Jump to content

MShoap13

Members
  • Posts

    1760
  • Joined

  • Last visited

Nexus Mods Profile

About MShoap13

Profile Fields

  • Country
    United States
  • Currently Playing
    Skyrim, 007: Goldeneye (Wii), Anno 2070, Batman: Arkham City, Zelda: Skyward Sword, Lords of the Realm 2
  • Favourite Game
    Diablo II

MShoap13's Achievements

Mentor

Mentor (12/14)

  • First Post
  • Collaborator Rare
  • Posting Machine Rare
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. If your mod refers to a form that doesn't exist it could potentially cause CTDs and other weirdness beyond naked NPCs. You could always ask for permission to redistribute the armor(s) as part of your package to avoid sending users to umpteen different Nexus pages. Outside of making multiple versions of your .esp and a scripted install, or creating a wrye-bash/reproccer style program to compile your .esp on the fly, I'm not aware of any other solutions.
  2. I'm still stumped on this one. I can't figure out why my second Magic Effect script isn't getting applied. If no one's willing to take a look, are there any solid examples for Perks conditionally adding scripted on-hit effects ?
  3. Compression works the other way my friend. Compressed files take up less space on disk but require decompression overhead in order to be useable. Additionally, the game doesn't and can't decompress all .bsa files on start up. That would take upwards of 3 Gigs of RAM with all vanilla files. For minimum load stutter in-game you want to extract and ignore as many of the game's default .bsa files as possible. I believe there are a number of files in the meshes, sounds, and voices archives that do not function properly if you extract them. I can confirm that so long as you have a loose file replacement in your \data\ directory (or your virtual \data\ directory if you're using MO) for everything in your textures.bsa you can just omit it in the list of .bsa's to load in your Skyrim.ini file. As far as messing with mods that ship with .bsa files I would typically leave them alone. It's probably rare that they're substantial enough for you to see any significant performance gains. If say Vurts Flora Overhaul were in a .bsa I could see that being a candidate for extracting but it's rare to find a mod with that many commonly used textures that ships with them compressed.
  4. To begin with, from my limited experience, most of the scripts you're likely to be dealing with while modding are likely to attach to one of three items: a Quest, an Actor, or a Magic Effect. If you attach a script to a Quest, it generally needs to extend "Quest" in order for the game to initialize it. If you create a script through the CK where you're attaching it, and then immediately close the dialogue window for the item you attached a script to by hitting 'OK' it will save a blank script to your \Scripts\Sources\ folder that already has the proper extension. Properties are like Global variables only you're importing a specific reference as a new variable that you wouldn't necessarily have access to based on what class structure your script extends. A really good example of this is Perks. Say you've attached a script to an Actor that needs to check whether or not you have a specific Perk. You'd need to set up a property for that perk before just declaring it willy-nilly underneath the Actor class. To actually implement the Property correctly is more complicated than it should have to be because the Form (generic umbrella term that includes all of TES's records [Actor/Spell/Item/Quest]) you've attached your script to actually has to have a filled out Property reference that points to said Property's Form ID. To add a Property via the CK, Click your script, open the Properties tab, Add a Property, Select it's type then type it's Editor ID into the "name" box, hit OK, then back out in the Properties tab choose "Auto-Fill" and the CK will automatically find the correct Form ID to associate with your Property. You cannot have a variable anywhere in your script that already has your Property's Editor ID as it's text when you're doing this so you may have to comment lines out temporarily while populating your Properties. Back to your particular topic, there are at least two different Mark and Recall mods floating around and I would personally go delve into what they've done to figure out how to best approach your implementation. If you can learn to browse plugins in TES5Edit it does make sorting what's what within a plugin quite a bit easier as xEdit by nature filters out superfluous items. If you can then cross-reference what you learn in xEdit back to the CK you're set as the CK is the best place to actually alter or make Forms. Also, you can compile your scripts and save your plugin in the CK then immediately go test in game without closing the CK assuming you have enough System RAM to do so.
  5. That NavMesh error is not what's causing your problem. It literally happens every time you open any plugin in the CK.
  6. I'm having an odd issue where the script I've written for leveling One Handed is applying but the script I've written for my 30/60/90 is not getting activated though the setups (perk --> Spell --> Magic Effect) are essentially identical. No clue what's causing the issue. There's nothing wrong with having multiple scripts running on the same event is there? Link to the file with source: http://s000.tinyupload.com/index.php?file_id=93050818463833644664
  7. I'd go dig into how Ebony Mail functions. It sounds like it has a script adding a Spell to the player which then applies a Magical Effect. You need to know where in the chain the Sneaking conditional is in order to properly replicate it.
  8. Any tips or insights are appreciated. Get all Power Attack related perks in the One Handed tree to natively work with unarmed (or my unarmed weapon at the least)Add a new "Martial Arts" perk with 30/60/90 levels; I'm thinking I'm going to reduce the target's health by a small percent of their current HP per hit.Add an 80+ required perk that causes unarmed strikes to ignore blocking opponent's recoil (but not their damage reduction).The first goal seems like it's just a matter of investigating and I may be able to just slap a keyword on my weapon and go or something that simple. The second seems like another On Hit Magic Effect script. Should be doable. The third Item here though I could definitely use some help on. I don't even know where to begin with this effect. How would I force the player character to play the regular animation instead of the slowed recoil animation?
  9. Thank you. I went with the keyword approach to avoid the SKSE requirement (though I'm running SKSE anyways). Also, I made ArmorShield a property instead of piddling with strings; I haven't tested but if my coding experience elsewhere tells me anything it's probably an order of magnitude faster to execute than the string implementation.
  10. TL; DR: How do I detect whether the object I just unequipped was a shield? New problem. I'm now trying to force my Unarmed weapon onto the player when has both hands unarmed. I attached a script to the referencealias tied to Player in my init quest (the one discussed previously in this thread). It fires, and I'm using the event OnObjectUneqquipped. I can just make it run my code everytime the player unequips anything (shout, key ring, hidden quest object, whatever) but I'm trying to restrict it to only run the unarmed check (which works) when a weapon, spell, OR SHIELD are unequipped. My issues are with detecting shields with the given akBaseObject and akReference parameters the event passes.
  11. I've verified that the Khajiit bonus and Fists of Steel are working with my weapon and I've gotten my Quest to fire it's script which gives the player a dummy perk. I'm not sure how to verify that my Spell is getting applied but I know my Magic Effect (which is barebones now because I changed to a scripted approach) is either not firing it's script or the script's event isn't triggering. I am not getting that debug notification. I finally got the script to fire (I need conditionals in my perk and the magic effect >_>) and it is properly updating the One Handed skill's experience value EEEEXCEEEEPPPTTT... It only fires the first time I hit a creature. Adding the "Recover" flag to my Magic Effect allows my script to fire every impact. I think that covers my Proof of Concept goals.
  12. I think I love you. That was a little jargon-heavy considering how little experience I have but I managed to work my way through it and I believe it's working properly. No scripting necessary. Now I need to figure out how to trick the game into leveling the One Handed skill when I punch things. I have a feeling this is going to require a script that activates through an on-hit spell. Am I at least warm this time? Edit: So I've added a script to my quest that should be adding a dummy perk to my character. I've yet to figure out how to debug and verify that said perk is actually getting added (I suppose I could make it do something really obvious like multiply damage times three now that I think of it). The perk chains a spell that adds a magical effect on hit when you have my "Unarmed" weapon equipped. Underneath Magical Effects I think I've found references for directly modifying skill experience values there so if that's correct it's just a matter of tweaking the magnitude and making sure it's targeting the player I believe. Either way, what I have so far isn't currently leveling the One Handed skill. Here's the script: And a link to the entire mod as-is: tinyupload.com
  13. I'm in the middle of making myself a minimalist Unarmed mod (affects one-handed Skill, affected by Dual Flurry, and doesn't break the Khajiit bonus or Fists of Steel or the Pugilist item effect are my goals for proof of concept and may end up being the entirety of the mod). I've tinkered with a number of the unarmed mods on the Nexus through the CK and TES5Edit and I think I have all of my records how I'd like them (they're untested though). Now I need to make a script that adds my "Unarmed" weapon to the player and makes it quest essential so it can't be sold, dropped, or stored. Thorough advice/links appreciated.
  14. Did you have another version of ENB installed before Phinix? If so, left over files that aren't compatible with Phinix could be the issue.
  15. Both of those logs appear to be during a game save (usually a cell transition) and both of them show the VM Thawing... message as the last event. You may not be allowing Papyrus enough time for it to reload the snapshot. You papyrus settings are mostly pretty good: [Papyrus]fUpdateBudgetMS=1.6 <--------- Increasing this setting and the one below it may help to work out some of the CTDs during combat. The default setting is 1.2ms but with more OnActor scripts running, it may need to be increased. 12ms is the upper limit I'd recommend but I wouldn't imagine anything much over 3-4 would be necessary in the most extreme circumstances.fExtraTaskletBudgetMS=1.6fPostLoadUpdateTimeMS=1000.0 <--- try bumping this up to help prevent the CTDs on save/transition. It's also in milliseconds and it will very slightly increase loading times (by however many milliseconds you add) but I'd try out 1800-2000 and values higher than that may even be needed.bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1 <-- remember to turn all three of these back off for optimal gameplay and stabilitiy testing. You've seen the message that mattered, so you don't really need them on right now. Only have them on if you're trying to reproduce an issue and store a log of it.iMaxMemoryPageSize=8192 <-- A little high but probably not hurting anything. It would take some insane stack calls to fill this as Papyrus is a very light script and large stacks aren't that common. 1024 to 2048 should be more than enough.iMinMemoryPageSize=256iMaxAllocatedMemoryBytes=8388608 <-- 8MB is getting up there for this setting as SKSE can have problems if this is set too high. These problems can cause CTDs or even corrupt your saves (broken quests, NPCs acting strangely etc.). The default is 75kB and the only time Papyrus uses a lot of memory at once is when it's snap-shotting and then recalling the script VM's state (during saves and transitions). Try cutting this down to 1 to 2 MB (1048576 to 2097152) Also, abut your experience in Helgen; a modded Skyrim being unstable in Helgen is very, very common as it's one of the most script-heavy portions of the game. It's generally recommended to disable as many mods as possible until you've completed the entire tutorial dungeon and have exited the cave. There are some mods that you may need to have on beforehand (during character creation or whatever) but anything that doesn't state it's absolutely required should probably be avoided.
×
×
  • Create New...