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theskyisgreat4u

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  1. Nevermind. Fahrenheit had something to say to me that I must have walked away from. Once she said her lines, everything went back to normal. My bad.
  2. Recently decided to go back through my in-game log files to determine EXACTLY when (Game Date) I had completed certain actions. In Oblivion, my lovely, archaic quest log had all the in-game dates whenever I accomplished certain actions, but in the F04 log......there are NO dates recorded that I could find. So, my question is.......is the actual game date of certain in-game actions able to be determined by looking at the raw save game data OR....is this information non-existent...OR...am I missing something?
  3. Thanks for the reply. I have an equipment item with a script that SKK50 gave me which works PERFECTLY for Equipping and giving an NPC an AnimFlavor then Unequipping and taking the animflavor away. The OnEquip script block also works perfectly for the player, NO issues, but......whenever the item is UneQuipped from the Pip-Boy, the Pip-Boy screen locks up. BUT, if I use the console to unequip the item, THEN, the script works perfectly and the player reverts to a null set animflavor. SO.....all I want to do is figure out a script that will run on a DROPPED item, so that I can get the UnEquip block to run OUTSIDE the Pip-Boy. That's why I asked "WHEN" does the script actually fire off, because if it fires off immediately whenever the item is dropped, then that defeats the purpose. I was thinking of an OnLoad block if OnDrop didn't work which would fire off once the player closes the Pip-Boy and the items' mesh loads. All this script of the dropped item has to do is Unequip ONE item from the player, which will then cause the OnUnequip script block to run properly.
  4. Wanting to have the player drop an item to get an equipment item OnUnEquip script event to run which at present locks up the Pip-Boy screen.whenever the player tries to unequip within the Pip-Boy. The UnEquip block runs just fine when called from the console, SO......is there a way the player can DROP a scripted item which will do what the Console commands do in an OnLoad (of the mesh that is dropped) OR OnDrop (IF the script waits to run till the player closes their Pip-Boy) so they don't have their Pip-Boy Lock up on them? i.e. PlayerRef.UnEquip OBJECTID is ALL I want it to do BUT it's gotta run OUTSIDE the Pip-Boy.
  5. Awesomesauce! Thank you SO much! I think I actually understood what you did there. LOL! I'll be sure to credit you whenever I use it!
  6. Well, me and papyrus have never had much of a love affair but back when I knew how to script Bethesda games I used OnEquip & OnUnEquip blocks to make magic happen with rings and things. What I want to do is attach a script to a playable armor piece that a Workshop NPC who already has the "holding a baby" animflavor AND is wearing the baby as an armor piece, which whenever "unequipped" by the player, will change their current AnimFlavor to another. THEN, if the player re-Equips the same Armor piece on the NPC it will give them back the "holding a baby" AnimFlavor that was removed. Sounds simple right? Anyone in the mood to give me a clue? https://www.mediafire.com/view/oa4saaulicg03km/Fallout4_Paradies_68.jpg.f9bbbc0753ffab293c7abee06354af5c.jpg/file
  7. Thanks for the information! I think you got me headed down the right path now. Cheers!
  8. The Random Encounter quests generate random "temporary" NPC's and I was wondering what specific actor value gets assigned to the REF to make it temporary and whether that value can be changed manually with the console or with a script. I checked the Actor Value list in both the Fallout 4 ESM and EXE and did not see any Actor Value for that specific state. Checked the Wiki and couldn't find anything there about it either, SO, that's why I'm here asking this question. Any help would be greatly appreciated.
  9. Despite nothing in my load order affecting this cell I'm having a repeatable CTD every time I try to enter it. There ARE a ton of meshes in this place and it is possible some mod I downloaded gave me a bad mesh but so far, despite removing all the DLC04 Meshes in my data file to a HOLD folder so they aren't being used, I still get the CTDs. Have used Ordinator and optimized ALL the textures in my data file. Was wondering if anyone else had the same issue and whether it was solved in the past. Edit - SOLVED - Once upon a time I downloaded a mod which changed the meshes in the ambient effects folder. This folder included the fxdustmeshsky01.nif, fxdustsimple01.nif, fxdustsimple01nomesh.nif, fxdustwhirlwind01.nif, fxmistlow01long.nif, fxsmokewisps01.nif, fxswampgas01.nif, ltrayglowgreenbrt01.nif, ltrayglowgreengrdflat.nif, & ltrayglowgreengrdflatbrt01.nif. Once I removed the folder the CTDs went away, despite my not being able to find exactly which item in the cell used one of those meshes. <shrugs>
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