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jaam

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Everything posted by jaam

  1. Unique character

    Using the OnEquip event would replace adding a script to every NPC.
  2. SexoutSewerSlave

    No. This one you should blame on NVSE I think.  
  3. Sexout Tryout

      Careful. Fix all FormID first, and remove the old master last. For this removal, use "clean masters". Until "clean masters" remove the useless master there are references to fix. Also, every time you use clean masters, save , quit and reload.
  4. Download the 32 bit version of FOMM, not the "anycpu".   If you want OBMM and it is also an "anycpu", you will need to convert it to 32 bits only.   apply this (http://forum.step-project.com/topic/6214-howto-use-creationkit-from-mo/) but to obmm.exe and not papyruscompiler.exe.  
  5. Upload a test esp that generate the issue please.  
  6. In vanilla or only with NVSE ?
  7. FALLOUT GETTING STARTED

    In non hardcore mode they are essential.
  8. MCM problems

    MCM will not activate if there isn't at least one mod using it.   Also the default MCM.dll will crash on the NoGore version of the game. In that case, you need to replace it with the alternate MCM.dll from the Nexus page of MCM.    
  9. NVSE Extender (aka NX)

    Yes, but your MCM will show them. (I know writing the MCM will take far more time and energy than the core functionality )
  10. Use GetSourceModIndex:   if GetSourceModIndex MyRef == 255   ; It is a temporary ref endif        
  11. NVSE Extender (aka NX)

    Dangerous? No. You "just" have to write an MCM to manage it
  12.   First, set your load order and mod selection as you want it. In the Load Order menu, click export and name the resulting text file.   Every time you want to restore, in the Load Order menu, select import and your text file.
  13. Start steam before launching the game.  
  14. Crash on the Exit

    The latest downloadable version of the runtime is ok. It will adapt to the OS on install.  
  15. FNVEdit ? It never modify time stamp. Or you mean after GECK has modified it, then the plugin ends up at the end?   What I do is I keep my load order exported in FOMM, and every time something change, I re import.
  16. Defeat

    Don't listen to that.
  17. Don't touch it. That's to resolve some issues with the game engine.  
  18. Try viewing the CoSave with that : https://code.google.com/p/skyrim-plugin-decoding-project/source/browse/TES5Edit/releases/TES5Dump%20experimental%203.0.33/TES5DumpAndSavesExperimental-r1899-3.0.33.zip
  19. it's a rename at the file level (to .bak or .tmp), not a rename save internal to the engine, if I make myself clear.  
  20. The game rename the old and create a new file. Same for NVSE if I'm not mistaken.  
  21. Fertile Breeder

    I would say that the creature skeleton or head lacks the bone the glasses are trying to attach to.
  22. It inject the file system as defined by the selected plugins in the current profile. That requires intercepting all system call that relates to file and/or directories parsing.
  23. MO cannot support 64 bits because injection in 64 bit is totally different and the amount of work required for two or three tools is "too much". As for why it needs injecting, well without injection, there are no plugins existing. The whole purpose of MO is injecting your virtual game directory in the file structure of the running tool.   By the way, the anycpu version will run in 32 bits on a 32 bits operating system. Also, the "trick" used to force Skyrim compiler to run in 32 bits should work just as well for FOMM.    
  24.   Yes, you're right. I forgot that "little" limitation.
  25.   try GetStringGameSetting SetStringGameSettingEx