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Myst42

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    Assassins Creed, Starcraft, Elder Scrolls, Tomb Raider

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  1. I dont really know where to do that on MO2's integrated LOOT. Old loot opened a program. Thanks anyway, I will look for it, might be useful in the future. Managed to get rid of it by simply removing brawl fix plugin from the list. According to SSEEdit, it does nothing, and it's there only to load the BSA file. So extracted stuff from the BSA, removed plugin, and it's working now.
  2. I'm running MO2's LOOT button to sort my plugins and it's giving me this message: I guess that it's trying to put thing2 after thing1, and then more things, and then thing 3 and 4, but thing 5 wants to load after things 3 and 4 but before thing 1 and it cant. Or something like that, but these are not too uncommon mods, so people must have used them together before, so this is a "my end issue" or something known, and if so, how do I fix it?
  3. != means different from I could've also used == 0 but both should work... I'll try that just in case it's some dumb broken thing, but I dont think it makes a difference.
  4. There's both of them. One to only use the spell in the presence of Undead, the other to check if the spell is already active (which was to make sure the package doesnt get used unless the cloak is actually off) I've dome my share of scripting and I guess I could come up with an elaborate way to make my NPC cast it, but I wanted to figure out how to make this work with packages... after all they're part of the base game and the creation kit so they should literally be how the game is built, and they should work... but it's really hard to find people who knows how to use them
  5. I can't find any good explanations on how to work with this and I dont know what's going wrong. Most internet tutorials are about making a character have a schedule, like work, go to sleep, do default sandbox, but even though one day, I'll probably need those for projects, right now, what I needed is a Combat Override. Basically, the thing is, magic. I can't figure out the reason why, but some types of magic seem hardcoded to be used in combat, while others are not. One can create a custom fireball that looks blue or green, and NPCs might use it, but anything more complex like a heal or a special cloak spells and NPCs will never use it. The only way to bypass this and force them to use magic, is AI packages, as a lot of healer followers have proven. So I made one, and made an NPC use a custom version of the Sun Cloak aura from Dawnguard. The problem is that I did a simple UseMagic package, set up the spell, the conditions to use it (CombatTarget has Keyword Undead == 1, and the other being that the spell is already active, to not get stuck in a cast loop), and later I discovered the flag "Must Complete" makes it so the spell is used on battle and package gets re-evaluated once the spell has been cast, so the NPC immediately resumes combat. Added it to an Alias as tutorials suggested and... It worked like a charm when I did this on LE, it was absolute perfection and everything I ever wanted it to be. But now, porting to SE, and SE doesnt give a damn about my AI combat override package. At first, I thought it might be my installed combat mods, but when I tried it on a "clean" install, it did absolutely nothing either. It's like the package doesn't even exist. Instead of an NPC using Sun Cloak aura, I just get a regular melee fighter. So does anybody know the reason for this huge discrepancy between games? Is there anyone here versed in messing with AI packages that could help? Why does this work on LE and not on SE? All the Wiki documentation I found about it was for LE
  6. Unloaded Cell: Somehow I can't see why would that be an issue since it's calling the cell the player is currently in. Also it's called from a repeating script, so if the player cell is not considered "loaded" after 2 minutes of standing still in it, I dont know what does load it. Reference Alias: actually no. That one is on a player permanent ability, but the way it works is more or less the same. for what it does. As for the script, sadly I wont get a chance to test it properly until a couple more days. I can say though, that I dont think a rewritten version can fix it. I should still test to see if anything changes. But just in case, I gotta sat this wasn't a post about code not working because I have an unfinished mod and I got confused on how to do something, this is about functions not working. I'm 100% sure that the original code works. The LE mod is completely functional and I've used it for a couple of years by now with no issues at all. Tried to port it to SE and this happens. I found an alternate way earlier to day to handle the abilty assignment and another thing I did that scans shaders and re-applies them to NPCs in case they disappeared on a cell change. But it's probably not as good as the original system.
  7. Sorry, I'm not reading in careful detail but I can share some thoughts I got by quickly scanning though this... First, I think it's a bold move to use GetAngle and compare it to exact variables. It's easy for the game to use angles like 181.75 or something like that and the whole thing falls appart. But if you're certain you placed things in exact values and there's no way that changes, it should work Second, and this is the part that usually helps me: Debug Just enable papyrus logging and tracing and then put lines for every part of the process like: Function EastShrine() Float CurrentAngleZ = TranslateRef.GetAngleZ(); get rotation angle Debug.Trace("SHRINE_SCRIPT: Current angle = "+CurrentangleZ) ; Now you know exactly that the script got as the angle if (CurrentAngleZ == IsNorth) || (CurrentAngleZ == IsSouth) ; 1/4 turn Debug.Trace("SHRINE_SCRIPT: Executing 1/4 turn statement") SFXplayTime = InputMovementTimeQuarterTurn ; dont know what these variables are, but if you need to debug them, you can Debug.Trace("SHRINE_SCRIPT: SMTgv_ShrineTempValHolder value == "+SMTgv_ShrineTempValHolder.GetValue()) SMTgv_ShrineTempValHolder.SetValue(2) <<<<< ebug.Trace("SHRINE_SCRIPT: SMTgv_ShrineTempValHolder NEW value == "+SMTgv_ShrineTempValHolder.GetValue()) elseIf (CurrentAngleZ == IsWest) ; Opposite facing half turn Debug.Trace("SHRINE_SCRIPT: opposite facing half turn statement") And so on No matter how ridiculous it seems, you'll probably get something useful out of it. If anything it will tell you exactly at what point of the code the script is not working as you want to.
  8. I'm wondering if anybody knows anything about missing functions. I have an LE mod that uses 2 functions actually: One is Cell.GetNumRefs() The other is Cell.GetNthRef() They worked perfectly on LE as I was using them to index actors in a cell, but on Special Edition, the function seems to be doing nothing. I ran debugging lines and now those functions return 0/None But I just checked some SKSE64 source scripts and form types are still inside a script. So anybody knows what happened? Can I still use these on another way or are they just gone and I need to rewrite the whole thing? A fragment of the script goes like this. I've highlighted the parts that mattter cause they work on LE but return 0 on SE
  9. I have weird auto-rising floor on a custom cell, I dont know why it happens nor how to stop it. Anybody knows anything about this bug? If I go directly to the cell on game start it looks fine, If I go to it after doing progress through a dungeon, as is intended in my mod design, the bug happens. This is how it looks normally, how it should look, and what I find when I go directly to the cell Playing the dungeon that leads to it, and getting to the end, makes me find it like this:
  10. Decided to make a new thread since the previous one's title no longer properly adresses my queries. The more I build this thing, the more questions that pop up, some I can answer on my own, some I really could use some help with. Right now, I want to know more about patrol markers and how to place instructions for te AI to do stuff. After watching some basic tutorials I found out "PatrolIdleMarker" item is used to tell an enemy to go to certain spots. But I wanted something more specific and related to ambushes. I wanted to put a spider in a way so that it's visible from afar, but if you cross a certain trigger area, that causes the spider to go investigate, and eventually find you. The problem with this is the ambush script only deals with changing the aggro value, and it doesnt cause enemies to start doing anything unless they actually see you. I tried setting a patrol marker as disabled, and then enabling it by trigger (using an enable linked reference script on the trigger), but it was a long shot and it didn't work, I suspect because the spider didn't get the update she was supposed to use the marker now. I imagine if I script hard enough, I could probably come up with a way to force the investigation method... maybe... But I think most of what I want to do, is already possible by using vanilla scripts and mechanics, and since I have no experience in making dungeons, I wanted to ask people who does. So any help with this issue and possibly similar issues to come?
  11. Just made a test with some ambush script ones and only trigger 1 out of 3 on that scene. It worked perfectly and none of the other 2 moved except when I manually activated them. I think the trick lies in the actor being AI-set as "helps nobody" and then using the sitting ambush as normal but never actually linking an activator trigger. Now the problem is that still doesnt make em containers. On activate, they react and stand. I have the impression this could be improved with scripting and some kind of variation from the ambush script itself, but I'll have to get back to that...2 alternatives that come to my mind now are changing the activation event to initiate trade instead of triggering aggro (I dont like that idea much because it's a living container and they should be dead), Making a kill function that will make sure they're dead after they are sitting instead of starting dead (But I fear I might have the same problem of them dropping dead to the floor) Anyway... I've also been messing with spiders. I had an idea for a spider overhaul mod, but first i started testing what are the tools and how do they behave. I managed to make a creepy spider section of the dungeon, but I realized too late that this has a radical problem: Spiders are too big for small corridors -> which shouldn't really be since part of spiders' sense of creepyness is being able to squeeze through anything. So; I edited the skeleton and reduced dimensions, and apparently, now they can pass through smaller navmeshes, though I fear my initial sucess on this might carry on unwanted consequences. Already saw a giant spider stuttering trying to climb something, nothing too serious though... as buggy as that moment looked, it's still Skyrim, But the parts that worked... boy was it an improvement on the creep factor. It's really crazy that even small spiders have a radius size of twice what a humanoid NPC does (Using the test navmesh options) They were so fat one could literally just go to a corridor and hide cause tey cant get there. EDIT: Moving my queries to a newer thread: https://forums.nexusmods.com/index.php?/topic/9325578-dungeon-worldbuilding-enemies-ai-and-everything/
  12. Thanks for all the tips. I am backing up stuff, and I've started the slow process of making everything manually. It's so much I feel it's indeed gonna take months before it's all connected. So I've been doing it by bits instead. Combined the process with something I find more entertaining, which is actually placing enemy encounters, and I think it's looking good so far. Covered most of the battle areas in navmesh and I've found no problems. By the way, since it's my first dungeon I have a lot of questions. I'm not sure if I should keep posting them here or just spam different threads, but for the sake of order, I'd rather keep it all in one place. Next question I have is aboout enemy useage. I noticed the MasterAmbushScript ones are usually unnagressive and turn aggro when activated. Those can be set up to use some animations and objects like comin out of coffins etc... But I wanted to add some skeletons in a way they are on the ground and they get up when triggered. I remember some mods have done this but I never really paid attention to how it was done. So my question is, is there a vanilla mechanic to triggering skeletons and renimating actors from a "dead" position or I should invent my own way of making a reanimation script that reacts to triggers and reanimates dead bodies or something? Also tried to put a dead draugr sitting on a throne but I can't seem to get him to stay there as a container. If I tick "initially dead" he just falls to the floor, and I wanted him dead but sit.
  13. I havent even made that much furniture or even clutter to be honest... First I wanted to design the entire layout of the mod make it eplorablo and have the general idea. Next, was adding some enemies, but I figured I needed the navmeshes to make the AI work. Especially since the dungeon structure is a bit unorthodox... it's a nordic burial well that geeps on going down and down and corridors and stairwells connect the levels. For the moment it looks like this. But since some of if it supposed to be open I didn't want NPCs jumping down to their deaths. I've covered about 1/5th of it in navmesh already I believe... Already tried some enemy placement and seems to be working well, though the internal mechanics of how ambushes work still elude me. I realize it's a bit out of thread topic, but I'd also like to ask if anyone knows how do wisp mothers work. Found the warehouse cell containing draugr in coffins, spiders and even a dragon priest, but no wisp mothers, and those look like they need complex mechanics. Anyway. I'll kinda have to do the navmeshing tweak twice... once to make sure the general layout works, and the second, after I clutter the place with more rubble and furniture
  14. Alright thanks... I was hoping for the auto generate tool to work and then clean up manually but I think it's utterly broken for my mod, which turned out to be a massive dungeon btw. I'm still unsure how close to the edges I should be doing the pathing. Also I tied to cover up the load doors first to avoid the messages about door markers not being placed on navmesh, so I guess it's too late to "do the thing in one go" All references should be connected and in the same dungeon anyway. Hope none of that is an issue.
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