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apellis

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About apellis

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    Skyrim Special Edition
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  1. Never heard / read that about game time. I'll remove it and see if it makes a difference.
  2. While testing my trainer mod, I've come across a recurring issue with the dialogue conditions being met, but the dialogue and the resulting scripting not executing. I load a new game and COC to the trainer's location. I engage in training until the script sets the global to teleport the player elsewhere. The next training teleports the player as expected and the NPC package relocates executes, also as expected. I wait 24 hours for the NPC to show up at the new location. I COC to that location and begin training again. When the script sets the global to teleport, the next training only plays the greeting. I do not get the choice menu to choose the specific skill training and the player does not teleport. The above usually happens on the second round of training, but a couple of times went to a 3rd round. Checking the vars with sqv shows them with the expected values. If I wait the 5 - 7 games days for the NPC package to execute, the cycle repeats. I am really at a loss. Anyone got ideas?
  3. Thanks for the link IsharaMeaidin. Debug.ToggleMenus() is what is used in the SHOT mod. Works perfectly and just the way I want it. All that is left is to adjust the timing a bit and I'll publish my "improved" Universal Trainer Grandmaster Elys. dybill, thanks for the suggestions - I was already using DisablePlayerControls and SetHudCartMode and they sort of worked.
  4. As part of my trainer mod, when the player gets a training, I scripted a fade-to-black to run for about 5 seconds to simulate time passing while adding 24 hours in game time. This works great. But the dialogue prompt and the compass are still visible while the image mod is active. Ideally, I want a totally black screen for the duration. Can it be done without SKSE? And if it can't, what would the SKSE scripting be? As usual, TIA to anyone who answers!
  5. I used the CK to change the name of one of the fragments. I verified all seven response fragments were end fragment_0 I changed the other 6 in SSEEdit to match the "master" fragment. Only one of the responses played instead of a random one of the other 6 and the fragment script didn't execute. Probably did something wrong or it just won't work. Gonna leave it as is, but thanks for taking the time to answer.
  6. I'm working on porting my trainer mod to SSE. I have well over 100 fragment script for all of the choices. 6 each on the each of 18 skills. The nod works fine and I'm ready to publish, but it seems a waste when the same fragment could be utilized 6 times for each skill. Every time I try to add a fragment new fragment to replace the previous fragment, the ck just generate a new fragment. It's no big deal if I can't, but It sure would cut down the receptiveness. Anyone? TIA!
  7. I apologize in advance for the double post - I should have posted here first... Been a minute since I've been active. Started work on remastering one of my LE mods for SE. I can't get one of my scripts to compile because my syntax is wrong. Unfortunately, the wiki page for the specific SKSE function I want to use was never created. I've tried several different iterations and have had no luck using the functions below: Float GetSkillExperience() Float SetSkillExperience(Float exp) If a scripting guru could enlighten me, I would very much appreciate it.
  8. Been a minute since I've been active. Started work on remastering one of my LE mods for SE. I can't get one of my scripts to compile because my syntax is wrong. Unfortunately, the wiki page for the specific SKSE function I want to use was never created. I've tried several different iterations and have had no luck using the functions below: Float GetSkillExperience() Float SetSkillExperience(Float exp) If a scripting guru could enlighten me, I would very much appreciate it.
  9. If you're having the issue above with the DLC, register the DLC bsa's in the SkyrimEditor.ini as below: [Archive] SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dragonborn.bsa, Dawnguard.bsa, HearthFires.bsa SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dragonborn.bsa, Dawnguard.bsa, HearthFires.bsa If you plan on using SKSE, make sure the SKSE loose scripts are in the scripts directory so that they overwrite the vanilla scripts. SKSE does not overwrite DLC scripts specifically. DLC scripts are overwritten by SKSE only if they overwrite Vanilla NON-DLC scripts.
  10. I literally just tested this. You can have multiple MCM menus. Each needs to be uniquely named and contained in it's own quest.
  11. What I don't get is why you spent time "fixing" the mod. If you're so gung-ho about balance, why did you download it to begin with? Did the description of the mod say anything about balance? Probably not...
  12. The actual limit is 256 esm and esp files. Skyrim.esm, Update.esm, and YourSavedGame.ess are always included, so the actual limit of additional mods is 253. Of course, getting that many mods to run smoothly depends on what mods they are and what kind of rig you have. Start slow, add one or two at a time, play for a few hours. Make sure your game is working before you add more mods. IMO, the Unofficial Skyrim Patch and the corresponding patches for Dawnguard, Hearthfires, and Dragonborn are must have mods. They fix a "bazillion" errors and bugs left in the originals by Bethesda.
  13. You can bypass the MCM entirely if you know what variables and values are being set. Of course that means spending time searching out and confirming all of the scripting the author used with the CK. And of course if said author doesn't include source scripts, you have to decompile the .pex files. Taking even more time. And then creating a .bat file or spending time changing values in the console. I find the MCM so much easier than the above. But as you said, each of us have our own likes and dislikes... Also FYI, the limit on MCM's is 128. Someone earlier said 120 or so. Close, the exact number limit is due to the array element limit of papyrus.
  14. The issue with placing plugins lower than their master was corrected several betas ago. One thing you may find is that plugins with multiple masters may have it's masters loaded differently than the plugin expects (Orange icon in Wrye Bash). Or you may find a Dawnguard or Dragonborn patch loaded before it's supposed master. Almost always these patches are not explicitly mastered to the plugin their supposed to patch and while visually strange, it does not affect the game. Generally speaking, these unusual sorts are not a problem but there will be plugins where it may be. Should you find such a case, please report it in the BOSS/LOOT thread on the bethesda forums so that they can be sorted correctly.
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