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c0c0c0

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Everything posted by c0c0c0

  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?
  14. Just what I needed to know. Thanks for posting it up!
  15. If you are using BOSS, why do you think your order is off? The False-Flag notice? here's the readme on False-Flag: So that may be telling you that you have an ESP loading above an ESM because of master bit flag, probably inserted by the author. If the author felt it needed to load as a master, presumably he did it for a reason. This is just saying the master bit isn't "normal" for that file type. Doesn't mean it's wrong.
  16. That's useful. Does that happen in the same place every time, or is that 2-3 minutes, wherever you are or what you are doing? You've changed a lot since this started so we may need to re-ask some questions we had before. Also, note, this may be a no-win scenario. If you've removed a lot of ESPs, that alone might have introduced enough instability that there is no way forward with the current save. I played a character up to 25th level, adding and deleting mods, until I got a collection I thought I could live with. And then I started over from scratch with that collection. It's boring to follow the same path twice, bu removing a mod from a saved game is a quick path to instability.
  17. I didn't touch skyrim.ini and skyrimprefs.ini at ALL, so yeah... And I didn't understand anything from that post, really... I mean, they just said how to run BOSS and that bashed patch needs to be on bottom and thats what im really doing... As for the ERSO - I see, i will remove it, but i really doubt thats causing it since while it was still being updated i was still crashing Okay, how am I supposed to MANUALLY sort ALL OF these mods, I have literally dozens of mods how do i know which one comes after which one, I'm not a modder >_< im becoming really angry at this game Don't manually sort the mods. Let BOSS do that for you. Use BUM and whatever guidelines you find for any that BOSS doesn't recognize. And, don't get mad at the game - If you ran it the way Bethesda wrote it, you'd have minimal problems. Instead, you wanted more so you started modding. This makes you a "Modder". Nothing wrong with that - all of us on the forum are, so we understand. But don't get frustrated. There are a lot of good tools available for us, and a lot of smart people who have suffered your pains and are willing to share their experiences. Just go slow, and save often. INIs - Even if you didn't manually edit them, they have still changed due to settings you've chosen in the initial install, and during game. But I'd agree that if you haven't manually made changes, they probably aren't a problem. Unless some of your mods call for changes to the INIs. Also, be patient. A perfectly modded game will still CTD on occasion. Mine is perfectly ordered, completely devoid of dirty edits, and has no deleted ESPs in the save I still crash a couple times a night. We're building a limo on a VW chassis, so there is going to be a cost. I use Immerse Patrols and I consider it to be minimally risky. It adds, rather than subtracts or overwrites, and does so on a manageable scale. RE: ERSO - I find that the more a mod changes, the less likely it is to work with other mods. Anything with the word "overhaul" in it should send up a warning sign. These things can really transform the game, but I'd leave them to the sort of people who can work through the inevitable conflicts.
  18. No, that's probably the best way to do it. Autosave can be dangerous. I'm afraid there isn't much I can take from Papyrus. If it's listing ESPs you've never installed, then I apparently know less about it than I thought. I will say that, for the onces you've uninstalled, there is definately a problem with saving the game with an ESP, then continuing to play it without that ESP. It can leave "relics" that end up ophaned and can cause errors.
  19. Did you see anything in your papyrus log that might refer to something related to your CTD? For instance, look at the "Error: File" entries - Did you install then uninstall any of these? That can lead to instability. If none of the items listed as "missing" were actually missing, you are then likely looking at an out-of-memory crash.
  20. Just the opposite. I didn't see anything particularly risky. There is no obvious culprit, to my eyes. Hate to say it but, that isn't that bad. I'd be a mighty happy man if I only crashed once in 1-4 hours of play. And the fact that it's worse than is use to be is also pretty normal. Save files seem to accumulate "cruft" over time and become more and more unstable. Maybe someone else can see something in your load that's shifty but the problem you have described to me pretty much sounds like life in the fast lane. More mods = less stability.
  21. This is BOSS. Yes, order can affect stability, as can two mods that do the same thing, or a mod without a pre-req, or dirty edits. BOSS can help you find all of that.
  22. Hmmm. That's probably not how I would have done it. At this point, you might be best served by starting over. First, uninstall Skyrim through the Control Panel, then install Steam, and Skyrim from scratch. Here's one guide that might help you: http://wiki.step-project.com/STEP:2.2.6#1.A._Install_Steam_.26_Skyrim
  23. Those dirty edits could be fairly important. I'd re-install TES5Edit and retry to get those cleaned up. Put another way, until that is resolved, it's the most likely culprit.
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