Jump to content

Evan555alpha

Members
  • Content Count

    257
  • Joined

  • Last visited

7 Followers

About Evan555alpha

  • Rank
    Resident Lanky Git. Who likes boobs.
  • Birthday 02/26/1996

Profile Information

  • Gender
    He/Him
  • Location
    The most live-able city in the world, Australia. Otherwise known as not-Sydney
  • Interests
    Fallout, Overwatch, MLP, and PC-related stuff. Oh, and presumably porn of said things.

    Maybe Skyrim as well, though I've never played it.
  • Bio
    Just another pervert on the internet. Not much else to say.

    I can be found just about anywhere else under the same username. If there's anyone elsewhere using 'evan555alpha', it's probably me.

Contact Methods

  • Discord
    Evan555alpha#3735

Recent Profile Visitors

1,319 profile views
  1. Evan555alpha

    Chrysalis' Armour

    I could make a no-physics option, sure. More environment-related things, such as cocoons, are all definitely planned as part of the planned worldspace.
  2. Evan555alpha

    [FO4 CK] General Help Thread

    Is there a way to have multiple instances of the same actor be treated as individuals by the game? What about multiple instances of the same quest alias? I've got a pseudo-follower character who functions as I want them to, and has a manager quest for dialogue interactions with them. The thing is, I want it for there to be multiple instances of this follower, all of which are treated as their own thing. It probably doesn't help that I use quest stages to manage whether this follower is actively following, waiting, or fired. Could I possibly use multiple aliases, rather than a single alias?
  3. If OP isn't making an outfit (Which I'm assuming they aren't, given the error was "expected"), then this isn't needed. I've had plenty of success using OS to import objects, then immediately export them to nif format, for use in weapons, static objects, and such. Even if OP is making an outfit, for just "checking the nif output" weights aren't explicitly needed until you try to use it in the game. OP, I suggest going through and making sure that all of your normals in Blender are facing the right way. Backface culling will result in any normals not facing the right way being transparent. Afterward, it might be worth manually triangulating the object with CTRL+T, instead of letting the object exporter do it. I've had some faces seemingly disappear if I didn't triangulate myself first. Once in OS, make sure that you've also got all of your objects selected when exporting to nif; I'm fairly sure that they're skipped if they're not selected, but I could be wrong on that. Above all, make sure that your object's geometry is intersected by Blender's ground plane, and that at least one origin point is in the centre. When in OS, make sure that your object is also the right scale; I've had issues in the past where my object was either too high, or too large. The end result should be that going to a preset view in OS will allow you to see your model. I might also suggest setting a material in OS, too, which can be done by double-clicking an object in the list, and then setting the material there.
  4. Evan555alpha

    Chrysalis' Armour

    So it's been nearly two months, figure it's time for an update: Work is slow-going, but work is being done. I've been working so far on a new weapon that is available (Which replaces an already-existing weapon in this mod). It's not quite finished, but it's getting there: Also pictured is a small sample of the upcoming actual-armour set, over-time body changes, and a handful of fixes that have been made so far. There's plenty more to come, so stay tuned!
  5. Given a choice, fem vanilla/sub, however if a game's decent enough where you're a male protag then that won't stop me. Don't really like being the dominant one, so dom's out. As Z0mBieP00Nani said, I "live my life as a male", so it ends up being that I'll be playing as a female in most cases. I'd never play as a herm/futa. Others can like that for all they want, but those are just really high up on my "fetishes I really dislike" list. This all being said, I can't really say that I play all that many "adult" games. Intense sexual themes, nudity, F/F action, etc? Sure. But so far, I've never really been one for hardcore M/F action in my games, which is why I haven't really ended up doing much with a lot of the adult mods found here.
  6. Evan555alpha

    Custom message on screen?

    Ah, but those are debugs. If you accidentally compile with the compiler set to remove stuff that uses the "debug" script, those will be removed. I suggest using $Message.Show() instead, where $Message is your MessageBox property defined in the script, and set to be a message that is a record in your plugin. Within the message record, you can define how long it's displayed (if it's a box), and use flags to define whether it's a message box, or a notification. I use both to send the end user update notifications, or first time mod startup message boxes.
  7. Evan555alpha

    What in the hell did i do

    It's not the clothing textures that're broken; something is deforming the body mesh in a way that should never happen. Try resetting the weight triangle as best you can, either manually, or by loading a preset. If I remember correctly, having that triangle something other than centred when body-morphs are involved can lead to adverse effects, such as this. EDIT: Going by the hair mesh's shape, I'd also suggest checking to see if you're using an outdated version of Chrysalis' Armour. I know that I changed the default shape for it in v1.1, and later added physics to it in 1.2, so unless it's that shape because you re-built it from Bodyslide... Yeah. These later versions also come with LM presets that have centred weight triangles.
  8. Evan555alpha

    [FO4 CK] General Help Thread

    Thanks for the suggestion, but working on this whilst waiting for a reply, I found the event "OnMagicEffectApply()" which I could register to my script with "RegisterForMagicEffectApplyEvent()". I could use these two, as both the specific items I'm trying to listen for have a unique magic effect that I use to apply another script. By listening out for these script MGEFs, I was able to get this script's functions to happen. The entire point of this script is so that the entire set of bodymorphs for the player will increase a little each time a particular object is eaten, until a set of target morphs are reached. Sadly, the target morphs are currently hard-coded in to be equivalent to the preset that comes with the mod. Ideally, I'd use something, possibly an F4SE plugin, to parse either bodyslide presets, or LM presets, and scrape morph data from them, and convert it to the right format. Spoiler'd is the updated, working script:
  9. Evan555alpha

    [FO4 CK] General Help Thread

    So, is there any way to get a quest script to receive an event when a specific item (potion, in this case) is used? I'm currently using the Actor.OnItemEquipped(Actor akSender, Form akBaseObject, ObjectReference akReference) event, but akBaseObject only returns [Potion, and akReference returns None. Would it be possible to do more easily with Quest Aliases? What about sending custom event? Each item has it's own script already attached to do something else, but when I tried to do custom events, they didn't seem to fire. I don't want to tie the script to the item itself; the script's already tied to a hidden manager quest. Spoiler'd is the script in question.
  10. Evan555alpha

    Jetpack perk questions

    Coming back to this, would it be worth looking into creating an F4SE plugin to override the default jetpack's sound, and then use what I initially did with the perk? It'd be a whole lot less clunky than the hacked together script that I've been using in the meantime. Of course, that comes with its own set of challenges, such as learning C++, knowing what exactly it is that I'm looking for to override, creating conditions for the override, etc.
  11. Evan555alpha

    [FO4 CK] General Help Thread

    You tried making one as a property? I've had a script compile with the following: Float[] Property PropertyName Auto You could then define the size of the array by filling out blank default values in the CK. Just a suggestion, I don't know if you want to do it an a specific way.
  12. Evan555alpha

    Chrysalis' Armour

    If you really want to know what you're doing, I suggest reading up on what a 'load order' is. It's useful to know how to fix one so that mods work the way you want them to. I suggest using my mod without any mods that alter the start-up sequence of the game. So no 'start me up' mods or anything. Try and get through the vanilla opening sequence. If that does not cause my mod to show up 40 seconds after you leave the vault, then please make sure that you have actually activated my mod in your load order. I also suggest putting my mod towards the end of your load order, so that it overrides any mods you may have that also alter the Science Centre Gift Shop.
  13. Evan555alpha

    Chrysalis' Armour

    How so? I can't help troubleshoot if there is nothing to go off of.
  14. Evan555alpha

    Chrysalis' Armour

    Please see my earlier post: What I meant here is that I found absolutely no way to override the default jetpack sounds. At all. As mentioned on the Nexus page discussing this exact topic, the moment I find a way to use the already-existing jetpack functions, the current flight implementation will be discarded.
  15. Yeah, I meant the generic wall terminal, not the embedded or institute ones. Guess I'll start work on it, then.
×