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louisthird

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    Creation Kit
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    Fallout 4

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  1. If someone knows how to make animations, then this one has to be pretty easy... Limbs out... Limbs together... Goal is to make a Furniture marker similar to Push-Ups Furniture marker useable by Player/NPCs.
  2. Someone with graphics skills should model The Embrace sculpture and put out a mod that inserts it into Boston Common. https://en.wikipedia.org/wiki/The_Embrace
  3. niston, thanks for all the great suggestions. They are all extremely helpful. Using Const looks promising but the others would work as well since elements in the array will never be removed. Regarding the Const approach, there is one concern. Does a Const Array allow you to edit the Struct objects in the Array? For example, is only the Array constant or is the Array and the Objects in the Array constant? Code example: Struct MyStruct String MyField EndStruct MyStruct[] Property MyStructArray Auto Const MyStructArray[0].MyField = "hello"I wonder if the assignment above is allowed? I can go test this myself ... and likely will, but 'tis nice to converse.
  4. Always good to hear from you SKK and hope you're getting along well. Thanks for catching my syntax error in the example I created, but it provides an opportunity to emphasize the case insensitivity. Too bad about the way to increase it. Unfortunately that restricts the size of a single Array to 128 elements. Of course, the "split big array into multiple smaller arrays" technique can be used if you at least know the upper bound of your Array larger than 128 elements. If only I had classes I could write a "BigArray" class that encapsulated that behavior.
  5. Hello community, checking in and I hope everyone is safe and doing well. I have a Quest that contains an Array of Struct Property: Struct MyInfo String name EndStruct MyInfo[] Property myInfo AutoThe elements of the "myInfo" Array Property are populated in the Creation Kit (CK). If the Array is populated with 10 elements in CK and an update of the Mod/Quest/Property changes the Array to be populated with 20 elements in CK, then I would like that to be refreshed. For example, I would like Papyrus script code after update to see 20 elements when calling the "Length" method on the Array. I wondered if someone knew off the top of their head when such properties are initialized? Is it when creating a New Game? Is it when the Quest starts? Thanks and be excellent to one another.
  6. Thanks SKK50! Glad to see your reply. I was hoping that it refreshed at some point after the quest was initialized, but I had not been seeing that. Stopping and starting the quest I would assume would again perform the OnInit() OnQuestInit() sequence and refresh them though. I can test that.
  7. Hey modders group! Just saying 'Hi' mostly and hope you're all staying well. I'm still doing some mod work. I did wonder if someone knew the exact times when RefCollectionAliases of a Quest with various conditions are filled? Is it just when the Quest starts? I couldn't find the line in the CK that indicates the exact times. Thanks and TTYL.
  8. Adding new makeup, face tattoos, etc. is not the problem. That I know how to do and there are several great example mods and base game examples of how to do that. What I have not figured out what to do is apply and switch between them using script code. Do you have any ideas or examples of how that could be done?
  9. Thanks steve40, glad to hear from you! I have been researching this week to find any way to change the overlays (i.e. makeup, blemishes, damage, etc.). I agree that I don't think there is any way in the vanilla game to do it. I have been seeing if there is some way to do it with LooksMenu, but it only has functions to change body overlays. I may have to take this discussion to the other Lovers site where there are mods applying all kinds of tattoos and other overlays on characters. Someone there may know a way...
  10. Hello fellow modders! Hope you are all staying well during these times! Can someone reply with a small snippet of how to change via script the player's makeup like Warband or damage like scars? Those might be two different questions possibly as it may be different systems. I am thinking that this may involve LooksMenu and Overlays, but I have not found an example. Once I get the idea of the main imports/classes/methods involved, then I should be able to expand on it. I just wanted to check in anyway and see what others have been working on. Take care.
  11. Answering my own question: this function works for dropping and adjusts if you pass an item reference or base form: ObjectReference Function DropItem(ObjectReference akSenderRef, Form akBaseItem, Int aiItemCount, ObjectReference akItemReference) Actor actorOwner = akSenderRef as Actor ObjectReference droppedObject If akItemReference != None akItemReference.Drop(true) droppedObject = akItemReference Else droppedObject = akSenderRef.DropObject(akBaseItem, aiItemCount) EndIf If droppedObject != None droppedObject.SetActorRefOwner(actorOwner, true) EndIf return droppedObject EndFunction
  12. I have the player drop an item and a companion pick it up. When I have that same companion use DropObject() on that item, the item is marked as stealing for the player. Why? This has something to do with the Owner of the item I think. If that is not the proper way to drop an item to keep the correct owner as not stealing, then what would be the proper way?
  13. Actually, this may be something that I will use for v2.0 of the mod I have been working on. It requires several other changes in addition to finding containers around an Actor. At least I will have time to look into it. SKK50, do you release your mods with only compiled script or with source code? I was looking into packaging for mods that have scripts. My previous one was only textures/meshes, but this one has only scripts.
  14. SKK50 - I can believe it! I should have poked around to find "GetIsObjectType" which will work perfect! I am only interested in finding base game objects like trash cans, file cabinets, etc. Nothing new or fancy. I am going to poke around with what is possible a bit more now that you gave me the thought about using quest aliases. I want to randomly pick a nearby container to an actor. I'll research what's possible with the quest aliases, but totally believe it's the faster way to go. My upcoming mod is very tight on the script code and I want to keep it that way, so I appreciate the tips on performance. Thanks for another great answer, SKK50.
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