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c0c0c0

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    Fallout 4
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    Skyrim

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  1. I've got a custom radio station and I'd like to expose an MCM control for users to change the overall volume to their preferences so that it better matches their other stations. It's easy enough to get the volume setting into a global, but what should it be a applied to, and how? I saw this in the documentation: int instanceID = mySFX.play(self) ; play mySFX sound from my self Sound.SetInstanceVolume(instanceID, 0.5) ; play at half volumeWould something like that be applied to the transmitter instance? To each individual track? To the Pipboy itself? Any clues would be appreciated.
  2. Started this post to beg for more info, then it came to me. This looks like it might work. [EDIT] It absolutely did work. Thanks, guys.
  3. I haven't played with formlists before but that sounds promising. And, hopefully, not terribly fragile.
  4. Let's say I have a sequence of 150 global boolean variables, gBol1 through gBol150, holding either a 0 or a 1. Let's then say that I've been passed another integer global, gIntNeedle = 6, that indicate which of the booleans (gBol6) I want to toggle. The brute force method of matching this up would be 150 if\then statements: if gIntNeedle == 1 gBol1 = 1 endIf ... if gIntNeedle == 150 gBol150 = 1 endIf That's just ugly. So, is there a way to derive the name of the global boolean from the passed integer and then use that to find the correct variable to toggle? ("gBol" + gIntNeedle) = 1 Also, just to confirm, but there is no such thing as a global array or object that would do this better than 140 variables, right?
  5. You caught my miss-statement before I could edit it away. Anyway, that worked. I've been banging my head against this for a couple of hours and you explained it faster than I could edit my post. Thanks!
  6. I have a custom function library in a script called "myModCustom". It is attached to quest "myModQuest". Let's say it contains a function called "setGlobals()" that may or may not take parameters, but it returns nothing. It just does it stuff and we're done. In a terminal object, I have a selection option I would like to fire "setGlobals". How do I reference the myModCustom script in the terminal fragment to use its functions?
  7. Let's say I have a custom function in my mod that I want players to be able to access via console. They would do something like : ~ doCustomFunction(2) Custom thing done 2 timesHow do I do that?
  8. I was trying to attach an event to an event. Makes perfect sense. Thanks!
  9. I am attempting to attach a scripted action to the end of every phase of a scene. As a test, I am using the sample code directly from the Papyrus documentation: Event OnPhaseBegin( Scene akSender, Int auiPhaseIndex ) Debug.Trace("Scene phase " + auiPhaseIndex + " has just started") endEventI am putting this in the fragment box on the Scene tab," Edit Data", "On End." When I comp[ile, I get: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "Fragments:Scenes:SF_WRARQuestScene_0100080C"...C:\Users\c0c0c0\AppData\Local\Temp\PapyrusTemp\Fragments\Scenes\SF_WRARQuestScene_0100080C.psc(7,0): no viable alternative at input 'Event'No output generated for Fragments:Scenes:SF_WRARQuestScene_0100080C, compilation failed. Any ideas what I'm doing wrong? Is this the wrong place to put that? Do I need to define a certain "property"?
  10. I'm curious as to when you're going to remove the "WIP" designation and post this up to the Nexus for "normal" downloads. This iteration of the tool has quickly become an essential part of my build out process and I cringe whenever I see guides suggesting xEdit manual compatibility merges and Wrye Bash for leveled lists. Great tools when they came out, but I think this is soooooo much better.
  11. Yes, actually: Do not include game/DLC ESMs in your smashed patch. Thanks! I'll fix that on the next run.
  12. Let me know if this is what you are looking for: http://pastebin.com/wuHJMTyA I'm betting it's these two lines: [13:59:33] (GENERAL) ModOrganizer: Mod Organizer ini file C:\Program Files (x86)\ModOrganizer\ModOrganizer.ini does not exist[13:59:33] (GENERAL) ModOrganizer: Cannot find modlist C:\Program Files (x86)\ModOrganizer\profiles//modlist.txt EDIT: Fixed the obvious errors by making my MO2 set-up look more like what Smash was looking for. Still got the same error in the progress window. PasteBin logs updated.
  13. I'm trying to use Mator Smash with MO2 and Fallout 4. I've got it launching fine, and it sees all my mods, but when I try to write my first patch, it writes the output folders, scrolls through two Bethesda plugins, then stops with this error: "Failed to patch Smashed Patch, Access violation at address ..." So, the fact that it writes the folders suggests to me that it's either trying to update something other than the patch itself, or it's some kind of read error. I've used "TakeOwnership" on every folder in the settings. Any ideas on what it's having problems accessing?
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