Creation Kit Subcategories
907 Skyrim SE
Float property lastHarvestedDay
This is wrong. It should be
When I pasted the script into this site it was butchered. It actually deleted that properly. It did it again just now. I tried pasting from VS Code and the code editor in the game. In both cases the code was mashed. It did the same thing when I tried to paste it into windows notepad.
I think I have everything put back the way it is supposed to be.
Post # 1449354
It is only the code. Try that out and get back to me.
I added some messages that I want you to test on Xbox to see if they display.
1035 Fallout 4
Ok so I have been working on a mod for fallout 4 for Months now, I am not willing to restart or anything like that. So the problem is that I made an error with the landscape or height mapping. One day my land was hills and the next thing I know My buildings were floating and the land had sunken below the normal landscape height and became flat. I cant press the undo button to change it. Any suggestions?
If you have an original copy of the height map, use that to regain the landscape, otherwise there might be something that you can do in xEdit? The CK also makes backups of your plugins in the backups folder in the Fallout 4 directory so you might have to jump back a bit of work if there is a backup in there you can use. Just rename the file(s) in there to .esp or .esm if it was a master file.
Basically, I have a function that looks something like:
do thing 1
do thing 2
Thing 1 and Thing 2 both execute, but the message.show() does not. I created a Message object, then in the script properties I created a new property, selected my created message object, and hit auto-fill. Why doesn't this call work?
P.S. I want to create a notification, not a message box. And I have the "Message Box" box unchecked.
When I was modding Fallout 3 I had some problems getting the GECK and Fallout 3 to work on my Win 8 PC, I would get random crashes in game If I remember correctly. This is what I did to fix it in my instance:
The game engine has some issues with processors that have more than 2 cores. You can force the game to only use two of them and it will stop the freezing. I haven't had it freeze once since I did this several days ago.
Open up the fallout.ini file in: My Documents\My Games\Fallout3
Find the line:
change it to:
Add another line after it and insert:
This will limit the game to 2 cores and prevent the engine bug from causing the game to freeze.
Hey everyone, I am wondering the calculations on some values as I am creating a mod for the community and creating new projectile data for them. Please correct me if I'm wrong on any of these values.
70 Units = 1 meter (decimal values round down)
Speed = X axis movement in Units/second
Range = Maximum Units of travel (max is 65535 units?)
Gravity = I understand how to calculate trajectories in real life terms. However, without knowing what the equation for Gravity in CK terms, I cannot work out a proper trajectory. Does anyone know what determines this value? The vanilla defaults are completely inconsistent for developing a calculation.
Impact Force = While this value can be tested and visualized in game, an equation about how it works would be awesome.
I have searched and searched online for these values and have came up with nothing for the formula's for Gravity and Impact Force. I've even cracked open several mods that authors have created trying to deal with Projectiles and have found little to no consistency.
Any and all help is greatly appreciated. Many thanks!
The only thing I could figure out is that if I switch to full-preview mode and then add the hood, the CS doesn't crash.