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AlexanderCription

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Everything posted by AlexanderCription

  1. Boom! The issue was, Skyrim Reloaded, https://www.nexusmods.com/skyrim/mods/75954, I was not aware that it modifies the camera. Jeez, I wonder why... The description is less than a paragraph... Changing, Camera Mode, from 1 to 0 fixed the issue. Immersive First Person and Skyrim Reloaded's camera mode turned on is a bad idea.
  2. When looking down everything from my characters pecks and below is visible. Everything above that area of his torso is invisible. I've used this mod forever and I've never experienced this before. The only setting I changed in the INI was the vanilla camera for combat. Everything else is default. I can see through my characters body to the ground behind.. Usually, there are pecks, collar bone, shoulders.. ya know? After playing around with it in-game, the camera is moving up and down from neck to chest. The reason I cant see most of my body is because the camera is "falling down". When turning my head, the camera, towards an arm it slides back up to his neck or head... What... the... f***... I'm also noticing the when changing fov in the console it doesn't change. "fov 90", "fov 60"; no difference.
  3. After working on a mod and generating a SEQ for the dialog and loading the mod in Skyrim via Mod Organizer 2, every time I go to back to edit the Dialog Views of the quest the Creation Kit just crashes. I'm opening the Creation Kit normally, from the Steam folder, not from MO2. I'm generating the SEQ from CMD, and then moving it into Data/Seq/. Any Dialog Views I try to load, just crashes the Creation Kit. Anyone experience this?
  4. I respect you for being honest and making us aware that you, yourself, are aware. Thanks.
  5. Ahhh, it looks like I didn't fill the property for the MainScript. Which is interesting, I would have never thought of that. I assumed the compiler would pick up something like that. Thank you, I thought the creation kit just hated me.
  6. Thanks for the reply. I ended up getting this error "cannot call the member function UpdateThirst alone or on a type, must call it on a variable". Not exactly sure what this means, but at least the compiler is saying something. Update: I was able to get it to compile using (MainScript as BloodThirst_MainScript).UpdateThirst() but it still doesn't run the function.
  7. I've been looking into this for a few hours now, mostly looking at solutions found through Google, and either the solution generates an error I don't understand or it simply does nothing. Quest Objects: _BloodThirst_MainQuest - Start Game Enabled and is used to store experience and level int properties _BloodThirst_KillUpdate - Kill Actor Event Enabled, the quest resets to allow it to be re-obtained, and is used to update the experience and level int properties in the MainQuest Basic Mod Description: Every time the player kills an NPC the player gains X Bloodthirst experience. Current Script Setup: Quest/Script: _BloodThirst_MainQuest, BloodThirst_MainScript Scriptname BloodThirst_MainScript extends Quest Int Property thirstLevel Auto Int Property thirstExp Auto Function UpdateThirst() thirstExp = thirstExp + 1 debug.notification("Bloodthirst Exp: " + thirstExp) EndFunction Event OnInit() Debug.Notification("Bloodthirst Loaded") EndEvent Quest/Script: _BloodThirst_KillUpdate, BloodThirst_UpdateScript Scriptname BloodThirst_UpdateScript extends Quest Quest Property ThisQuest Auto BloodThirst_MainScript Property MainScript Auto Event OnStoryKillActor(ObjectReference akVictim, ObjectReference akKiller, Location akLocation, int aiCrimeStatus, \ int aiRelationshipRank) MainScript.UpdateThirst() ThisQuest.Reset() endEvent Issue with setup: The current setup compiles fine, but in game when a kill happens the function UpdateThirst() does not run. I have tested it in game with "Debug.Notification(MainScript.thirstExp)" and it displays the exp value, which is 0; however, for some reason it will not run the function. I have tried using full properties with the Quest.GetQuest"xxxx" function get(), and the setup using GetLinkedRef() which gave an error about not being able to cast a none to a quest I believe. This has been the only setup that doesn't give a compiler error. After a bit I started looking at the source scripts of some of the mods I have installed and found that XPMSE uses the same setup and is able to call their functions fine; this confused me even more. So, if you know what I'm doing wrong or know of another way that works, let me know. Thanks, P.S. C++ was easier to learn than this...
  8. There's a console command to complete all the main quests. "caqs — This completes every step of the primary quest, effectively completing the game for you. WARNING:that.Don't it if you want to avoid spoiling the entire game for yourself."
  9. It's a scam. Archive is locked and it wants you to complete a survey for the password. Also, the images shown are from New Vegas. http://www.nexusmods.com/fallout4/mods/329/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D329&pUp=1
  10. Watching E3 and Todd Howard recently stated that with Fallout 4 they will be able to "transfer" mods from the PC to the Xbox One. Which I can only assume will be limited. Already on PC with mods you can suffer big drops in FPS. The majority of console games are capped at 30FPS. With PC you have the ability of having more than 60FPS so the drop in 20FPS from the mods you have installed can still keep you close to 60FPS if not still above. To a console - dropping 20FPS when you only have a maximum of 30 is... unplayable. Things like texture overhauls, weather mods, new custom armors, weapons, and structures will be a huge strain on the console. Script extenders won't be possible. Which will very likely accumulate for the majority of mods later on. ENB's won't be possible. Cleaning Bethesda's master files probably wont be possible. There can be bugs that can exist on Xbox but not on PC and vice versa... so unofficial patches will have to be tailored specifically for Xbox. I assume some sort of Steam Workshop esk thing will be put in place. So that restricts the majority of the ever so popular body mods. SFW body mods will be required to have them on Xbox. DLC normally comes out faster on consoles. Huge conflicts there. I don't know, this is all just off the top of my head. Seems like conflicts and limitations are just going to be all over the place. Consoles aren't open like PC's are. If they were this wouldn't be that much of a concern. It's really up to mod makers and if they're willing to put in the extra work to have their mod on Xbox. And then support it, most likely separately from the PC version of their mod.
  11. Title says it all... Basically I'm working on a mod based around the carriage system and need to know which carriage the player is at before executing code.
  12. The issue I'm having is finding a way to run a script immediately after the player has loaded into the game without needing activate an object or talk to an NPC. Would someone be able to enlighten me on how to do this? An example would be to give the player an item as soon as they enter the game. I've seen multiple mods do this already. Thanks in advance.
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