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EagleFour

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  1. Hi, Does anyone know why I am not receiving position data for my ship when I trigger an event? GetPosition always returns zero. OnInit returns position data, but the events OnHit and OnCombatStateChanged do not. I need the position of my ship and the attacking ship during the OnHit event. In my latest mod, I need to determine whether an enemy ship is in front of me or behind me. The ship reference is correct, functions such as GetDistance(PlayerShip.GetShipReference()) work. How can I get the position data?
  2. @LarannKiar is taking care of it. Maybe it will be in the next Cassiopeia update.
  3. Hi, does anyone happen to know how I can find the name/displayname of the outpost I'm currently in, or where the name is stored? (in Papyrus)
  4. How can anyone create a design like this? When I see this, I quickly close the window. I want my list view back!!! Please.
  5. I haven't found anything yet that should be better in the new UI style. Quite the opposite. I liked the old style better in many ways. Better readability, list view for mods, quick search function without having to open a new page, color scheme in the posts tab, etc. Please give us the option to choose between the old and new styles. Then everyone can decide for themselves. The new style is a step backwards in many ways.
  6. Hi, In the new style, I miss the quick search function. I found it very convenient that the search results were displayed immediately on the same page. The way it is now, it's a step backwards in terms of usability. Please bring back the quick search function.
  7. Hi, In the new style, I miss the quick search function. I found it very convenient that the search results were displayed immediately on the same page. The way it is now, it's a step backwards in terms of usability. Please bring back the quick search function.
  8. Hello, I would also welcome this. You got used to the site and now everything is different again. I haven't found anything yet that is supposed to be better now. Quite the opposite. I thought the old style was better in many ways. Better readability, list view for mods, quick search function without a new page opening first, color scheme in the posts tab.
  9. Hello, I feel the same way. A list view is much better and easier to read than tiles, where all the information is crammed together. It is extremely exhausting and much more difficult to skim quickly. I already notice that I hardly look for new mods anymore because reviewing them is exhausting. I don't understand this design decision, a list view is ALWAYS clearer and easier to read than tiles. Tiles are not structured in this way and a page full of tiles looks totally cluttered. Please bring back the list view.
  10. I've managed to do it now. I assigned everything as usual and then clicked on Export Icon(s) in the Transform Window. This generates the.tif manually and places it in the C:\Source\TGATextures\Interface\WorkshopIcons folder. Since this is a starfield.esm ID, it is stored one level up, in the \WorkshopIcons folder. A little push on the Export Icon button and I've been sitting here for hours trying things out. But creationkit.exe -GenerateWorkshopIcons:ModName.esm doesn't work. It seems to be a CK bug, since it only affects certain objects.
  11. Hi, I have now created hundreds of workshop icons using the CK and Asset Watcher. I thought I knew how it worked. But now I have come across furniture objects where I can't create .tif files of them. For example: Couch_Designer_CorIn01L of this couch, CK does not create a .tif By comparison, Bed_Single01 from this bed, I can create a .tif without any problems. I used the same COBJ for both. Does anyone happen to know anything about creating workshop icons that could help me and have an explanation for why no workshop icons can be created from some objects? I've been trying everything for hours now, but I can't create a workshop icon from Couch_Designer_CorIn01L
  12. Recently, I've noticed that something is being added to the save name when I save within an outpost. It seems to be item names being added to the save name. But even if I discard all items, it doesn't change anything. Normally the save name in the outpost Androphon is: “Androphon - Androphon” But now the name is ‘Androphon - Spacer’ or some other name, depending on the outpost. I didn't have that before. Does anyone know how this happens?
  13. @LarannKiar It definitely worked before 1.14.74. I had also thought at first that it was the same location and Beth had corrected that. But why do the NPCs trigger, they shouldn't trigger then either? Nah, I think that's a bug. And with all locations tested so far, a LocationChange event was triggered when a loading screen appeared. But I'll keep an eye on this to see if it occurs with other LocationChange events where the location doesn't change. ActorCellChangeEvent is a very good idea. However, I have been trying to trigger an event for over an hour now. It does not work. ActorCellChangeEvent is a very good idea. I can fix it with that. Thanks also for the code. I'll add it to the mod tomorrow. (By the way, I've already installed trigger boxes in the meantime, they work too, but they have disadvantages that I don't find so good) I wrote something about the BSInput issue, maybe you could take another look at it. At the moment I'm using V2.3, where the L-Shift key works.
  14. In my mod NPC Outfit Changer, the player and NPCs change outfit when the OnLocationChange event is triggered. This also worked perfectly until 1.14.70. Now I have accidentally noticed that this no longer works on Mars when entering Cydonia (airlock). The OnLocationChange event is no longer triggered for the player, but is still triggered for the NPCs. Very annoying, as I now have to rebuild the mod and consider less elegant solutions. I noticed this in Cydonia, whether other locations are affected I can't say yet.
  15. Problem solved. I deactivated all mods. Problem persisted. Then I took a look at the .ini. A long time ago I had changed settings there on the recommendation of made settings there. This .ini entry was to blame: fUnitsAdjustLumberyard=0,4 It's just stupid that there are a few entries and maybe others are causing something that I hadn't even noticed. I'm missing info on what causes the entries.
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