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Found 3 results

  1. In the Creation Kit, there is a count column for every resource. I can right click a form, select "Use Info", and a window pops up listing the cells where the references are located in the vanilla game. I can click on anything in the list, and that specific reference will load in the render window. So... the game (at least the Creation Kit) knows how many instances / references are tied to each form and where they are. In fact, I've seen this in FO4Edit too, as "Build Reference Info". My question is... can I replicate that result in Papyrus? I am working on a teleport mod that finds statics or furniture, moves a marker to there with offsets, moves marker to navmesh, then moves player to that marker. So far, the categories have been a little tedious to create, but not overwhelming. There are 20 Red Rockets (including filling station remnants and gas prices signs), and there are 13 power lifts on overpasses or tall buildings. Unfortunately, there are 60 bus stop shelter benches and 43 Pulowski preservation shelters. That's a lot of refs to click, load in the render window, and force to a specific ref alias in each refquest. I'm probably going to select a handful and ignore the rest. But what if a function automagically listed the 60 refs? My existing code could import them and the mod would be done within a week. I've seen requests for Find All References (not just of type or within distance) and I guess that's what I'm looking for too. Only it would be both loaded and unloaded refs. Does Papyrus have an obscure function that mimics CK's Use Info feature? If not, guess I will keep selecting refs by hand in the render window, but 80% of available options are going to be ignored due to time/work constraints. Here's a video of my WIP: https://www.youtube.com/watch?v=2oXbgoB4SZ8
  2. Hey all, I would like to write a script that will allow me to use the 'Update3d' function on all of the currently loaded NPCs when the player loads a save game. By currently loaded I mean all NPCs in the grid that loads around the current cell the player is in. I am planning on adding the script to my existing script, that runs once inside a 'getgamerestarted' check, so I don't need a whole script written. So, for example; scn myscript begin gamemode if getgamerestarted == 1 my script stuff new section that calls update3d on all npcs endif endMy script already does everything else I need in the 'my script stuff' part, I just need to know what to write in the 'new section' part. From what I have read I think I need to use an array, but all of the information I can find on the subject is well beyond my scripting capabilities. If somebody could help me out with this it would be greatly appreciated and you would be credited for your help. Thanks in advance, BayK
  3. So this is a problem I've never heard of and all problems I read about crash directly after the loading screen or something, but my Skyrim does something weird, I had just arrived in Karthwasten, when my Skyrim just closed, as it sometimes does, I just shrugged it off and started it up again, as always, and then I finished loading, and it looked like it was tabbing in and out quickly, I could see my Frostfall bars and my pointer, but the rest was black, at the sides there were those bars you see in some full screen games when tabbing out, this went on for a few seconds and I pressed Esc. the menu popped up and I though, why not load it again, I did so, and it happened again, only this time, it crashed before I could do anything, in the saves just before this save, it happened, but a bit later, and when I loaded a save from a different playthrough, it crashed after the loading screen, I have quite a few mods installed, but I never had this kinda problem before, it was after I saw the headless horseman, maybe he caused it? lol, but srsly, does anyone know what is wrong, because I don't know if it works if I just delete the latest mods, as that could be potentially dangerous and I don't want to just risk it.
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