TurelimVampire Posted July 25, 2016 Share Posted July 25, 2016 Ok so I read that the maximum world size is 64x64 cells but is that one single world space or would that be the total contents of one esm or esp? I mean if I create a world space with a load of interior spaces like caves & dungeons then will that all add up to the total or is the 64x64 for one single space & any extra exterior or interior cells are not counted as part of it?Hopefully that made sense...Thanks Link to comment Share on other sites More sharing options...
Thrumond Posted July 28, 2016 Share Posted July 28, 2016 (edited) OK so I was editing my Custom follower mod more. I've made a lot of progress, including now adding some custom voiced lines. I had him saying hello and following me around, but for some reason when I added the command lines, i.e. when you tell your follower to do something, he just remains silent. I cant even ask him to follow me anymore. I don't know if I should feel smart for figuring out what happened, or dumb for making this mistake in the first place. I got it figured out. Edited July 29, 2016 by Thrumond Link to comment Share on other sites More sharing options...
Elias555 Posted July 29, 2016 Author Share Posted July 29, 2016 I downloaded my own mod in which I packed into a bsa and an actors voice is silent and has a grey face. Do bsa's archive the files needed for that or did I mess something up? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 29, 2016 Share Posted July 29, 2016 I downloaded my own mod in which I packed into a bsa and an actors voice is silent and has a grey face. Do bsa's archive the files needed for that or did I mess something up?If you used the built in BSA creator, it could have missed the files. Even adding them manually does not always work. It is better to use the external archive.exe utility. Be sure to include the face gen data files in the meshes and textures folders (off the top of my head don't remember exact folder structure) to take care of the grey face. I don't know about silent voices, might need to include any SEQ files you made. Also, test the BSA as both compressed and uncompressed. Some file types work better when the BSA is not compressed. Link to comment Share on other sites More sharing options...
Elias555 Posted August 4, 2016 Author Share Posted August 4, 2016 (edited) Why won't this stop the spell, it just keeps casting? It's a concentration life detect spell. I want it to refresh the spell and I thought this would work since it's worked in the past. Scriptname AcePulsatingSpellScript extends activemagiceffect Spell Property TheSpell Auto Actor Property PlayerRef Auto Int Property Duration Auto Event OnEffectStart(Actor akTarget, Actor akCaster) OnUpdate() EndEvent Event OnUpdate() TheSpell.Cast(PlayerRef) RegisterForSingleUpdate(Duration) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Debug.Notification("done") ;fires UnRegisterForUpdate() EndEvent My goal is to make a pulsating(updating) detect life spell that can be toggled. I thought this would be easy but the detect archetype is giving me a headache. Edit: akCaster.InterruptCast()I had the tab open and thought I had already tried it, double checked and I hadn't. Edited August 4, 2016 by Elias555 Link to comment Share on other sites More sharing options...
Exurim Posted August 4, 2016 Share Posted August 4, 2016 How to export custom/modified skeletons in 3ds max? (2012/2016) Link to comment Share on other sites More sharing options...
MaxShadow09 Posted August 5, 2016 Share Posted August 5, 2016 I noticed that adding an ObjectReference property forces that object to be persistent. This means that if I'm pointing to a non-persistent reference from another plugin, my plugin will override it to add the persistent flag! This could cause problems if the other plugin has one or more patches overriding it. Is there a way to point to an ObjectReference from another mod without making it persistent? So it only loads when my script is running, like variables. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 5, 2016 Share Posted August 5, 2016 I noticed that adding an ObjectReference property forces that object to be persistent. This means that if I'm pointing to a non-persistent reference from another plugin, my plugin will override it to add the persistent flag! This could cause problems if the other plugin has one or more patches overriding it. Is there a way to point to an ObjectReference from another mod without making it persistent? So it only loads when my script is running, like variables.Yes.First you need to make sure that the other mod is indeed present and then you obtain their specific item. Here is an example: bool Function IsPluginLoaded(string sPluginName) int i = Game.GetModByName(sPluginName) If i != 255 debug.trace("YourModNameHere: Loaded " + sPluginName) Return true Else debug.Trace("YourModNameHere: Could not load "+ sPluginName) Return false EndIf EndFunction ObjectReference SomeObject Event OnInit() If IsPluginLoaded("SomeMod.esp") == true SomeObject = (Game.GetFormFromFile(0x00123456,"SomeMod.esp") as ObjectReference) EndIf EndEvent The hex number is the ID number of the object you want. For placed references, make sure you use the ID number for the placed reference and not the base object. Also, load order position is not a concern here, so the first two digits will always be converted to 00. Link to comment Share on other sites More sharing options...
MaxShadow09 Posted August 5, 2016 Share Posted August 5, 2016 Yes.First you need to make sure that the other mod is indeed present and then you obtain their specific item. Here is an example: bool Function IsPluginLoaded(string sPluginName) int i = Game.GetModByName(sPluginName) If i != 255 debug.trace("YourModNameHere: Loaded " + sPluginName) Return true Else debug.Trace("YourModNameHere: Could not load "+ sPluginName) Return false EndIf EndFunction ObjectReference SomeObject Event OnInit() If IsPluginLoaded("SomeMod.esp") == true SomeObject = (Game.GetFormFromFile(0x00123456,"SomeMod.esp") as ObjectReference) EndIf EndEvent The hex number is the ID number of the object you want. For placed references, make sure you use the ID number for the placed reference and not the base object. Also, load order position is not a concern here, so the first two digits will always be converted to 00. Nice. I see that could be used to dynamically add compatibility for certain plugins only when they are loaded. Thanks for the help! Link to comment Share on other sites More sharing options...
lofgren Posted August 5, 2016 Share Posted August 5, 2016 But if the object reference is not currently loaded and not persistent, will getformfromfile be able to find it? Link to comment Share on other sites More sharing options...
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