Search the Community
Showing results for tags 'specific'.
-
Hello, I am looking for a moderator to ask them a question. I haven't been on the forums in some years but recently I came across an old weapon mod(more a weapon collection mod) that was on NV YEARS ago. The creator removed it and as far as his friend said passed away, not sure if this is true or not and I didn't want to pry out of respect and dignity. I wanted to take along a project to modernize, update, and restore some of the weapons as some of the weapons are stunning and also exceptionally well made. I am new to modding and I want this mod to be a magus opus for myself, I believe there is a form of it on ModdB but I don't really use the site outside of half life stuff so haven't checked. Anyway, I want to speak to a New Vegas Moderator about a few questions if someone can DM me?
-
As the title say I crash in very specific spots near Red Rocket and in Concord and maybe other places but I can't tell since I'm stuck there since I keep crashing. I've figured out the problem, It used to be that all of a sudden I could only have 70 plugins active at once or it would crash in these extremely specific spots no matter which mods so it's clearly not conflicts, but now all of a sudden the amount decreased and now I crash when I have what seems like any at all, because last time I tried it with just 38 plugins. This doesn't make sense, does anybody know what's going on?
-
I'm trying to make a class mod but I won't go into too much detail for the moment. All I want to know is if you can set spells to a Specific class instead of any class with Conjuration always getting a Summon Skeleton spell. Say, off the top of my head, one class gets a Scamp but another will get a Fire Atronach? That kind of thing? If it's unclear to you what I mean let me know, thanks in advance.
-
Hi, guys! I am in really deep crap out here. I was looking for solution everywhere but nothing could help me. I was playing my RP gameplay, like always, and then I found out that neither alchemy station nor enchanting table nor worbench nor grindstone nor almost EVERY other activeable clutter work properly. I mean, I can enter the menu but this is connected with instant exit. My character just back off like I pressed 'tab' but I didn't. When I want to have a rest on a chair in Dead Man's Drink I sit and then just stand up. Okay, I can live without using furniture but darn, I want to enchant my shotbow, brew a potion or polish my dagger on a grinstone. I have an idea. Maybe disabling those specific animations can help? How can I do this? I would be most grateful for help. Sorry! I found a solution. I had to reinstall Immsersive Beds mod.
-
All right, so I have a very specific house mod in my head, which will leave very little room for modder creativity, but very specific mod requests tend to be fulfilled more often anyway, so here it goes. The location doesn't really matter, but somewhere in the mountains is ideal. It should be underground, and marked by a statue of something, preferably a serpent. There should be two main bedrooms, one for the player and their spouse with a double bed, some, an enchanting table, and a bookshelf; the other is for my char's kid (you don't need to make it Hearthfire friendly, my kid is just some random kid I kidnapped using a mod that lets anyone be your follower :laugh:) which should have a bed, and a practice dummy. There should also be a large table with about a hundred chairs around it, two of which are more decadent than the others. There should also be a smithy, a library, and an alchemist's which don't need to be more than the crafting supplies in a small room. Then there's the bedrooms for followers. These are the most demanding task by far, what I want is a large amount of rooms, each with a double bed and a single bed. All of the beds should add up to enough for all the chairs around the table minus three, which means a third as many rooms as their are chairs. almost. Math isn't my strong point. Anyway, thanks in advance, and hopefully someone makes this!
-
So I've played Skyrim and the entire Elder Scrolls series for a long time, frankly too long. I have been downloading mods to make my Skyrim different in time. But what I really need is a mod that let's me choose clothing and armor presets for NPCs. NO, I don't mean a mod for changing the default follower armors! I mean Like making preset armors that changes all the Legion soldiers and more. No, not a soldier overhaul, I mean me myself, in-game, in a menu, choosing preset outfits that all the Imp soldiers will wear, not just the soldier, but civilians too, storm cloaks, main characters, maybe even DLC characters. I'd hope if this mode cam to be that the one who made it would make it compatible with choosing clothing from other mods. If my concept is no clear then PLEASE say so! I need this mod, no, not want, I NEED! Also, comments saying things such as "Bro that's a cool idea." does.not.help. If you plan on making this mode then please post it so I can know somebody is at least doing SOMETHING! I'm not a modder, I would bu I suck at it and I son't understand it. Please, some one, anyone, do this for me, not just for me, but for all of Nexus!!! Thank you.
-
So I'm getting ctds at three spots that I know of so far: -Farm area near Whiterun -On the road South of Riverwood -Right outside Windhelms gates I'm trying my best to find out why I'm getting ctds like this, but any help would be much appreciated. I'll attach a .txt file with my load order ala Wrye Bash.
-
My specs: 6GB ram Win 7 ultimate 64-bit CPU Intel Dual-core E5700 3Ghz AMD Radeon HD 6670 My problem: At some specific interfaces it crashes after tooltip is closed (Until now, Found out Workbench and the one where you craft leather/leather strips, etc). My BOSS log: My load order: TES5Edit log: https://www.dropbox.com/s/yek6rti6ctl3arg/TES5Edit_log.txt (Was too big and crashed my firefox)
-
I am getting CTD at very specific locations in the game and would really love to be able to play again. Location #1: Hamvir's Rest, where the master draman skeleton is located (via Immersive Creatures mod). Location #2: Volunruud in the room with the draugr scourge who guards one of the ceremonial weapons. The game crashes 100% of the time within a couple of moments of being in these areas. I'm sure there are other areas that have similar CTD issues, these are just the first two I've noticed. My game is heavily modded so I've included a screenshot of my load order. I've used TES5Edit to clean my files, BOSS for the load order, and Wrye Bash to rebuild bashed patches with each new mod. Any ideas what could cause this?
-
Need information/help on my script
HappySlapp posted a topic in Fallout 4's Creation Kit and Modders
I need some help on what I think may be a potential memory leak waiting to happen, the problem is I don't know if it would or wouldn't actually cause a memory leak, here's the script that I'm concerned about: Scriptname zYAS_Manager_Skills Extends Quest Float Property TimerEventInterval = 1.0 Auto Int Property TimerEventID = 1 Auto {MCM EDITABLE VARIABLES} Float Property fSkillAttributeMult = 2.0 Auto Float Property fSkillsTagMult = 15.0 Auto ActorValue[] Property Attributes Auto Float[] Property AttributeValues Auto Struct SkillStruct String _id ActorValue _skill ActorValue _attribute Float _skillBase Float _attributeBase Float _attributeValue ActorValue _skillEffect EndStruct SkillStruct[] Property SkillsArray Auto Function RegisterNewSkill(String asID, ActorValue avSkill, ActorValue avAttribute) SkillStruct _newSkill = new SkillStruct _newSkill._id = asID _newSkill._skill = avSkill _newSkill._attribute = avAttribute SkillsArray.Add(_newSkill) EndFunction SkillStruct Function GetSkillStruct(String asID) Int _index = SkillsArray.FindStruct("_id", asID, 0) Return SkillsArray[_index] EndFunction SkillStruct[] Function GetSkillStructsByAttribute(ActorValue avAttribute) Int _index = 0 SkillStruct[] _returnStruct = new SkillStruct[0] While (_index < SkillsArray.Length) If (SkillsArray[_index]._attribute == avAttribute) _returnStruct.Add(SkillsArray[_index]) EndIf _index += 1 EndWhile Return _returnStruct EndFunction Function ReevaluateSkill(String asID) Int _index = SkillsArray.FindStruct("_id", asID, 0) SkillStruct _thisSkill = SkillsArray[_index] Float _difference = 0 If (_thisSkill._attributeBase != Game.GetPlayer().GetBaseValue(_thisSkill._attribute) * fSkillAttributeMult) _difference = -(_thisSkill._attributeBase - Game.GetPlayer().GetBaseValue(_thisSkill._attribute) * fSkillAttributeMult) _thisSkill._attributeBase = Game.GetPlayer().GetBaseValue(_thisSkill._attribute) * fSkillAttributeMult EndIf If (_thisSkill._skillBase != Game.GetPlayer().GetBaseValue(_thisSkill._skill) + _difference) _thisSkill._skillBase = Game.GetPlayer().GetBaseValue(_thisSkill._skill) + _difference EndIf If (_difference != 0) Debug.Trace(_difference) _difference = 0 EndIf Game.GetPlayer().SetValue(_thisSkill._skill, _thisSkill._skillBase) If (_thisSkill._attributeValue != (Game.GetPlayer().GetBaseValue(_thisSkill._attribute) - Game.GetPlayer().GetValue(_thisSkill._attribute)) * fSkillAttributeMult) _difference = (_thisSkill._attributeValue - (Game.GetPlayer().GetBaseValue(_thisSkill._attribute) - Game.GetPlayer().GetValue(_thisSkill._attribute)) * fSkillAttributeMult) _thisSkill._attributeValue = (Game.GetPlayer().GetBaseValue(_thisSkill._attribute) - Game.GetPlayer().GetValue(_thisSkill._attribute)) * fSkillAttributeMult EndIf If (_difference != 0) Debug.Trace(_difference) Game.GetPlayer().ModValue(_thisSkill._skill, _difference) EndIf If (Game.GetPlayer().GetValue(_thisSkill._skillEffect) != (Game.GetPlayer().GetValue(_thisSkill._skill))) Game.GetPlayer().SetValue(_thisSkill._skillEffect, Game.GetPlayer().GetValue(_thisSkill._skill) * 0.01) EndIf EndFunction Function ReevaluateSkillsByAttribute(ActorValue avAttribute) SkillStruct[] _theseStructs = GetSkillStructsByAttribute(avAttribute) Int _index = 0 While (_index < _theseStructs.Length) ReevaluateSkill(_theseStructs[_index]._id) _index += 1 EndWhile EndFunction Function CheckAttributesForChange() Int _index = 0 While (_index < Attributes.Length) If (AttributeValues[_index] != Game.GetPlayer().GetValue(Attributes[_index])) ReevaluateSkillsByAttribute(Attributes[_index]) EndIf _index += 1 EndWhile EndFunction Event OnQuestInit() StartTimer(TimerEventInterval, TimerEventID) EndEvent Event OnQuestShutdown() CancelTimer(TimerEventID) EndEvent Event OnTimer(Int iTimerID) If (iTimerID == TimerEventID) CheckAttributesForChange() EndIf StartTimer(TimerEventInterval, TimerEventID) EndEvent I'm more specifically concerned about one section in particular: SkillStruct[] Function GetSkillStructsByAttribute(ActorValue avAttribute) Int _index = 0 SkillStruct[] _returnStruct = new SkillStruct[0] While (_index < SkillsArray.Length) If (SkillsArray[_index]._attribute == avAttribute) _returnStruct.Add(SkillsArray[_index]) EndIf _index += 1 EndWhile Return _returnStruct EndFunction And even more specifically, this line in particular: SkillStruct[] _returnStruct = new SkillStruct[0] I'm afraid it's actually legitimately creating a new copy of "SkillStruct" every single time that line is ran, would this be the case, or would the function automatically discard it from memory in some way? Any help would be GREATLY appreciated.- 5 replies
-
- information
- help
- (and 6 more)
-
Ok, so I was wondering if anybody knows how to make lighting specific to a certain part of a cell? Like the cell I currently made has one light, it's a dwarven neon light and it´s placed right at the entrance of the cell, but it lights up the rest of the room in the cell, and I want to make certain parts of the cell more darker than others. At the moment I only have a room that extends out from this small hallway with the light and I plan on making more hallways that extend out of the room, I want to make the room less brighter as it's completely bright due to this one light I have placed, I also want to do the same with the hallways as I fear the they too are going to be all lit up from this one light. So I was wondering if anybody could help me with this and figure how I could make certain parts more darker than others and vice versa.
-
Hello! So in a specific area I have this huge lag spike, that I can only eliminate by looking at the ground. The area is near Whiterun on the road between Honningbrew Meadery and the Pelagia Farm. The problem seems to be eliminated near the Western Watchtower and Fort Greymoor. Load order: All help is appreciated!
