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A.J.

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Posts posted by A.J.



  1. Disabling it on MCM didn't really affect much.

    Well, good then if you figured it wasn't the cause, one less to think.

    If only every mod had a "Enable" switch in game, it would be so fast to test things :lol:

     


    Blind was indeed the issue

    For those who have a weak system, the MCM allows to configure the workload generated by the mod during cell change.

    Under "Advanced settings", reducing "Depth" reduces the radius of the scanner (and so the workload). Other parameters that influence the workload are "Smoothness" (smaller values = more workload) and "Scan Frequency" (smaller values = more workload)

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  2. AJ, this mod is fantastic. It's a shame that it didn't get the attention it deserves. I won't play without this anymore!

     

    The possibility to craft "havok"-ed containers is pretty awesome too.

     

    Thank you :)

    I admit I never tested on DLCs, so if you'll have a chance to plant a flag on a DLC world please drop me a line if you have issues

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  3. When you uninstall a mod, the save will be cleaned when you make a new clean save.

    However, if disabling it via MCM doesn't solve your issue, then it means it's not the cause.

     


    script jerkiness

    Only if your game has something wrong. On a "normal" system, the performances are ok, the loss is not much perceptible

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  4. Is there a mod that replaces all guns with bows and swords?

    Never heard of an overhaul mod like that. If you really want swords and bows, I think the best deal would still be going back to TES world, than remove every gun from Fallout. But you can still play as someone who decided to not use guns - Andale was one of my first goals, so that I could take the crossbow over the fridge...

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  5. it would be awesome if it came in glossy or matte shades, or become a lip mod

     

    They are very bright, I can't define that "glossy", it's how shaders are and usually it can't be changed, they can't be in any other ways. But due to the little things we can do, in general, and due to the huge limits the engine has, I still consider a lipstick like this a big result :lol:

     

    It also can't be a lip mod because it would be a completely different mod :(

    To make a comparison, it would be like asking for a eye mod on a thread about sunglasses

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  6. Small Animator [Fallout New Vegas]

    View / Download File

    ---------------
    Introduction
    ---------------

     

    This is like the... third or fourth animator I do. It's a tool I use often, and everytime I find they can be done better so I redo everything from scratch...

     

    However, this time I feel this is my Definitive Animator and probably the only one I'll update (especially if Lutana will have changes).

     

    -------------
    Description
    -------------

     

    In short, this mod gathers the animation files installed by other mods and allows to play them on the player or to some target. It is fully configurable via MCM. After being installed, it will be disabled by default, so it needs to be enabled via MCM, as the Welcome message will warn. Inside MCM, under OPTIONS, you can select I NEED HELP to gather few more infos about the mod, directly in game.

     

    To acquire a target, you need to point to an actor and TAP the Main Hotkey (Default I). If no actors are present, Player will be selected as target.
    HOLDING the Main Hotkey will call the Idle menu. The animations are chosen scrolling with W/S or mousewheel, then to confirm TAP Main Hotkey again or press left mouse button.
    Loop mode ON / OFF can be chosen with Grab (default Z)

     

    ------
    Video
    ------

     

     

    ------------------------
    Gathering animations
    ------------------------

     

    By default, the mod will load only the animation files inside its subfolder "aSA":
    Data\meshes\characters\_male\idleanims\aSA
    I included a bunch of files in that folder, just to try the mod on the fly. They require a compatability skeleton.

     

    However it is possible to tell the mod to gather the other animation files on its own: on MCM, under OPTIONS, there's "Use all IdleAnims subfolders", after selecting this option it will be possible to choose which subfolders to include, choosing FOLDERS on the left menu

     

    ------------
    Requisites
    ------------

     

    NVSE 5beta2+
    Lutana
    UIO
    MCM
    (Optional - but, in general, strongly suggested) - some compatible skeleton, like Deedes, Astymma or BodyMorph.

     

    --------------
    Default Keys
    --------------

     

    >>> IN GAME
    Main Hotkey (Default I) >>> TAP: acquire target; HOLD: open Idle Menu
    Reset Hotkey (Default O) >>> TAP: soft reset; HOLD: hard reset
    Trigger favorite animations: Numpad 1-9

     

    >>> IN IDLE MENU
    Forward / Backward or Mouse Wheel: scroll up / down (mousewheel is faster)
    Grab: Loop mode ON/OFF
    Confirm: Main Hotkey (Default I) or Left Mouse Button
    Bind favorite animations: Numpad 1-9
    Hard Reset: Reset Hotkey (O)

     

    >>> IN HUD CONFIGURATION
    Follow the infos on the screen

     

    -----
    Q/A
    -----

     

    Q. An example of how to use it?
    - Download an animation mod (i.e. search POSE in some mod repository and you'll find a lot of them.
    - Extract the content as you usually would do, but don't activate the ESP since you don't need it.
    - Go in game, go in Small Animator MCM.
    - In the first sub-menu OPTIONS, choose "Use all IdleAnims subfolders"
    - In the third sub-menu FOLDERS, check that the pose mod's folder is checked (every folder should be checked by default, so in case un-check those you don't want to include)
    - Go back in game, keep I pressed and choose on the menu the pose you want to trigger. Enjoy!
    - Eventually, download more poses / animations and follow the same procedure.

     

    Q. Can the menus be more responsive?
    - Go in MCM - OPTIONS - SMOOTHNESS - Reduce that value

     

    Q. My computer's old!
    - Go in MCM - OPTIONS - SMOOTHNESS - Increase that value. The mod will be less smoother but will eat less resources.

     

    Q. I quitted MCM, a sign appeared on the screen "LOADING ANIMATIONS", it leasted some seconds, during this time I couldn't move, everything was freezed.
    - You probably loaded 5000 animation files in 200 subfolders, like me. Reduce them in the FOLDERS menu.

     

    Q. Why should I hold the button for so much time?
    - Why don't you reduce that time? :lol: MCM - OPTIONS - HOLD TIME - Reduce that value for your heart content

     

    Q. I'm trying to trigger a first person animation, but everytime it kicks me in third person!
    - MCM - OPTIONS - Uncheck FORCE 3RD PERSON

     

    Q. I don't like the position of the list / the fonts used..
    - MCM - OPTIONS - CONFIGURE HUD

     

    Q. I have DARNUI, I can't see the menu right!
    - MCM - OPTIONS - CONFIGURE HUD

     

    Q. It uses the same hotkey of <insert mod name>!
    - MCM - HOTKEYS - Configure them as you prefer

     

    Q. Why Enable / Disable?
    - If you don't use the mod, and you disable it, it will eat less resources

     

    --------------
    Credits
    --------------

     

    hlp - NVSE
    Luthien Anarion - Lutana
    JazzIsParis - UIO
    Pelinor - MCM

     

    --------------
    For modders
    --------------

     

    A possible way to force hide the hud (but not block the mod) is BuildREF xx002D73 and Call it passing 1 as parameter. Passing 0 it will come back to normality.


    • Submitter
    • Submitted
      07/20/2015
    • Category
    • Requires
    4

  7. For IRL reasons I have to stop modding and I'll never coming back to it. Everything is going to be okay with me.

     

    I just got bored and made Fallout4-type-simple dog companion for myself.

     

     

    You almost got me. I knew you couldn't stay away from modding. Well, at least voice acting a dog is definetely easier :lol:

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  8. Was just wondering if it was possible to get the actorRef that a package is attached to from within the packages result scripts?

    Did you try GetSelf? it doesn't work in some cases, but nothing blocks you to try in game with packages and see what happens :)

    Set MyQuest.rMyREF to GetSelf

    Or simply use a different package per companion, maybe

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  9. if I know the percentage change for a single increment for each element (bone) , I should be able to extrapolate the values

    It depends by how much you want to round these values. Extrapolating correct values could result almost impossible.

    As asdasfa already said, the quantity of morphes depends by how the body was weighted. A morph that scales at 90% on a body could result like another one that scales at 85% on a different body type, it's all in how it was weighted.

     

    If your goal is maintaining proportions, in my opinion your best deal would be forgetting about math and simply jump in game, morph, and write down some "templates", something like Arms 3 - chest 5- spine 4 etc.etc.etc. then script a mod that applies these templates only and randomizes them among the npcs.

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  10. Except installing a compatability skeleton, the only thing I could think is in this sentence wrote in the description: "First of all to avoid race CTD, this is due to custom hair so, when you reopen window, just click on like caucasian face then reselect anything and you wont crash,"


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  11. It seems like packages re-evaluate when you change cells, which means that what I was aiming to do via scripting might no be worthwhile.

    This can be corrected with a proper script probably.

    Adding the packages to the companions is an easy way to avoid package problems, but it depends by the big picture of the things. It potentially can create conflicts since it changes vanilla IDs, so if you believe this could cause annoyance to you then it's not the right path to follow

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  12. Oh I had a doubt. I hope you are not using EVP after AddScriptPackage, aren't you?


     


    However, it could be a good idea to test it in game if you want. Click on the reference and:


    AddScriptPackage <hex ID of the package you can find on GECK too>


    and then wait few seconds and see if something changes. This at least will allow you to narrow down the problem, if it's in your script or in the package.


    You can check with GetCurrentAIPackage the type of package that the npc is using actually, it will answer with a value which corresponds to the package, i.e. 14 if it is setted to stay in a certain place, or 36 if it's sandboxing. This is useful because sometimes the NPC could feel bad and not sandboxing, visually speaking, but the current ai package still returns 36, this means that you did your work, it's the npc which is not doing his work


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  13.  

     

     

     

    (because not configured in the right way or because it is impossible to be executed), or there's a running script that avoid any interference from you

     

     

     

    The package is just a basic sandbox package which checks if a float is <= a value. I've tested it by manually adding it to veronica and it worked fine. So that might mean that there is some script interference, do you know if there is any vanilla scripts which could cause this?

     

     

    The float doesn't count because the conditions are ignored when a package is added via AddScriptPackage, so the package will be always evaluated even if the conditions are false.

    The problem with a sandbox package is... when will it drop? I'm inclined to believe that it drops immediately because sandboxing is not like a Travel package which has a precise end. Maybe Jaam could provide a better insight on the sandboxing behaviour.

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  14. Yea, if you fire a missile launcher that does 125 impact and 200 explosion damage outside of VATS, it will only do the 200 explosion damage.

     

    Maybe you could try in the opposite way, then. What about adding an extra damage to the explosion itself, if you're not in VATS?

     

    I'm a beginner scripting and im looking for help to add packages to a companion via scripting. They seem to be adding fine but it seems to immediately evaluate the packages and go back to the package that it would be using. 

     

    The way I add the packages is like this: 

    ;First I move the companion into the cell, this works

    veronicaRef.moveto CHLTopsCasinoMarker 0 0 0
    ;Then I add the package, which according to the console output from the on begin part of the package says that it starts 
    veronicaRef.addScriptPackage CHLTopsCasinoSandbox
    ;Then the default veronica lucky 38 package gets applied somehow and overrides the previous package

     

    The package you add with AddScriptPackage will have priority to any other package. If this doesn't happen, if can be that your package is immediately dropping after being added (because not configured in the right way or because it is impossible to be executed), or there's a running script that avoid any interference from you

     

    Also i've been having an issue where the console output is nearly unreadable. Like the horizontal space in between lines is tiny. How would I fix that?
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  15. Oh I don't really know, I should try.


    I was more looking at when you wrote you have placed the script as weapon effect, and I remembered that weapons require to make at least 1 damage to let the effect be applied on the actor.


     


    So you are telling me that the explosions of missiles for example don't work outside VATS? they still visually explode, but don't cause impact damage? wow, I've never noticed that, that's... bad! :(


     


    EDIT: the explosion effect (the visual) should be in the radius of explosion, at least this is what it was told me few days ago


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