily have to call the thing "a" ;-))
  6. now that's one error (geck-powerup) i sure hadn't expected (or even thought would exist) - "Max. nesting of 10 exceeded.", meaning i have more than 10 nested ifs and obviously can't do that... hm... well then, let's go see if i can do more than 10 &&'s in one line... :-)=)
  7. yeah, me too :-) - but still i was a bit early with my euphoria i fear, because the whole thing has one big flaw: true is: checking if in a container and if equipped work like i wrote. also true is: OnHit works well with an armor item that's lying around in the world. BUT: on further testing i had to find OnHit (or OnHitWith) obviously won't trigger for an _equipped_ armor item; and one more problem about my whole setup, i've made an essential test-fiend with the suit on and punched bullets into him for about half an hour, but the suit's health percentage wouldn't drop (as seen by using showinventory) - this is strange, because on player-equipped items it sure does drop. or i don't know how long i'd have to shoot the guy before it drops on an npc, whatever. but at least i have half of the thing working so far, i'll see if i can find (out) something for/about the other half without having to use a ton of gamemode blocks. one thing that certainly didn't work was destruction stage, found i could add those to an item and even could make the item exchange for an other one on that stage (but not suitable for clothing anyhow, because you'd have to pick a nif and not an object (f/m-versions!)) and lots of other stuff, but it wouldn't trigger. next thing i found (on the geck-wiki) was, this obviously only works for objects that have destruction stages defined in the nif, so this try went absolutely nowhere.
  8. figured it out now, it's actually amazingly easy: OnHit and OnHitWith work very well with clothing. If this triggers, it means the item is either equipped or in the world, otherwise (if it's just in a container and not equipped) it couldn't be hit. now i check if it's in a container by calling GetContainer. if it is in one, this returns the container's ref (except if it's the player i think, got that to read up yet), if it's not, it returns nothing. so, if it's hit and in a container, i can AddItemHealthPercent NewItem and Removeitem Olditem and the equipping stuff (i can now also check if it's actually equipped since i got the ref) if it's hit and in no container, i PlaceAtMe Disable MarkForDelete the stuff. and if it's not hit, the health percentage shouldn't change anyway, at least i assume so, so this should do what i wanted (and basically does, just tested a rough script successfully) ... never say never. or no other way, or anything else absolute... ;-)
  9. don't use nvse, so this won't work for me i fear. guess i'll leave that out for now then, should've been just a little additional detail anyway... ... hm... any idea perhaps if OnHit / OnHitWith would work with clothing? i mean, getting hit and dropping health percentage look like they'd go together well somehow... :-)
  10. not? i thought it'd be more or less the same as health percentage, but i haven't looked into destruction stages very much yet (actually just stumbled across it looking for a way to change a "clean" version for a "dirty" version when health percentage drops below whatever, but that doesn't sound like it'd work that way at all. :-( well but (apart from the above) how'd i know who "myref" is? after all, this should have worked for any of that items, meaning: also if worn by random npc's. and with getitemcount, ok i'd know if any of these items is in their inventory, but i'd still not know if the item itself is in the world and just another one of that kind in the inv? and if it won't work with OnDestructionStateChange, i guess i'd have to find out all that gamemode for who knows how many copies of the item... man, and i thought that one'd be trivial... :-)
  11. there is no "correct size" for the textures (except for the sizes, like shantih said, are always powers of 2), also, it's not always just the actual poster that's on the texture, there can be lots of other stuff on the same texture as well, like frames, or 4 different poster motives sharing the same texture - it all depends on the model they're applied to. so, to change a poster texture, you'd find a fitting poster model in geck and look up the item's model, then unpack the texture-bsa's to your hd (using fo-archive-utility or whatever) and locate the original texture (if you can't locate them, nifskope helps), and then you'd have size and layout of your desired texture & can just save it under a new name and rework it in photoshop (there's dds-plugins for ps by nvidia) or whatever.
  12. i want a clothing item to be replaced by another item whenever it's health percentage falls below xyz. so far as i've figured it out, this should hopefully work with a begin OnDestructionStageChange / GetHealthPercentage - combination, but on event, i'd have to know if the item is in an actor's inventory (remove/add, unequip/equip) or in the world (placeatme(?)), and i'm ab-so-lu-te-ly clueless on how to do that - any ideas anybody?
  13. yeah sure, i could also just turn off the speakers........... :-))
  14. i'm having troubles getting rid of music (including battle sets etc) in an exterior cell (but keeping region sound effects) selecting no music in the cell properties doesn't seem to have any effect. i've tried an acoustic marker tied to a media location controller, which also doesn't seem to do anything. do i have to edit regions or stg to do this? (gave that a look, but can't duplicate existing regions or add sound fx to new ones)
  15. i've been asking admins in vain for half a year to change my user name before doing this, and i actually never intended to keep both accounts, i just wanted to find a way to transfer my mods to the new account (i'd rather have had user name changed and keep endorsements anyhow, but...) and then delete the old one. if i had ever intended to do anything fowl with the new account, i'd not have announced this here (and still have the new one). idiot me. :-( s7o
  16. ok, i didn't exactly find a solution, but a workaround. instead of disabling/enabling, i SetScale to 0 and back, for whatever reason, the same objects reappear without fading this way, no matter of size. still, obviously, for objects above a certain size (or a certain whatever) fading can't be disabled for "enable" (most of the times works for "disable" though), and i'd still like to know why, and if and what can be done about this, so if anybody got any info or theory about this, pls let me hear.
  17. ...i completely agree with the above (boy i love talking to myself) :-)
  18. still don't know how to solve my fading problem, but i've done some additional testing to find out it if has anything to do with size and/or form type and/or block type so i'd have the same activator/script-combo disable/enable both big and small statics / moveable statics / activators, directly from the onActivate block to make sure it's not a GameMode-issue. result: all the small ones _don't_ fade, independent of form type (a stat pipe end, mst toaster, acti radio). all the big ones _do_ always fade in, in most cases also out - but sometimes not -, also independent of form type ( a stat bus interior, mst car hulk, acti stage curtain) i also don't see how this could in any way be a performance issue, just because i'm pretty sure fading is much more performance intense than just popping in, or not? so PLEASE anyone, what the HELL is this? edit: just even tried, in some desperate attempt, to manually add a pop-in-flag in fnv-edit, didn't change anything of course (and why should it, since there's no enabling parent) edit2: meanwhile i've tried: x) script-enabling a marker instead of the object & tying the object to it as enabling child (with pop in checked of course). still fades. x) using a refname instead of GetLinkedRef (several versions) - still fades. so whatever i do, i can't seem to enable any bloody big object without having it fade, i've spent months of work on five mods, of which 4 are absolutely dependent on this and the fifth wouldn't make much sense because it pieces together with the others, so if i can't find a solution to this, all of them and almost half a year of investing about every spare minute in them would be completely down the drain 8o(( (yeah sure, i encountered that issue in much earlier stages of course and shouldn't have always put it up for later on the list), so pleeeeeeaaaaaaaaaaaase help, any idea'd be welcome edit3: tried to find anything in nifscope meanwhile, comparing the dlc04lighthousebulboff.nif (that works and doesn't fade like it should) and the nv_gamorrah\nvgomorrahstagecurtain01.nif (the one i actually want to use but doesn't work), but i could hardly find any significant differences (and the ones i found didn't change anything when messing around with them). my size-theory seems to be bulls*** to, as well for size in game world (tried scaling working objects huge and non-working ones tiny, no effect) as for triangle count (the working bulb has about 3 times more than the non-working curtain) so i'm definitely cluelessly desperate now. the way it looks right now, i'll have to flush anything i've been working on the last months, which would have been some great mods - if large parts of their essential fx wouldn't have just gone bust with this now :-(((
  19. i'm having a weird problem, someone pls tell me what it is :-) I've got this script for some animated multipart-curtains to open and close. it all works fine except for one thing: there's scripted enabling/disabling of linked refs (but no enable parenting whatsoever) involved, and i can set the 0 parameter to my enabling as much as i want, the objects still fade. and no, can't check pop in, no enabling parenting here (impossible for several reasons) as said. i first thought this might be some kind of performance issue, because there's lots of conditions in my original script, so i made a test setup with the lowest possible number of objects involved and a script that's an extremely simplified emulation of the original script's mechanics, but the problem persists. i post this test script below & hope somebody can tell me what the problem is, please forget the stupid stuff it actually does gamemode, it's like i said just a basic function emulation of the original script that gamemode moves and en-/disables stuff. i'm almost clueless by now (my last straw guess would be it hat stg to do with the fact the objects are quite big, because i've had similar problems on an other occasion trying to script-enable a bus) edit: it's definitely not the script, so i deleted it out again, pls read next post
  20. the raider thing sounds kind of old, you could basically just copy the vanilla fo3-super-duper-mart for that i'd suggest you make one that'd been closed down short before the bombs fell due to a heavy bug infestation, and, after doing some little whatever to gain entrance to the still sealed place, you'd find it, apart from say vast amounts of overpowered radroaches attacking the pc, in as-good-as-new-condition, maybe with some unique food types etc and maybe a little office or something that can go as a player home
  21. finally found the oblivion-mod i was talking about - maigrets housecats was the name http://tesnexus.com/downloads/file.php?id=39422 'twas my second fav oblivion mod right after the indispensible "sack of holding" :-) (searching tesnexus for cats brings some other nice results, too)
  22. how exactly did that work, could you type text right in on your keyboard, or did you have to click it together from those big onscreen-letters?
  23. you should maybe consider changing your name to TheCoinOperatedTalkieToaster :-) but seriously, you obviously have far more modding xp than i have, so how challenging can whatever gets me stuck possibly be for you? and the topic alone reveals most of the bore factor, so why bother reading it anyhow then (which you apparently still did)? anyhow, i ask when i'm stuck, and i never even got the idea considering how entertaining my problem might be - yet. ah yes. hadn't thought about voice acting so far... ok, this one was stupid... :-)
  24. for scripting random effects, you'd set a variable to GetRandomPercent and then run if-blocks depending on that value. like if variable < 50 do this, if variable >= 50 do that
  25. oh. stupid me, i thought this was more about solving problems than entertainment factor... :-) i don't quite get your point on this one, so why can't a human being say like "i still need XYZ items"...?
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