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uguu123

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About uguu123

  • Birthday 09/14/1914

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  1. DX11 which is not using usual RAM for VRAM needs, unilke DX9. Well it's can be resolved by using ENB. 64bit which allow to avoid famous 3.2Gb RAM point of crash. My point, my hope/wish for SE was simple upgrade without touch anything else, but Toddy don't think so
  2. i didn't have LE exactly too. I bough Skyrim when it out and DLC one by one, but LE is how "Oldrim" is called now. Even SE i got for nothing, probably because i had Skyrim with all DLC before. I expected to see just DX11/64bit version of Skyrim, but Todd don't think so.
  3. thx for this, seems i'll stay with my beloved Oldrim
  4. Hello there My question is it worth to switch into new engine? I runned AE for a first time and first difference i noticed - is a water. It's much better than in vanilla, objects are swimming, like it should, waterfalls doesn't look ugly from distance (not static mesh for lod anymore?) But how bad is situation about porting old mods: skeleton, race meshes are they portable by usual mortal with some knowledge of CK/tes5edit/nifscope? SE/AE are better in terms of modding (new features, easier editing, better skse, etc)? Currently i found that new CK is a bit clunky. Some submenus overlapping main one, also new challenge with utf strings for non-English versions. Are there any other downsides in new CK? Also are there tool to downgrade "SE meshes" tp LE if it's required?
  5. So Todd captured you with AE? I returened to see after 8 years and see all this mess with LE(which also called Oldrim now, lol), SE and AE
  6. wow awesome mod, also question on vid - this big head on video start is bug or feature ? looks funny.
  7. so finally all works as i expected thx guys last question - is there analogue of GetAV for Ammo? Want to get ammo cost per unit. As i understand its "Value" field in GECK.
  8. yes its number, i was hope to see here EditorID for GECK like for Minigun its AmmoList5mm which is 0x001537EC
  9. heh just in time because this code adds each type of ammo set count to 0 set weapref to GetEquippedObject 5 if weapref if aaaSettlementFortRaid.ShowDebugmessages > 1 PrintC "[%n] Checking %n" selfref weapref endif set ammoref to GetWeaponAmmo weapref if ammoref set count to 100 additem ammoref count if aaaSettlementFortRaid.ShowDebugmessages > 0 PrintC "[%n] Adding %g %x8 for %n" selfref count ammoref weapref endif endif endif and tbh i don't get why i didn't get FormID for ammoref. its all zeros in PrintC result.
  10. thx, but in my case its isn't huge delay. NPC walk slowly, there no point to do this part of script with less delay. maybe we misunderstand each other by delay i mean structure like: set fTimer to fTimer + GetSecondsPassed if fTimer > 9 set fTimer to 0 ..... here heavy code .... endif
  11. well i agree about another computer thing. As For me - i am running ENB and SweetFX for AA at 1920x1200 and its run fine scanner reports about 70-80 NPC. Is it many or not in your experience? also its runs in every 10 seconds, i am about adding some delta to delay, so different NPC will run script in different time to avoid lag spike. but what is UDF? i know only file system with such abbreviation
  12. Usage: (BaseForm) reference.GetWeaponAmmo item:ObjectID Cool, but how i get reference to current weapon? oh i think i found GetEquippedObject Usage: (item:InventoryObject) reference.GetEquippedObject int:atIndex now only question what index for weapon slot upd. well i tried indexes from 1 to 5 and answer is - 5 thx for help
  13. thats why i need profiler, to understand where code is "heavy" and where is not i am working on some tweaking/changing of Wasteland defense. I am tired from dumb scavengers and removed original way to loot bodies. this is part of code: if (aaaSettlementFortRaid.scavengerpackage == 0) && (aaaSettlementFortRaid.fulllootscavenging == 0) if aaaSettlementFortRaid.ShowDebugMessages > 1 PrintC "[%n] Scanning area" selfref endif set numrefs to getnumrefs 42 1 0 if numrefs > 0 if aaaSettlementFortRaid.ShowDebugMessages > 1 PrintC "[%n] Found %g NPC in cell" selfref numrefs endif set corpseref to getfirstref 200 1 0 label 10 if(corpseref && corpseref != selfref) set dist to getdistance corpseref if (dist < 1000) && corpseref.getdead set invcount to corpseref.getnumitems if aaaSettlementFortRaid.ShowDebugMessages > 0 || invcount > 0 PrintC "[%n] Found dead NPC : %n, contain %g items" selfref corpseref invcount endif corpseref.RemoveAllItems ScavengerTruckRef 0 set invcount to corpseref.getnumitems if aaaSettlementFortRaid.RemoveDeadBody == 1 if invcount > 0 if aaaSettlementFortRaid.ShowDebugMessages > 0 PrintC "[%n] dead NPC : %n still have %g items, can't remove body" selfref corpseref invcount endif else if aaaSettlementFortRaid.ShowDebugMessages > 0 PrintC "[%n] Removing dead NPC : %n" selfref corpseref endif corpseref.disable corpseref.markfordelete endif endif endif endif set corpseref to this set corpseref to getnextref set numrefs to numrefs -1 if numrefs > 0 goto 10 endif endif if aaaSettlementFortRaid.ShowDebugMessages > 1 PrintC "[%n] Scanning finished" selfref endif else if aaaSettlementFortRaid.ShowDebugMessages > 0 PrintC "[%n] Scanning disabled or box is full" selfref endif endif Is any of this functions inside "loop" between label 10 and goto 10 is considered as "heavy"? And one more question - is there any limit of items for container? 100? 200? If it exists, what happened if RemoveAllItems tried to add new items to full container?
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