lyth Posted July 31, 2006 Share Posted July 31, 2006 Working on a 'fix' (circumventing an issue) that involves intercepting save operations and making a change before allowing the game to process the save. Only way thus far I've been able to think of to solve the problem, but unfortunately I can't figure out a way to do it for quicksaves. (Got the others covered, I think. Need to do some bug-testing though. :dry: ) Anyone here know of a way to process a script action on a keypress or when the game is called to quicksave? (And in doing so, prove yourself the ultimate lord of clever - or at least the lord of TESIV:CS Knowhow?)(And yes, I know a lot of you are more clever than I am, even if you can't answer the question. :P) Thanks in advance. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 31, 2006 Share Posted July 31, 2006 Hmm, explain more. What are you tring to do, and do you want it before or after the quicksave? Link to comment Share on other sites More sharing options...
lyth Posted July 31, 2006 Author Share Posted July 31, 2006 Simply put, I'm circumventing the Male Facemesh on Female Vampires problem by setting the vampirism state to 0 before the save is processed. Thus when the save is loaded after a fresh start, the character has the correct face mesh. However, while it's easy to check for a state where an autosave will be processed (unless called from a script) or if the player is in the save menu or console, I've not found a way to check if the player is initiating a quicksave. (The Vampirism state is restored within a few seconds during normal script processing by a minor modification to the Vampire script. Not ideal, but likely preferable for a number of players.) Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 31, 2006 Share Posted July 31, 2006 Simply put, I'm circumventing the Male Facemesh on Female Vampires problem by setting the vampirism state to 0 before the save is processed. Thus when the save is loaded after a fresh start, the character has the correct face mesh. However, while it's easy to check for a state where an autosave will be processed (unless called from a script) or if the player is in the save menu or console, I've not found a way to check if the player is initiating a quicksave. (The Vampirism state is restored within a few seconds during normal script processing by a minor modification to the Vampire script. Not ideal, but likely preferable for a number of players.) I don't think you can. There isn't any way to detect any of the key presses, not hotkeys, not anything. I would think that people are so concerned about how their vampire looks they can do without using the quicksave feature. Even then, if they did the quicksave, at worst wouldn't it just stick them with the mesh until they did one of the other saves? Havn't done very much with vampirism myself, not familiar with some of the scripts and stuff. Couldn't you just try fixing the meshing issue at the source? Link to comment Share on other sites More sharing options...
lyth Posted July 31, 2006 Author Share Posted July 31, 2006 Haven't done very much with vampirism myself, not familiar with some of the scripts and stuff. Couldn't you just try fixing the meshing issue at the source? Unfortunately, the issue is an engine issue... It selects the male mesh for all vampire PCs until a Non-Vampire save has been loaded. As an alternative, it might be possible to replace all the male face meshes with female meshes for players who play only female characters and don't mind all the males in the game turning into females, but somehow I doubt that would be very popular. As far a I know, no one has even gotten this far at solving the problem with the tools available. :/ Link to comment Share on other sites More sharing options...
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