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avidichard

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About avidichard

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    avidichard#3985
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    Canada
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    Skyrim Anniversary Edition, Call of Duty: Infinite Warfare, Modern Warfare Remastered and Ghosts
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    Skyrim Anniversary Edition, Super Mario World, Hydro Thunder Hurricane

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  1. • "Skyrim Special Edition" unavailable in the game list, as well as a lot of others. • Seeing the UNIQUE downloads is a good thing. Yes, number of downloads is good but knowing how many DIFFERENT people actually downloaded it is good. If you cannot display both, add an option for us to choose which one to show. • None of the mods show a file size and for me it's irrelevant, I'd like that to be an option to display or not. Asside from these, up to now, I really like the new style. Thanks for updating this!!!
  2. Saw that already, it is NOT native, it's part of SKSE as stated on the CreationKit documentation:
  3. That's because I know that way already, it's just that it requires me to do a bunch of edits in a vanilla quest and possibly redo some things. It would be way simpler if I could simply edit the script and nothing else because it requires nothing more than a few lines of codes without touching anything I have done. That's why I'm asking if it's possible to add enchantments without using SKSE using vanilla papyrus only, I'm trying to save myself some time. Going through the CreationKit for seperate armor pieces is a last resort if really nothing can be done in papyrus.
  4. The ONLY thing I found that COULD be a possibility is the AddSpell function BUT it requires to be applied to an ACTOR. I was wondering if actors are forms and armors are forms, could it still work. Why am I asking? Well, in Creation Kit, when you open an enchantment, it's just a series of spells grouped together so I think I can possibly mimick the enchantment using spells. But again, it may not be treated as an enchantment. I would like to know how to enchant a piece of armor and weapon using script without using SKSE.
  5. These are the headers required in the source code of the original mod which relies on libSkyrim which I found on GitHub: https://github.com/himika/libSkyrim I figured that since this is for SSE, I would require libSKSE also on GitHub: https://github.com/himika/libSKSE The problem is that DebugLog and HookUtil are not present in libSKSE. So I'm asking if someone knows if I can simply reuse the libSkyrim headers or if I need to use completely new headers to have access to the proper functions. OR maybe I'm completely OFF track and need to use another library.
  6. Thanks a whole lot for your help. Your answers were extremely helpful! Happy New Year to you!!!!
  7. OMG!!! This litterally corrected all the issues. I did correct your code though, you missed to open a bracket "(" but my oh my!!! I just learned something very valuable in Skyrim Papyrus today! ; ======================================== ; On Script initialise ; ======================================== Event OnInit() If (((Self as ObjectReference) as Actor) != MySelf) MySelf = ((Self as ObjectReference) as Actor) if bShowDebug Debug.Trace ("==============================") Debug.Trace ("MyFollower - Changed MySelf to spawned Self") Debug.Trace ("==============================") EndIf EndIf There is a delay between the character spawn and when the armor gets equiped, but I accept this price to pay for anyone wishing to console cheat their way and get the character with a "PlaceAtMe" command. I also had a very hard time compiling using the CreationKit because of how extremely long it takes to show the list and then navigate through the entire list to only check my custom script so it compiles only one script. This interface could have used AT LEAST a search or filter. But I found on NexusMods a Notepad++ plugin which compiles it for you and makes the task just that much quicker. If I need serious error detection, I compile through CreationKit but once the Compilation there goes without a hitch, I compile through the Notepad++'s Papyrus plugin! This makes me so Happy today. I can finally move on to place her somewhere in Skyrim and possibly get going on learning about something else. I did not decide if I'll release her as a basic Follow Me follower or try to integrate a small quest. I never played with quests before, or, I should rather say, I never CREATED a new quest before. I want something simple that won't interfere much in the Vanilla game. I sure will not forget to thank you on my mod page. This has been of great help! The wonderful world of programming, 3 lines to solve one issue. I just have a small question. Can we have a "if" statement without an "endif" all on one line. For example: Int MyVar = 0 Bool MyBool = false ; A one line if statement If (MyVar == 1) MyBool = true else MyBool = false
  8. I've been struggling all day. I saw the problem actually AND NO, my actor is not ending up in Helgen Keep. it was just a try. I placed her somewhere else in Riverwood for tests too. I have not found her definitive home yet So, here's what I found and was a bit stupid to not understand it the first time. "OnInit" only runs once on first initial load of the Character in the GAME not in the room or cell, it runs once in the entire game and will not run afterwards. If you save with that mod loaded, the OnInit Script will not run anymore since it ran already. I may have missed a few exceptions but after running and stopping the game over 50 times today, that's what happened. To make the character wear her armor, I need to also run the EquipItem OnCellLoad. Now! I wanted to test so the console "PlaceAtMe" was SUPPOSED to be usefull to prevent travelling. So basically, when travelling with my new script edits, the character dresses up without a hitch. The problem I have though is when I PlaceAtMe, my character returns back to naked as soon as I exit console and see my second character appear. So THAT was a surprise for me because I thought that PlaceAtMe simple moved the follower from it's original location to where I am, not create a double. So, I am trying to keep her dressed even when someone triggers a PlaceAtMe command. The weird thing is, the OnInit script runs AGAIN with 0'd values but once I add Items in her inventory, the items are added in my first character's inventory and strips everyone naked. My second character appears with no items in her inventory. Another thing to note is that OnInit has 0's values but as soon as the OnItemAdded script runs, the values are back to when the initial character spawned in the game. I tried to use: Actor MyWorldFollower = MySelf.GetObjectBase() as Actor And then use MyWorldFollower to additems, but that does not work. Here's my new code in the spoiler:
  9. SOLVED! - Results of the help I received here is my new follower mod: Dove - The Free Bird Initial code of initial problem in spoiler below. So. 3 days without a single successful integration. I placed my Character in HelgenKeep01 and loaded a VANILLA save from there. One the game loads, my follower has her clothes on. I have another save where my folower's mod is NOT loaded but I'm outside in Riverwood. If I console "coc HelegenKeep01" and reach out to my follower, She's naked. If I console "Player.PlaceAtMe <FollowerID>" same thing, she's naked. BUT, when I go inside my Papyrus log, I get all of my "EQUIPED Armor" logs. The items are in the follower's inventory but she just does not wear them even if the code says she got her parts equiped. I only see the equiped items if I load from the saved Vanilla game directly in HelgenKeep01. So, can someone tell me what the heck is happenning and what am I doing wrong?? And NOOOOO - No outfits. It's the whole point of this code, NO OUTFITS!!!!
  10. I found the Nature of the bug! I the "Settings" under the tab "Workarounds" In the "Plugins" section, you need to enable "Enable externally added plugins automatically" So this option is not clear because we presume that EXTERNAL addition means that these files are NOT added via Vortex. I always disabled that option as it permitted me to create mods without Vortex enabling them when they were half way done. But if you disable that option, 1 times out of 2, the ESP files will not activate when installing a mod in the Mods section. So this solution is temporary but viable for those having the same issue.
  11. AHHH! That's constructive!!! Okay, I'll see if I can get something up to make it clearer. I'll need to install a few mods and get that window up and get image and video sample and I'll try to show what could be done in a better way. Thanks for your comment! I provided a video on the first post.
  12. AHHH! That's constructive!!! Okay, I'll see if I can get something up to make it clearer. I'll need to install a few mods and get that window up and get image and video sample and I'll try to show what could be done in a better way. Thanks for your comment!
  13. Whoa! Please be respectful! I am just giving out an opinion on what I think Vortex lacks in it's user interface. You answered earlier that you were good with how Vortex works at the moment, that's fine for you! I respect that. But please also respect my point of view and that I am providing some feedback on a possible improvement. I did not think this thread would turn into a conversation from one point of view against another one. I thought this was a place to shell out ideas for the Vortex team to view and think about. I can mod Skyrim without any problems but after re-installing my whole game about 13 times during the passed 6 months and installing over 400 mods every time, I kind of get annoyed at the recurring mandatory useless clicks and I just think this interface can be improved. I think that if a Vortex admin sees this thread, the idea is now entirely covered and explained in details.
  14. Really? I do not know how to be clearer. The problem I am rising here is the exact same problem as the new Windows 11 context menu. When you right click on a file and want to do basic stuff usually available through the normal menu, you need to click on "Show more options". That's an extra and totally useless click removing user friendliness. Why add more clicks for something that can be managed immediately? The point I am saying is that clicking on buttons to enable and disable stuff is not a solution. AND, may I also remind this portion here: The problem is the amount of different clicks to do that are not intuitive and not user friendly. Remove clicks, make the action easier to handle and simplify the process. That's very basic GUI programming practices and I am just shelling out an improvement that can be done without needing to go through patched buttons and other stuff.
  15. It's exactly NOT the options I made. Let me make it clearer: When you HIDE resolved, it indeed hides all resolved items except those with "???". Once you have selected the load order, these items immediately disapear. This is a BIG NO! If I want to double check, I need to RE-show all mods and scroll the list once more. The hide button also does NOT offer my other possible solution to put all recently installed-unresolved files listed at the very top of the window instead of scatering them in alphabetical order somewhere in the middle of the huge mod list. Look - Nexus, This is an idea to improve the mod load order window. Vortex is far from being flawless and I am just siggesting something that will remove an irritant and add more to the user-friendliness. That's it!
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