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About silhouett

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Website URL
http://makesuthink.com
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Country
United States
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Fallout 4
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Skyrim
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Ok here is what I have so far, The door will appear in front of the player no matter how he turns, that's great. however its rotation is that the thin side of the door faces the player and not the flat side you would enter a door through. So I was playing a bit with the angel command and have not got that right yet. Code I have below ;code that I derived from your example Float fAngZ = Game.getplayer().getAngleZ() ; Rotation of player to be used to place door in front or rear of player Float Distance = 100 ; how far away from player Float zOffset = 0 ; how high off ground TheDoor = Game.getplayer().PlaceAtMe(COB_SPECIALBldWoodPDoor02) ; get actual door TheDoor.moveto(Game.getplayer(),(Distance * math.sin(fAngZ)),(Distance * math.cos(fAngZ)), zOffset, True); positions door to Player ;What I have added to try to fix angle of door Float DoorRotationX = TheDoor.GetAngleX() Float DoorRotationT = TheDoor.GetAngleY() Float DoorRotationZ = TheDoor.GetAngleZ() TheDoor.SetAngle(X+ 90, Y+ 90, Z )
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I have never been a math pro :) Using Papyrus I would like some help on how can I make a door I already have appear in front or in back of the player. I can use moveto and get the door to the player and with a slight offset have it away from the player but I dont know how to make it always be in front of the player or rear. I need both options as the door will lead somewhere and then when the player returns he will be where he left from but he should have the door behind him at that point. Any help ?
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I am working on a Mod currently and I have experience messing with the robots and protectrons etc. I was wondering if there is a way to open or close the Protectron Pod with out the robots interaction ? Like a PlayAnimation ? or a script way to force the pod to open or close. Any ideas or help is greatly appreciated. Thank You in Advance
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- protectron
- pod
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Is there a way to detect an ashpile using papyrus if you shoot it with a laser ? If not say I create my own ashpile with Victim.AttachAshPile(AshPile) within that script can I get the object ashpile that is created ? Thanks for any help
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Creation kit online for fallout 4 appears down ?
silhouett replied to silhouett's topic in Fallout 4's Discussion
Good News it is now back up. -
https://www.creationkit.com/fallout4/index.php?title=Main_Page
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Gees, f4se NOT working yet again.
silhouett replied to Frogzilla82's topic in Fallout 4's Discussion
You Must me like how I have it set which does not work as it updates anyway. http://sitehighway.com/photos/steamsetupforfallout.jpg -
Gees, f4se NOT working yet again.
silhouett replied to Frogzilla82's topic in Fallout 4's Discussion
I could not agree more. with out Auto Backup created by CDante or Fallout 4 script extender be updated the game is lost during those hours. in addition if your like me and you use mods such as IN-Game Esp Explorer or Place everywhere or Mod configuration menu oe looksmenu or Transfer settlements These mods stop working with a new exe. They also then need to be disabled which changes your mod load order etc. The game should not be forced updated but instead user notified you have a game you want to play it and it should work because you paid for it. you didn't make any of the changes causing it not to work. Plus if your not techie at all your game is not working -
Fallout 4 Workshop Mode- Power- Miscellaneous - Terminal CRASH
silhouett replied to amoveve's topic in Fallout 4's Discussion
I have and have had this problem since I first started using homemaker when it came out. Nothing has changed and I have never found an answer for the problem. -
I have found this to be a great resource.
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Well I don't include them when I archive, but found since I upgraded F4SE this showed up and I know those are main Pex's to the game so I don't use them but was wondering if maybe I was unaware of something. I had something similar occur on a mod I wrote last year but ck included a world map from another mod. I decided I liked it in my Mod and got the authors permission to use it and credit them. Still odd ck does this.
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When I create an archive of my mod the file list seems to include Actor.pex, Objectreference.pex, ScriptObject.pex, Form.pex They arent in my sub directory of where my mods pex's are, and I don't include them in the BA2 Why do they show up ? Am I suppose to include them ?