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A.J.

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Everything posted by A.J.

  1. EDIT: yes you were right, it wasn't initialized. Also I did a lot of mistakes with these multidimensional things, I will go back and start from scratch. Thank you
  2. This:                 Let antQuest.arAnimName[iCat][iCounter] := sAnimName ... spams errors in console, about Let which can't do that. Tried with StringTo on sAnimName, but it doesn't solve, I more think it is because it's a quest.array, while the Let would appreciate a local array...   Could someone script me the correct line to declare a temporary local array and assign to my real array, to see if it solves my problem? I'm afraid to make the contrary, to put null values of the temporary array inside the values of the real array...   OR tell me the reason why it spams errors, if you think it's not because it's a quest.array
  3. that's pretty clear, thank you Doctasax.
  4. I can do it in a different way, using workarounds passing parameters etc.etc. But still I would like to understand what you mean, I'm pretty curious about how to pass this kind of parameters with pre-constructed strings.   "You could park the UDFs in a formlist or array" so you mean creating an array of strings, these strings are the names of the UDFs, and then I "Call arMyArray[number]"? or you mean something else I don't get?
  5. I would like to build the name of an UDF to call on the fly.   Something like this: Let sUDFName := "prefix" + $iCounter + "suffix" Call sUDFName so it will call a different UDF based by the actual value of iCounter   But I can't make it work. I enabled CO and it still doesn't parse that second line. I tried to add StringTo (Call $sUDFName), same result: "EXPECTED USER FUNCTION"... Is there a way to do that? I thought CO was making the trick
  6. D.C Subway - by Rez

    of course it doesn't tell me anything, Rez! I trust your mods no matter what people report... But excluding this, usually people tend to make compatibilities for the big old ones, for example I always try to check DC / NV interiors and AWOP. My concern was coming from the fact that this carriage mod is pretty recent compared to "big old ones" like busworld, so if people make a mod for the metro it's more probable that busworld is more compatible than this last carriage thing.   But if it adds new places, then it's impossible to have issues
  7. D.C Subway - by Rez

    I'm doing a new playthrough with FO3 (amazing...) and I would like to try these ones. But of course I didn't understand well and I need more explanation. The restored metros are brand new cells? because I run Metro Carriages (it's like Busworld) so I would like to understand what happens...
  8. ...far from home elephant gun let's take them down one by one...

  9. Clean Quick Saves

    does it work with GTA 5?
  10. I had another idea for the headtracking. Place the "camera" just a bit more far away than the actor which requires the headtracking. I.e. you have actor A which needs to headtrack actor B, but instead it looks the camera, you place camera just <very small value> units more far than actor B, then tweak the headtrack max range via script so that it is == to the GetDistance between actor A and actor B. With some rounding, of course, some margin of error. And at the end of the cutscene you restore the original headtrack range   EDIT: oh well your actual solution probably is the best
  11. Could be wrong of course, but I don't feel it's possible. I dug stuff about headtracking few weeks ago because I wanted the headtracking mod like in skyrim, but unforunately I didn't find anything to handle it (except the flag on the package and the look function)   However, if for some reason you must avoid a npc to look at the "camera"... your camera could temporary raise Sneak to <some big value>, crouch in sneak mode, maybe CIOS a stealthboy too... with some luck noone will notice the camera
  12. headtracking off + forcing them to look at the other npc via script with Look?
  13.   female animgroups are a subfolder of the male ones, the subfolder is called \female
  14. Curious: Why Is Sexout Based Around A Female Pc?

      I was reading some post a couple of weeks ago, so bad I can't find the link again. Anyway... well, the person who did it made a study on (2000?) games in the last (20?) years and was highlighting how this changed in the few last years, the ratio increased to around (40%?). This % was pretty high because it was including those games where you can custom your character, so they were counting both for male than female. Those numbers show how the games that impose a male character are dropping drastically in favor to character customization or choice between pre-made M and F characters. I foresee less and less forced Shepards in the future. And I'm happy for that. I can't say I'm a gamer since 99% I play TES and FO so I don't have a lot of experiences, but this is what happened not a long time ago. Since I'm in love with open worlds, I played Farcry 3 and... oh god, for me the whole game has lost a good 80% of its charme just because I was roaming around in the clothes of a dumb-young-B-Movie-Holliwood-star-surrogate. Everytime I was enjoying some amazing landscape, my dumb alterego was making some annoying comment. And since the voice of that actor was also really annoying (like it happens in many translated games), that made the experience twice worse. Terrible, just terrible.
  15. WHAT NATIONALITY YOU (REALLY) ARE?

    Norway passport? mmmh, somewhat I was feeling that
  16. ...Ἄνοιξε τά μάτια στνή ἐλευτερία...

  17. Nice! This now explains why it works for me. Mic settings in Windows were changed to Mix Audio some time ago, so it's like if I have no more a mic input. A good trick to remember
  18. I had it too, once, and I have Windows 7. Since always.   However, now that you show this, I admit I never had it since a while... I don't know when it stopped. The only thing I can assume is it stopped once I placed the FonixData in the right directory   EDIT: no, I tried without fonixdata. Still no issue. Oh god, it solved on its own at a certain point and I don't know how... I didn't change computer or something like that...
  19. ...let the seasons begin, take the big king down...

  20. For 1) what you wrote is essentially why I erased saying it was dumb it was mainly because I tend to stick with Start Game Enabled quests since I had problems in the past in them not firing correctly all the times. However another secondary quest with script could run a gamemode that checks continuously the state of the quest, but... I'll see. And for 2) you are right, it deserves an attempt. Such an easy solution that I completely didn't think about it :-O thanx
  21. Thanx, I had really a blank hole in my mind about Gamemodes. By the way, I thought to a trick for these scripts. After the gamemode script is completed and working, it wouldn't be bad to hide EVERYTHING behind a If Getquestrunning myquest condition, since the script is useful only if I will start the quest, and it will stop when the quest is completed. However, it is a If - else block which is long 300+ lines, I'm not sure if they can be that long... EDIT: mmmh, still need to think about it, it seems dumb   About goons, unfortunately they can't be closer. It's a worldspace, so they are all scattered around. Some are in internal cells too. My idea was to flag them via script when GetInWorldspace, so that "theoretically" they all were spawning only the moment I was entering that new place, and not influencing game prestations in other places like Mojave. For now I will leave them in this way, let's see if in the future I'll find how to handle a flag like that
  22. Not the scripts, but their behaviours. When you have a crowded zone, the game starts stuttering. Of course graphic (when an actor is rendered, when he moves / fights / shots etc.) influences a lot, but I'm wondering if even their behaviours slowdown.   I need to explain the situation, because it's blurry in this way... I have some npcs which are alarmed via radio if their leader is attacked. Of course it's "fake", it's a script that triggers a guard package on them in case the leader is under attack, so they'll move to reach him because the package has a 512 range.   Problem is, they are some cells far away. If I don't flag that, they won't come. They probably will come if I go closer to them first, so that they render, and then I attack the leader. Instead, if I check that flag, they will come. This is what came out from my tests.   This, for me, means that flag allows their behaviours to be processed even if they're not rendered, like they sandbox etc.etc. even if I don't see them. So I must check that.   Now, you know, when you are with a crowd of people, your game can stutter, you easily notice it when you install those mods that increase people around the Mojave. Of course if they are rendered, if there's some graphic involved, that will slowdown, it's pretty obvious. But what I'm wondering here is if the fact their behaviours are processed but not their graphic (I still didn't get close to them) could still stutter the game. I personally have not slowdowns, but I'm playing vanilla and this quest scripts are becoming a bit long to handle, I have a lot of gamemodes, so I'm trying to find any possible ways to optimize everything I can...   So, to open a parenthesis about optimization, I would like to introduce this new question too. I often use quest vars on fake quests, just to store values, and I know they work even if the quest isn't running. But what about Gamemodes? God, I can't really remember this... Does a gamemode stops cycling if I stopquest?
  23. Texture issues with custom body mesh

    I lied, because I wanted to win those 5 bucks... I already tried it... *lol*
  24. A couple of doubts that came into my mind. PROBABLY the engine handles it, but... I don't know.   And this one probably is for those who know the engine's mechanics deeply. If a script does some (let's say) "active actions" on a null ref, it will probably lead to a CTD. But what happens if a script does the same to a ref which is a killable creature/actor, after their death and after some days, when the corpse is despawned? Does marking as Persistent Ref helps to avoid issues? Is a Persisten Ref really persistent even after death or it is cleared as a dynamic ref?   Also, how much the "No Low Level Processing" affects the game's prestations? Someone knows if there's a way to activate that flag via script in a specific moment, so to reduce the impact on the performances?