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vmroche

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Everything posted by vmroche

  1. Hi, I need to set a trigger box where the Player cannot fire his weapon. Can this be done? It's an area where I need to prevent the player from firing, until he leaves the trigger box. I need the player to maintain their weapon, just not be able to fire it in that area. I cannot find a sustitute for DisablePlayerFiring() that Skyrim and Fallout 4 has, I need something like this, but for Starfield. This is a script for Skyrim or Fallout 4, but Starfield does not compile it, due to "DisablePlayerFiring()" not existing in this game. Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() DisablePlayerFiring() endif EndEvent Event OnTriggerLeave(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() EnablePlayerFiring() endif EndEvent Thank you very much for all your help!
  2. Thanks! I really do appreciate your help and I'll do that! and do you know where to change the settings for the weather and the hazards? Edit: I think I got it. As keywords in the same place as I setted the magnetosphere..... I'll see if it worked tomorrow.....
  3. Hi!, I'm making a player house mod, but in the exterior area, I get the hazards that the planet has. I would like to remove them and I cannot seem to find where can this be done. Besides, I choose Bardeen III, which is a planet with plenty of oxigen and an Earth like temperature. My character and NPC should not be wearing a suit outside, but still they do! Does anyone knows how to program the overlay, or the cell, for this two issues? Also, since I'm getting poor fps on the outside, when it get's foggy things get worse. Where can you program the exterior cells to always be sunny? just like in New Atlantis? Thanks for all the help!
  4. Please, let me know if I got that correct. You said you "Linked" both doors. Did you mean linking them by "Linked Reference" or by the "Teleport" tab? Remember you have to check the "Teleport" on one of the doors, and then selected the other in the render window, for teleportation to work, not "Linked Reference". If you did mean Teleport, I would try to uncheck the "Teleport" checkbox and do the process again. NavMesh should not interfere with teleportation between doors, or cells, for this case.....
  5. I putted too much clutter in an exterior cell. I'm pretty sure that is what is generating this issue. This issue doesn't happen on my end, but I have a i9-14900k, Nvidia 5090, SSD, and 128 Ram, so My PC is no good for judging if the mod is running fine, but I did pack some of the trees clutter and I did get a 20 fps increase (from 110 I was having, I went up to 130). I suppose that people having issues with fps should gain more with this packing, so I'm packing everything I can and moving to interior cells a lot of the areas that can be placed in an interior cell. I expect not to have this issue as soon as I'm done..... (I hope)
  6. Thanks! As of now I'm working on a fps issue my mod has, but as soon as I get that done, I will try what you suggested.
  7. Thanks, both posts are from me. The first one is when I started having the issue, and I reposted the same issue after not having any answer to my problem and in the second post, @Jenwin77 contacted me by message and told me about the solution, so I commented about it in my second post, but forgot about the first one I made (this one). Sorry!
  8. Thanks everyone for your time reading this post. Here is the thing; I created a mod of a player home, but I have been receiving comments of low fps in it (as low as 8 to 10 fps). I have another mod (Bunker House) which is way bigger, and I've had no complaints about fps drops. I tried Packin In all trees (has a lot of flora) and the landing plataform and only got a 20 fps improvement. In my tests I have 105 to 110 fps, but I have a i9-14900K processor with 128 RAM and a Nvidia 5090. But people with high end PCs are having that issue and they say it is only with my mod. Most of the mod (and where this issue happens) is in an exterior cell. I'm using only Vanilla assets and have the .esm built as a full master, to avoid id compression. I edited the Overlay's terrain to suit my mod and the Overlay is a 6x6 cells. The CK says that is a Medium Master capable with some 35,000 ids available. The mod has some small quests but very few quest scripts, it is basically the buildings, 34 NPCs, their packages and some factions for the vendors. By the way, in the warnings I get the message that the factions and some packages are not marked as persistent, which makes those packages not work and the vendors having nothing to buy or sell. I don't know if this has something to do with the fps drop, but I just mention it in case it does, or if somebody knows a fix for those non persistent packages and factions. Thanks to everyone for your help on this issue, but I have done a lot of resarch on both issues and have found nothing. Any help is greatly appreciated!
  9. Thanks, I´ll try that. And what about the Packages that are being flagged as non persistent? The warnings also say thet the Sleep package won´t work because it is non persistent (and they do not work in game, actually)
  10. I tried to set the containers as persis in xEdit, but didn’t find an option for that. In the warnings, it says that the vendor factions and some packages would be disabled in game because they are not marked as persist, and maybe that is why my vendors have nothing to sell or buy. Does anyone know how to make them persist?
  11. I tried the console command you told me, and it did nothing. It´s inventory is still empty and doesn´t even have the owned loose items around him. Besides, the console commands only affect the save, not the mod I´m working on. Thanks anyway, I really appreciate the help
  12. Thank you for your reply! Then the issue about breaking the vendors by removing the mod and reistalling it, is "normal", right? Then there is not much I can do about that. The thing is that even in a new save, talking to the vendors activates the script, but they have nothing to sell and nothing to buy (even though I do have items they should buy). Not even the loose items owned bythe faction that activates the quest, appear in the vendor´s list. I have followed step by step videos about making custom vendors (one from @JRamosWorks and another one from @510deshawn) and they didn´t work as intended. The first one wasn´t even activating the quest, and the second one (the method I´m currently using), triggers the quest, that brings up the vendor, but with no items on the list. Thanks again for taking the time to reply and giving me the hint about the quest not working after removing and reinstalling the mod, I was breaking my head with that.....
  13. I´m creating NPC vendors, but when you trigger the vendor quest, they have nothing to sell or buy. They don´t even show the loose items owned by their vendor faction. The credits they have are the ones that I putted in the NPC´s inventory. I´m using the NPC´s vendor faction to activate the quest, but even if I use the NPC´s ID, I would get the same results. The NPC has it´s vendor faction in his "Factions" and it´s faction has it´s chest linked to it. The chest has items that the vendor faction sells (as in weapons) and the faction is set to sell those items. Both the "Buys Stolen Items" and "Buys NonStolen Items" are checked. The vendor location is set to a piece of furniture that has loose items owned by the vendor´s faction and the radius for the location is set to 10. The Start and End Hours are set to 0 and 24 (as default). In the General tab, the "Can Be Owner" is checked. On the Quest part, all conditions are set to the faction itself, not the NPC, except for the "Quest Dialogue Conditions" of the "quest Data" tab, which is blank. I did not set any conditions there, but the Alias is set to the faction and the scenes conditions are set to the vendor´s faction also. On the dialogue, the reply that runs the "VendorInfoScript" has as a condition the vendor faction again. The scene is composed of only two Phases and only the vendor dialogue (the one that activates the script) is there, covering both Phases. Obviously, the Quest is linked to the NPC via the faction, since only the faction is used in the Quest and talking to the NPC triggers it. Besides, the credits the vendor shows once the script is triggered, are the ones given to the NPC in it´s inventory, and not the ones given to the chest. It looks like the things that are linked to the faction, are not being recognized. The chest and the loose items do not show in the vendor items and whatever was set in the faction (items for sale, buying things....) are not being recognized either by the script or the Quest.... Also, if I uninstall my mod and install it back again (the same file), the vendors stop working. When you talk to a vendor, they just give you random chatter and the quest for the vendor script does not get activated. Please, I´ve been dealing with this for a week with no results. I would really thank anyone who can give me hints on what to do to fix this. Thank you!
  14. Watch from minute 32:10 Watch this video from Jeremy, he is great and explains in detail how to build your custom ship in the CK. The hole video is about setting up ship vendors and including your own ship to that vendor. In the video about ship building, he uses Achilles ship and modifies it, but you can erease the whole ship (just be sure to rename it) and build it again from scratch, to your own liking (I'm not sure if he mentions this on this video, or was it another video I saw....)
  15. --- SOLUTION --- Hi, everyone! @jenwin77 contacted me because he/she was having this same issue. After exchanging some messages, he/she found the solution and shared it with me, so I'm sharing it with you all, for those who may come across this same problem. This problem is caused using the .esp version. Once you convert your file to the .esm, your game will not crash. We both converted our files to Full Master, to avoid compacting the IDs, so we have not tested this solution converting to Medium and Small Master files. I really don't think it will matter, but since we haven't tried it, I cannot assure you it will work with Medium and Small Master files.
  16. I am working on a player house mod and when I NavMesh the exterior area, I get a CTD on returning to the player house. I mean, I can travel the first time just fine, but if I travel out and then back, it just CTDs on reload. I did the NavMesh using the NavMesh Loaded Cells option. I placed a NavMesh seed wherever it required me to and the NavMeshing procedure ran just fine. I did finalize every NavMEshed cell. I'm testing the mod as an .esp, I don't know it converting it to .esm will make any difference regarding this issue. Let me state that this is the seconf player home mod that I make, and I had the same issue with the firsat one. I had to release that one with out navmeshing the whole exterior area. I could only NavMesh one cell and gave me no problem, but obviously, the NPCs cannot perfom their assigned tasks. I'm having the same issue with this new mod, but this one has a lot more NPC duties in the exterior area, so if I leave it with out NavMesh, NPCs will have no duties and they will just stand there.... Please, if someone knows how to NavMesh the exterior area, I would really appreciate some help. I'm pretty sure I must be doing something wrong.... or Bethesda CK is bugged..... Thanks for your help
  17. Yes, I guess you're right, that must be the cause of those crashes. I think I'll just provide the garage and let the user buy their vehicle and store it in the garage. It would be nice if I could find the marker for spawning the vehicle, and make it spawn in the garage, but I think messing around with that might cause issues when trying to spawn the vehicle in another location (besides, I have not seen that marker either....) Thanks again for your help, you have just made me realise the reason that might be preventing me from adding the vehicle.....
  18. Thanks, I do have a ship services technician linked to the landing pad and he can sell you both, ships and land vehicles. I just wanted to provide a land vehicle in the garage (I'm making a garage for the land vehicle), instead of just providing an empty garage and having the need to buy a vehicle.
  19. Hi, I'm making a player house mod and I would like to add a REV-8 so people can have one without going to the vendor. I see the REV-8 is handled as a furniture by the CK, but when I add it to the mod, just like a furniture, the game crashes. I even made and added a duplicate and created a mod with just the vehicle, and then added that mod to my mod, to no avial. I keep getting the same result. Does anyone knows if you have to add it like you would a ship (creating a base form and all those steps)? insted of just adding it as a piece of furniture? or where do I have to look for to get the new REV-8 working with out crashing my game. Maybe the issue is happening since I have not bought the REV-8, so for the game, it should not be there.... But I have no idea where to bypass that.... Thanks in advance for any help I can get!
  20. Thank you for the advise! I think I´ll just rebuild the player home from scratch, since I do want to make a "shorter" version of the mod (meaning the extension of the area, not the file size). Also, I want to make it less on the "cheat side" (the other one had a lot of loot and overpowered weapons, suits and ships). It will be just another option for players to choose. Thank you for your help, once again!!!
  21. Thanks again for your help! I did that already but the file still remains 62mb (remember?). I´m talking about the same mod you helped me out with, that huge mod. I want to reduce it and leave only the player house (without the bunker) to make it lighter for people who do not want a mod this large. The thing is that probably, like you said, the mod is loading game stuff that aren´t even used by the mod, but I cannot tell which ones. I deleted the bunker cell and left only the player house and the mod reduced from those 62mb, to 60mb!!! that is not much gain for so much to loose (the entire bunker). I was wondering if I could import just the player house cell to a new mod, that has not loaded all that stuff that makes the mod so huge.... Probably, at some point, when I was still learning the CK and working on the mod at the same time, I did something wrong that loaded unnecesary stuff and by the time I noticed, I was too far into the mod that I did not want to re do everything again (I did started from scratch about 6 or 7 times, when I was learning and was not too advanced in the mod).
  22. Hi, I built a mod for SF, but it is a huge mod and has 3 cells (2 interior and an exterior cell). I want to create another mod with just one of those cells (interior), but instead of rebuilding the whole interior cell with all the assets, I would like to check if there is a way to export that cell and import it in a newly made mod. I have checked the import/export options of the CK, and can´t find an option to do so. Does anyone have an idea if that could be done? and how? thank you for your comments and help!
  23. Thank you for your help. I'll keep looking into it and try to find out what the problem is.
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