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Found 13 results

  1. In LOOT For example for Dead Money it says "FNVEdit found 403 ITM records and 51 deleted references. A guide to cleaning plugins using xEdit can be found here." I went through MO2 and unchecked every single mod and then opened LOOT again and it still says the same thing. I do still have NVSE installed though. This is my first NV playthrough and I'm pretty new to modding. Is this somtehing I can ignore or do I need to fix this? And if I need to fix it would do I need to do? Thanks
  2. EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
  3. 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
  4. Okay. I've run into a snag for my Glowing Items "revival" project from last week (the mod in question is here). The original mod author had the bright idea to use FormLists to help control which objects in the cells get painted with an effect shader (he only used it for painting Stimpaks, but still), and I wanted to give it a try for everything else... It didn't work as expected. I'm using the IsInList function to attempt to check a list of items I'd like to be painted by the mod's scripts, but it seems that this function doesn't check for object references in the list but just base forms (whatever-that-means). I tried using ListGetFormIndex in conjunction with some midling boolean algebra... no luck there, either. I even tried using both ListGetFormIndex AND IsInList checks connected by an OR operator, still nada. I then tried listing out a chain of checks for the reference being an instance of specific item ids connected by OR operators. This worked with mixed results (some of the items listed didn't glow until I took them then dropped them from my inventory)... but it doesn't make for any sort of clean code at all. I've looked into whether arrays were implemented in the Fallout 3 scripting system or FOSE... but it's only been implemented in NVSE, in a system for another game. Also, there's another reference-based function called IsRefInList which I'd like to try, but that too is only used in NVSE. It's starting to look like I can't do this the easy way. The first easy way (FormList checks) didn't work and all I have left is the VERY messy way (ItemID checks). My question is this: is there some way in either FOSE or the base Fallout 3 scripting architecture to successfully check an object reference from GetFirstRef and GetNextRef against a FormList? If there's some kind of type-casting to be had from a reference to a base form, that would likely do the trick, but it's late and I have yet to find such a thing. Another thing that might work is some way to easily unpack a FormList and check each element, but I don't see this being a very good way to do it as there's no "for" or "foreach" loop to speak of in Fallout 3 (NVSE has a "foreach" for arrays though). I'm running out of truly viable options for checking a list of items for the mod to paint. Thanks in advance for any pointers and suggestions... I'll be in the corner cursing at my computer for being dumb.
  5. Say I have a scripted NPC type object with over 1000 references in the world.How would I make it so I can store in the savegame file the variables info for each reference of the object in the world.For example,if I have a "int DoOnce"(and a block of code that repeats only once) in the script,can I make it so every reference in the game has its unique DoOnce variable value stored in the save file,is it possible?
  6. Hi, I want to understand what is the dimmension of a normal Wordlspace by default and to compare that size to whiterun. Also I want a big island to have room for a couple of cities and villages, what dimmensions should I use to have enough room for all this. Has anyone tried to make a sewer system on the island in a city without a load door? What are the best tools to make something similar to what i already have?(sample picture in the link bellow) Also is it possible to create a tunnel without load door using the teraforming tools? Link picture:https://s4.postimg.org/gu8dzajvx/Island_waterfall.png Thank you for anyone willing to help
  7. I'm generally used to creating mods in the Creation Kit, then editing/cleaning them in FO4Edit (due to the nice xEdit comparison, various scripts available, etc.). However, this is the first time I have ever created a mod which added an object to a cell and I did it as follows: Created a new wall safe object in the Object Window Located the proper general location in the Hubris Comics interior cell in the Render Window Dragged and dropped the new wall safe object from the Object Window onto a wall in the Render Window (it immediately positioned exactly where I wanted it - lucky me) Edited the properties of the new wall safe object in both the Object Window AND the Render Window (certain properties only seem to be available when editing the object in one window vs. the other - I'm guessing this is intentional)Anyway, tested everything in game and it all worked flawlessly. However, being the OCD person I am, I had to of course run this through FO4Edit to see what issues might be lurking... This is where I was a little blown away. Even though I only edited the properties of the object I dragged into the cell, apparently the process of moving around in the Render Window and selecting a couple of objects to make it easier to pan around, added "all kinds of crap" to my plugin. I immediately applied the cleaning filter, deleted ITM records, and then cleaned up objects placed into the world that I didn't place into the world (how the heck does that even happen just from moving around in the Render window??). At this point, I am only left with what appear to be some Reference Conflicts in the HubrisComics01 cell block. Strangely though, it almost looks like they aren't really conflicts, but a bad comparison, kind of like when you run two text files through an old Compare program and it looks like things were changed, but they really weren't. The text is just moved around or something in the comparison is highlighted wrong, but in fact the two text files are identical. Seems to be "similar" in my screenshot below: http://imgur.com/2spuhgn You'll notice that the object Ref IDs, names, placements, attributes, etc. are all the same - they are just in different positions in the two lists. Look at MS04SilverShroudHoldingContainer as an example - at the top of the list under the master ESM column, but at the bottom of the list in my mod's ESP column. I opened them both up and there are no changes I could find. The ONLY thing that seems to be different is the XPRI Reference #. Whereas MS04SilverShroud... had an original XPRI Reference # of 84, it now has one of 166. Otherwise, no differences. So, I guess my question is, do I even care? Is this a case where FO4Edit just isn't quite where it needs to be yet? I'm on the latest version, downloaded this past Wed if I remember correctly, which did fix some other improperly marked issues that is no longer the case with the update. Is this just the same thing and I can safely ignore these particular conflicts (whether real or imagined by FO4Edit)? If I do care, how in the world do I fix it? Spent an hour looking at various scripts and options. Then spent another hour manually deleting the references in my ESP (which I won't be doing again as it had no negative or positive effect in game). And, to get to the root of the problem, how did I cause all this crap to begin with simply by moving around in the Render Window and dragging and dropping one object? Holy cow that's annoying... Thanks for any thoughts/help!
  8. So, I recently started modding Skyrim with little knowledge about what I exactly wanted. This resulted in me uninstalling quite a bit of mods. Recently, I've started to experience CTDS which I've only had once since I completely reinstalled skyrim last night. But also, I'm getting a lot of errors in my papyrus logs which leaves me to believe that this is the reason for all my problems. I've installed all my mods without error this time, and the only errors I am getting are in my papyrus log. Also, I have an issue with my save where I also cannot move at all, but can jump, sheathe and unsheathe, open my inventory, etc.. This papyrus log consists of me loading my main character, as well as switching over and starting a new game up until I enter the Keep with the stormcloak. All the mods in the papyrus log that receive an error are mods that I can recall uninstalling before I reinstalled skyrim last night. http://www.mediafire.com/view/78unx2yj4abaade/Papyrus.0.log Here's my dxdiag http://www.mediafire.com/view/71y3t7jp8m8uu8l/DxDiag.txt My Load Order Skyrim.esm Update.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espFalskaar.esmWyrmstooth.espHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espDaggerCraft.espdD - Realistic Ragdoll Force - Realistic.espWATER Falskaar.esplilithssickle.espJKs Whiterun.espSMIM-Merged-All.espktxcompleteskyforge.espDrow Armor Set.espWATER DG.espImmersive Sounds - Compendium.espSaderHorses.espScopedBows.espBetter Dynamic Snow.espSkyUI.espSkyTweak.espWATER DB.espWATER.espDual Sheath Redux.espDual Sheath Redux Patch.esp I ran Loot through Mod Organizer and I get no warnings/errors. As you can see, I'm pretty new to modding, but I believe my save is corrupt, unless someone can point me in another direction. I was wondering if there was a way to make a new save and keep the quest line? I know how to use basic console commands to get all my items back, as well as my level/perks, but there's no point if I have to redo the entire questline I have going on, again.
  9. Hello Can someone check what is wrong with my script. I can save it but it isn't have any effect in game scn qsz1 Begin gamemode if (aaqszaa.getdead == 1) rewardxp 500 endif endIn attach i pointed what could I have done wrong
  10. I have a letter delivered by the courier that activates a certain quest requiring you to kill someone. I placed this 'someone' in Hilgrund's Tomb, and disabled it by default. How do I make this reference enabled with the use of a script in the note's alias? I already set it so that reading the note advances to the 'kill guy' objective. Please help! I have no idea what I'm doing!
  11. Is Sybille Stentor the Sybil of Stendarr ? If so how come a vampire becomes the messenger of Stendarr? It is an oxymoron or perhaps it's not...everything have been done in purpose, a purpose far beyond our understanding! References to Necronomicon have been subtly injected within the lore of TES...all you have to do is search information about Hermaeus Mora realm, Mehrunes Dagon, books "the changed ones", "Monomyth", "Deep Ones", "Incident at Necrom"...
  12. Hey guys, Has any of you used the Vanilla keyword "MustPersist" on some custom armor Form to force Inventory Safe Persistence? Is it reliable in the long run? I have a scripted piece of armor which needs to run some functions onEquipped and onUnequipped - this works fine for newly crafted objects, but once the object has been stored in an Actor's inventory for a while, it stops working of course. I'm looking for a safer way to force its persistence than dropping it then picking it up - this armor form is a ring and of course the terrain will swallow it as soon as you drop it. This Vanilla Keyword "MustPersist" is used only on WorkshopWorkbenches in the game - so obviously it's not intended for Inventory Items. Anybody used this keyword on MiscObjects, Weapons or Armors? Many thanks in advance! :)
  13. So, I know that in order to make a patch in the CK all your masters must be in the ESM format, not just flagged as ESM. When I am done making the patch what's the best/easiest route to take in resolving the references back to the ESP?
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