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SGTbayk47

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    Fallout New Vegas
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    Fallout 3

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  1. Hi all, A mod I have made is causing a CTD without NVAC, and a report with NVAC enabled. The script is called via a SetOnMenuCloseEventHandler, and it is the same script that calls successfully via a postloadgame and oncellenter event. This is the NVAC report, which I can not make heads or tails out of. The Loaded NPCs updated message is called at the end of my script that I think is the issue. The first instance if from the postloadgame event which causes no issue, and the second followed by the NVAC report is from the setonmenucloseevent for the levelup menu. I will try to implement the script in a different way for the time being, but if anyone could decipher that report it would be much appreciated, thanks. As a futher note the only mods in the load order at this screenshot are the official DLCs and preorder packs and my NPC Level overhaul mod as well as NVSE, NVTF, JIP, JohnnyGuitar, NVAC, FNV Mod Limit Fix.
  2. Another note you might want to add, I have so far been unable to get the swaptexture functions to work on the player. Edit: I have just discovered that a mod I am using is causing the swaptexture functions not to work. I've just tested using Euclid's C Finder, a base game weapon that uses swaptexture, and it doesn't play its sequence in my modded setup but does if I launch the game with no mods. I'll have to go through my load order to figure out the cause. Edit 2: Another discovery. Euclid sequence is a separate issue, swaptexture functions do work on the player. The game considers the players 1st and 3rd person models separately. My script runs on game load, and until just now I had been loading saves made in 1st person, and hadn't noticed the textures were fixed on my 1st person hand, but still broken when I switched to 3rd person. When I load a save made in 3rd person, the textures are fixed on load and therefore the hand now has the wrong texture when switching POV. So when calling this function on the player, it should be called in both 1st and 3rd person when needed to affect both player models.
  3. Update! Initially I was using the SwapTextureEx command inside an OnActorEquip event. Calling the function from this event did not work when I added an apparel to an NPC that was already loaded, via AddItem in the console. However during testing I decided to give Sunny Smiles the armor in her base inventory, via BaseAddItem in my mods startup script. This caused the SwapTextureEx functions within my event to fire successfully when Sunny loaded in, but when I used AddItem to give the armor to a different loaded NPC, the functions did not work again. Knowing now that the functions do in fact work, I changed methods again. Now I am only using the equip event to set a variable in my mods main script, which now contains the SwapTextureEx functions inside a GameMode block. This method is now working exactly as intended, the NPC equips the armor, sets the variable in the main mod script, and then this changes the offending textures to the correct ones!
  4. I've had a go using SwapTextureOnRef and SwapTextureEx but neither are working when called via my event script, although they both work when typed into the console.
  5. Are there any functions available for removing the alternate textures on a model? I am trying to swap models with 'setbipedmodelpathalt' but the alternate textures that are set up already remain and retexture wrong parts of the new models.
  6. Solved thanks! It was caused by New Vegas Tick Fix's automatic FPS fix.
  7. Hi all, I'm having an issue with dead NPCs and creatures. Whenever I load a save with any present they are violently flung in seemingly random directions and it is happening with no mods installed only vanilla dlc. If anybody knows a fix for this it would be appreciated. Here is a video of the issue. Thanks.
  8. Hi all, I am currently trying to use the SetScript function in a mod I am working on, but am running into problems when I try to use my script in the function. I am trying to use the function on a base object like below. SetScript MyScriptID ArmorID However when I try to save the script, I get this error regarding my script: 'Invalid object 'MyScriptID' for parameter target item.' I have tried attaching my script to a misc item, and calling the ID of that in place of the script, which does allow me to save the script but the change isn't applied to the target item. The script does work as I have used the misc item I created to test it. Any help using this function would be greatly appreciated.
  9. I just think it's disheartening that a site built around a passion we all share, be it using or making mods, can be so easily changed to favor users based on whether they pay or not. Of course I am owed nothing by this site, nor have any grounds to demand anything, especially as a free user myself. I understand it costs the owners money for servers and that the staff should be paid for the time and effort they put into maintaining and updating the site for all of us. If I have come across as entitled or complaining for the sake of it in my previous posts I do apologize as that wasn't the intention, I am just genuinely concerned by the connotations behind the change. I just wonder what has caused the sudden and abrupt push for users to upgrade to premium, if not money. These last few months of my time on the site, first with the banners and now the download redirect, has been the only real push on premium memberships I have seen in my several years here but with no reason why. Yet again I understand it is the choice and right of the owners to do whatever they want, but when a site that is usually so open and engaging and asking feedback from all of its users stops doing so and implements a change that impacts the majority of us it is concerning. And if it is money related issues, why didn't the owners feel as though they could call upon the community and ask for donations rather than a change like this, which clearly does favor paying users and which has sadly caused a clear divide in the user base just by reading the replies in this post alone. I, and I am sure the majority of other users of this site, premium or not, would most certainly help the site, and more important the community that uses it, in a time of need. Like I said before, it is disheartening, even scary, that such a large part of the modding community, and certainly the part that introduced me to the hobby, could be changed like this for no obvious reason. Of course in the grand scheme of the site this is a small change, but it just feels odd that I myself was asked for feedback in the site redesign and was kept updated with news posts throughout that whole process and made to feel like part of the community with absolutely no mention of the fact that I am a free member, to be met with a change like this that is now suddenly reminding me that I am just that. And no whilst I am definitely not being forced to pay, it certainly seems as though the suggestion is there if I want to go back to the same experience I have had for years prior. It also makes me think that if changes like this can occur, and that anybody who is speaking out is constantly being told to either pay up, deal with it, leave etc., then that in the future access to these sites could just as easily be taken away from non-paying users completely and without warning, in the same way this change has come about, and that those who have paid simply wouldn't care, even though in reality we are all just as equally invested in what is arguably the largest community of enthusiasts in the modding hobby as a whole. I would hate for this to be the beginning of the end of the very inclusive community and hobby that I have had the pleasure of being a part of for years here on the Nexus.
  10. The change was made to promote Premium memberships. That you find a business marketing its offerings inconvenient or annoying is a personal problem. Yes, but the way the change was implemented has directly added an extra step to an existing process. And you could also argue that it is advertising, which I as a supporter have paid to not see. As far as I am concerned, Premium memberships have always been promoted well enough in the integrated banners, without the need for the deliberate extra redirect when downloading.
  11. The main issue I have with the new change is the fact that the feature has been purposely added to inconvenience non-premium users where it hadn't existed before, for at least the nearly 6 years I have been here. I will admit I have never had, and still don't have, any intention of buying a premium membership. I have never been bothered about the features it offers such as uncapped downloads or how many mods are listed on a page (the only two I actually know of) and modding for me has always been a free hobby that I don't spend money on nor do I wish to ever make any money from it. Of course I appreciate the site, and that it has running costs, hence why I purchased the supporter tier. But there is no reason that I should have to pay for extra features that I do not want or need just because I am now being inconvenienced by a new feature, or being told I am effectively 'leeching' from the site by paying members. If the site is struggling with costs, and asked for donations, then I would 100% have contributed and still would if asked, but as it stands I as an end user have no knowledge of the sites profits/losses etc, so if I am happy with the current free service and have no reason to believe the site is struggling on the brink of collapse, why would I pay? I certainly wouldn't pay because a new inconvenient step in downloading files which emphasizes the fact that I do not pay had been introduced without warning.
  12. I had noticed the banner about capped download speeds for a while now and could understand that, since it wasn't hindering the experience in any way, but the second download page really seems an unnecessary push at getting you to pay for premium. It is not that I am ungrateful for the site and the costs involved in hosting it, but I personally only play and use mods for Fallout 3 and New Vegas, don't use ad block (which I suppose is irrelevant since I am a supporter) and have never had any issues with the download cap, so have never had the need for the uncapped download speeds offered with premium. I just feel this change will definitely deter anyone who has not bought premium membership from doing so, and is also a constant dig at long time users who just can't justify paying for premium since they don't use the site all that often, and now being deliberately inconvenienced with no warning for not doing so.
  13. Just to confirm what you thought, the pipboyon meshes are set up in the mesh files, yes. You essentially make two versions of the left arm, one with and one without the pipboy to prevent clipping and for NPCs etc, and make them separate parts of the mesh. Then to get these functioning in game they just need to be named pipboyon and pipboyoff as appropriate in NifSkope.
  14. Check that you have definitely chosen the script in the quest, have the quest set as start game enabled, priority 55 etc. If all that has been done, try removing the '0' from the 'ListAddForm' functions. The wiki page says 'Adds the form to the list at the given index (or at the end if not provided)' so your script may be working but since they are added at the same index they may be overwriting each other? Never mind just seen that they are all added to different lists.
  15. Awesome! I just replaced the placeatme with the fireweapon function and it works perfectly from the X markers I had set up already. Thanks for the quick response :)
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