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Everything posted by BangBangYouAreDead
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Hi all. So I'm trying to make a simple radiant quest as part of my Gunners Overhaul mod. Dialogue, scripting, etc. I can deal with, but I'm having a massive headache getting the Aliases to work. Essentially I want the game to pick a random dungeon with Clearable and HasBoss conditions, add that location to the map, and then place a marker on the boss of that dungeon. Killing the boss completes the quest. I know exactly how to do this with unique locations and actors, but could someone give me a step-by-step on how to use aliases to make it random? Many thanks.
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StopCombatAlarm() Function causing CTD
BangBangYouAreDead replied to rcoll's topic in Skyrim's Skyrim LE
I know this is late, but have you tried calling StopCombat() first and then StopCombatAlarms()? -
Currently working on an update for my mod Gunners Overhaul. I've set a Crime faction for the Gunners which tracks crime gold, and I want to set up an NPC who you can pay the crime gold to and thus reset the crime with the Gunners faction. I have the NPC set up with a relevant quest (see image attached). I run the following script: But nothing happens. I know the crime gold is there because the CanPayCrimeGold condition on the NPC dialogue works. What am I missing here? I'm going crazy over this! Please help! Update: Trying to 'player.paycrimegold 0 0 CrimeGunnerFaction' via the console in-game returns that 'CrimeGunnerFaction' is not acceptable for the Faction (Optional) part of the command. Does this mean the faction isn't being located properly? Anyone know how to fix this? Update 2: Running the script as a Papyrus fragment on end doesn't seem to help. Going to try 'CrimeGunnerFactionProperty.PayCrimeGold()' and see what happens. Update 3: Well, that didn't work either, but I figured out you have to use the Faction ID and not the Faction name. My new faction still isn't being found for some reason. This is horribly frustrating. Update 4: In case anyone runs into the a similar issue, I think I've got it. 1. Create your CrimeFaction and NPC. Don't add the CrimeFaction to the NPC.2. Add some dialogue where they ask the player to pay the crime gold.3. On the acceptance response, run the following fragment at the beginning of the Topic Info: akSpeaker.AddToFaction(pMyCustomCrimeFaction)akSpeaker.SetCrimeFaction(pMyCustomCrimeFaction) ensuring you set MyCustomCrimeFaction as a property. 4. Then run the following fragment at the end of the Topic Info: akSpeaker.GetCrimeFaction().PlayerPayCrimeGold(True, False)akSpeaker.GetCrimeFaction().SetAlly(pPlayerFaction, true, true)akSpeaker.RemoveFromFaction(pMyCustomCrimeFaction) ensuring you set PlayerFaction as a property. All done! Hope this helps somebody if you're trying to do something similar.
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What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Brilliant, thanks for your help. So to remove this from my mod, do I need to save it again when the loose map file isn't there? -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Okay, updated FO4Edit so I now have the Max Height Data and World Default Level data. My mod still seems to think it's updating the map for some reason. -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Oh dear haha sounds like something really has gone wrong. I'm using 3.1.3 which I believe is the latest version. I can't think why this has happened other than the fact I edited some Commonwealth cells and its included the map data anyway. Nothing seems to happen to my map in-game, though. Edit: As it seems to want me to pack the map data separately, could I just not pack it? Wouldn't the Fallout4.esm map data just load normally then? Edit: I do have a map retexture installed, I tried deleting it and reloading the mod with FO4Edit, but the changes were still there. Perhaps the mod texture got saved into my mod somehow? -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Aha, gotcha. For some reason didn't get cleaned up when I removed Identical to Master. As it's all the same data, do I need to do anything with this? http://i1286.photobucket.com/albums/a617/bcampbell112233/fo4editcleaned3_zpsosdxwn86.png -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Hmm, how frustrating. Looking through, it seems to only be the objects that I edited. Is it possible that my edits make the game think I've edited the map texture, when nothing's actually changed? http://i1286.photobucket.com/albums/a617/bcampbell112233/fo4editcleaned2_zpso6kntjt2.png -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Yeah, I already removed Identical to Master files using FO4Edit, which is why I'm suspicious of this. As you can hopefully see below, FO4Edit doesn't show any changes to the interface (GunnersOverhaul.esp is the mod). http://i1286.photobucket.com/albums/a617/bcampbell112233/fo4editcleaned_zpsd3io9cix.png -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Thanks again. Attached is what I'm getting. I'm planning to just upload it here, so I'll .rar it. http://i1286.photobucket.com/albums/a617/bcampbell112233/ckerror_zpsnbtncump.png -
What do I need to include in a BSA?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Fallout 4's Discussion
Nope, no meshes, textures or scripts, so I guess I'm good. Thanks for the help. One more thing, when I try to get the CK to archive the file for me, it pops up that it wants to pack changes to the WorldMap, even though I didn't even touch it. Should I be worried about that? -
Hey guys. I've made a mod which adds a faction, actor, and container. Is this information contained in the .esp or the Data folder? If the latter, do I need to pack them into a BSA, and where can I find them? Thanks! It's probably a stupid question but I've been tearing my hair out over it.
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Thanks for the reply. Unmarked places doesn't change the map texture, just some markers. I managed to fix it by verifying the Steam cache. Means I have to clean the Skyrim esp files again, but oh well.
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Skyrim will work without you running them, but it will be much more unstable and you will probably get a lot of mod conflicts. They do take a fairly long time to run, you just have to wait. Check the Reproccer page on the Nexus, if I remember rightly the mod author links to a decent explanation of how to run both the ASIS and the Reproccer patchers.
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Use BOSS Userlist Manager to place your unrecognised plugins. Also consider whether your machine can handle things like Static Mesh Improvement along with everything else.
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Have you run the ASIS and Reproccer patcher programs correctly? You don't seem to have a 'Pre ASIS Patch', etc. that would appear in your load order after you ran the executables.
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Essentially it seems my map texture is missing. When I'm inside somewhere, the map icons appear on top of the view I already have, i.e. the first person view of the room I'm in. The picture below shows what happens when I'm outside. Any idea what might be causing this and what I can do to fix it? Thanks guys. Mod list below.
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Imaginator Leftovers?
BangBangYouAreDead replied to BangBangYouAreDead's topic in Skyrim's Skyrim LE
Hey guys, thanks for posting. I'll attach a load order to the bottom of this, but as its a clean reinstall I have not activated any mods. These issues are happening in vanilla. I did use the MCM menu, and I did not install any weather mods. -
This bug is kind of difficult for me to explain. I recently started running into a bunch of issues with my modded Skyrim so I did a completely clean reinstall, so I have no idea how leftover mods could be affecting this, but it's the only thing I can think of. Basically, occasionally I will be walking around and suddenly things like saturation, contrast, etc. will change. There are pockets of space which will consistently make this change occur, so it seems like it's tied to particular worldspace blocks. Because of what it changes, I have to assume it's something to do with Imaginator, as I've never used ENBs. I'd show you some screenshots but Skyrim CTDs every time I try. Any advice? I've had a few other things that have suggested there is leftover stuff from mods (texture issues mainly), but after a completely clean reinstall I have no idea how they're still there.
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Hey guys. I previously had installedthe ENB series Antifreeze patch (http://enbdev.com/patch_tesskyrim_antifreeze_v0096.htm) to fix a lack of fire animations, but recently I installed the 'I Can't Believe It's Not an ENB' (http://www.nexusmods.com/skyrim/mods/48554/?) as well as reinstalling Hialgoboost (http://www.nexusmods.com/skyrim/mods/15123/?). The problem I have is that I can now only get Not an ENB and Hialgo to work. Is there any way I can sort out the dll files so that all three work together? Thanks in advance.
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Have you made sure your SkyrimPrefs.ini has EnabledFileSelection set to 1?
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I've just started getting this weird glitch where entire sections of interiors disappear randomly. Walls, stairs, bodies - you name it, it can disappear. I have no idea what is causing this. What do? Images: http://i1286.photobucket.com/albums/a617/bcampbell112233/2013-07-24_00001_zpsbb211f48.jpg
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I am experienced a weird shadow/lighting glitch in some places. It's not a consistent glitch by any means, it seems as though there are static shadow glitches throughout the world. Basically in certain places it will become dark suddenly, as though rays of darkness are passing by my vision. Also sometimes entire areas seem dark from far away until I enter them, and then they become very light. I have a suspicion this is because of residual stuff from either Climates of Tamriel, Ultimate Lighting Overhaul or Realistic Lighting Overhaul, although I have uninstalled and reinstalled every mod and Skyrim TWICE already, as well as verifying the cache through Steam. Of course, it could be to do with something else entirely. I hope someone here knows a fix as it's pretty game-breaking for me. My specs, mod list and images of the problem to follow. Specs: OS: Windows Vista Home Premium 32-bit System: Acer Aspire 6290 Processor: Intel Core Duo (2.00GHz, 2000MHz) RAM: 3GB Chipset: Intel PM965 Southbridge: Intel 82801HBM (ICH8-ME) Memory Type: DDR2 DRAM Frequency: 332.5MHz GPU: ATI Mobility Radeon HD 3650 Load Order: Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmSkyrim Project Optimization - Full Version.esmmannyBlackRock.esmmannyDragonhead.esmSkyrimSewers.esmTravellersOfSkyrim.esmUnofficial Skyrim Patch.espUnofficial Dawnguard Patch.espUnofficial Hearthfire Patch.espUnofficial Dragonborn Patch.espChesko_Frostfall.espCAMP Users.espChesko_WearableLantern.espDD_Dawnguard Additions.espDD_Dragonborn Additions.espFurbag.espSabreFurBag.espScenicCarriages.espTravellersOfSkyrim - Vanilla.espTravellersOfSkyrim - Dragonborn Addon.espCharacter Creation Overhaul.espChesko_LoreBasedLoadingScreens.espRaceMenu.espRaceMenuPlugin.espSkyUI.espiHUD.espbackpackfrankdema.espCloaks.espCloaks - Dawnguard.esp1nivWICCloaks.esp1nivWICSkyCloaksPatch.espMageBackpack_byTumbajamba.espSTL-ElderScrollonBack.espDr_Bandolier.espSkyRe_Main.espSkyRe_Combat.espSkyRe_EncounterZones.espSkyRe_EnemyAI.espSkyRe_EnemyScaling.espSkyRe_StandingStones.espSkyRe_Survivalism.espCAMP.espMilan's PAck.espRayeksEnd.espRiverwoodHuntingCabin.espWheezesDungeonPack1.espAchieveThat.espDrinking Fountains of Skyrim.espCampingKitNorthernRanger.espSkyrimSewers.espField Alchemy.espRealisticNeedsandDiseases.espRND_Dawnguard-Patch.espRND_DrinkingFountains-Patch.espRND_HearthFires-Patch.espRND_USKP-Patch.espRND_Dragonborn-Patch.espDisease Descriptions_RND Compatibile.espKnapsackEnhanced.espspellsneak.espCCO - Dynamic Skill Progression.espAcquisitive Soul Gems.espEnhanced Soul Trap.espSit Anywhere.espRandom Alternate Start.espRAS - Riverwood CharGen.espCCO - Diverse Races And Genders.espSkyRe_Races.espUnmarked Places - Shrines.espUnmarked Places - Dragon Mounds.espReProccer.espHunterborn.espHunterborn_Dawnguard-Patch.espHunterborn_Frostfall-Patch.espHunterborn_RND-Patch.espThieves Guild Requirements.espTelekinesisImproved.esp Images: http://i1286.photobucket.com/albums/a617/bcampbell112233/2013-07-23_00004_zps2c3791a9.jpg
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I'm fairly new to this modding lark but I've got a solid list already in place, no major errors and the game has been running beautifully. I was recently just outside Rivet City and did a fairly major mod overhaul, got rid of mods I didn't need or like any more, that kind of thing. However, it seems there is now a fault line across two specific regions in the game, just northwest of Rivet City (the EditorID for the area is "IrradiatedMetroExterior"). I've checked all my mods in FO3Edit and there doesn't seem to be anything conflicting to do with that area. I've attached a picture from the GECK to highlight the offending area (the red line shows the general area of where the problem is, hopefully you can see it on the crappy resolution). At first I thought it might be a problem with either the Vertibird encounter or the Super Mutant spawner that is around the area, but to test this I swam across the river to the Citadel and tried to cross the fault line...same result. So it must be some issue that runs all along that whole regional line, presumably across the whole map (although I haven't fully tested whether this is the case yet). I can leave via Anacostia Crossing metro, so it's not leaving the Rivet City region that's the problem, it's entering this faulty one. I've tried reloading earlier saves and that hasn't helped either. Running in windowed mode? Doesn't do a thing. My load order is as follows: Fallout3.esm Anchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmLings.esmaHUD.esmiHUD.esmCRAFT.esmCALIBR.esmMothership Crew.esmAlton, IL.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmProject Beauty.esmXepha's Dynamic Weather.esmFireLightFix.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_ZetaPlugin.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_RemoveReticule.espRH_IronSights_PL_NewItems.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espBlackWolf Backpack - Blank's Container Patch.espmegalight.espNewMall.espCybernetic Implants Xangi.espDragonskin Tactical Outfit.espFaithOutfit.espLeatherBackpack - eng.espsunglassescollection.espResponsive Kill Reactions.espUsableCigarettes.espPiPBoy White Light.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espImaginatorFO3.espassassin_robe.espG- Backpacks raymochilas.espA Devil's Wish - Patch v1_4.espRR.espRR Steel.espRR Pitt.espRR Lookout.espFrom Los to Ruin.espBeardsofFallout.espRivens_Eyescapes.espAltonAddon.espgasmaskhelmet.espBPV.espcamouflage uniform.espeyepatches-english.espFerrymansHood.espGasMask.espBackpacks_witheffects.espEVE.espEVE Operation Anchorage.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espBetterGamePerformance.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espWeaponModKits.espWeaponModKits - BrokenSteel.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - PointLookout.espWeaponModKits - ThePitt.espWeaponModKits - Zeta.espFO3 Wanderers Edition - Optional Restore Tracers.espRealistic Interior Lighting.espRealistic Interior Lighting - BS.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - PL.espProject Beauty- Point Lookout.espProject Beauty- Broken Steel.espXepha's Dynamic Weather - Main.esp<--- Merged Patch I've triple checked the load order and my merged patch fixes every problem I can see. If anyone can give me a fix, I'd be eternally grateful. I'm on-hand to try out anything in-game or otherwise - if you need me too, just ask.