Jump to content

scorrp10

Premium Member
  • Posts

    753
  • Joined

  • Last visited

  • Days Won

    1

scorrp10 last won the day on February 13

scorrp10 had the most liked content!

Nexus Mods Profile

1 Follower

About scorrp10

Profile Fields

  • Country
    United States

Recent Profile Visitors

12758 profile views

scorrp10's Achievements

Proficient

Proficient (10/14)

38

Reputation

  1. Open your mod in SSEEdit and check the version in the header of your .esp
  2. You can mix CBBE and BHUNP custom bodied NPCs as long as you have them wearing matching clothes. But you can't have morphs for both working in Racemenu at same time.
  3. - entirely a matter of personal taste. Play with sliders or look for a preset that appeals. CBBE Presets Compendium is a good place to start - this is determined by the options in the skin mod you choose. Most skin mods offer a selection of smooth/sporty/muscular normal maps. - generally, by building any "add-on" pieces to the same preset as the "body" piece. - one or the other. NOT compatible.
  4. Ok, yesterday I ran Windows Update, (I am on Win 10 64-bit) and installed available updates KB5034441 KB5036979 - I think this one was in the 'optional' category KB5037724 And now in CK, my Preview window is working fine again.
  5. Ok, update... yesterday I ran Windows Update, (Win 10 64-bit) and installed available updates KB5034441 KB5036979 - I think this one was in the 'optional' category KB5037724 And now in CK, my Preview window is working fine again.
  6. Free Housecarls? https://www.nexusmods.com/skyrimspecialedition/mods/27571
  7. What exactly does this script attach to? My assumption it is to Player Alias in the owning quest. Is the quest running? Are the properties loaded in the 'Properties' page with their corresponding forms? I would enable Papyrus logging, and add a Debug.Trace statement at the beginning of your function to make sure that is is indeed being called. I also assume that your CurrentLearning and MaximumLearning GVs are initialized somewhere to proper values. Now, to the actual logic of your code: when a player reads a book that teaches a spell, the book is consumed and the spell is added to the player. This is done in-engine, which is much faster than papyrus, which means that by the time this event handler gets called, the spell potentially was already added to the player. Meaning that '!PlayerRef.HasSpell(s)' clause is going to fail since by that time, player already has the spell. I suggest you add a clause that verifies it and do a Debug.Trace If PlayerRef.HasSpell(s) Debug.Trace(Self + "Player already has spell " + s) EndIf What can you do: Normal books in the world, when activated, open up for you to read, and from there you can choose to take the book. But spell books are added to your inventory, and you need to use a book from inventory to learn the spell. In other words, before a spell book can be read, it has to be added to your inventory. Thus, what you can do: First, in your mod, you create an empty FormList. Then, your script: Scriptname LimitedSpellLearningScript extends ReferenceAlias GlobalVariable Property MaximumLearning Auto GlobalVariable Property CurrentLearning Auto FormList Property PendingSpells Auto Actor Property PlayerRef Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) Book b = (akBaseItem as Book) If b Spell s = b.GetSpell() If s If !PlayerRef.HasSpell(s) && !PendingSpells.HasForm(s) PendingSpells.AddForm(s) EndIf EndIf EndIf EndEvent Event OnMenuOpen("InventoryMenu") Int n = PendingSpells.GetSize() While n > 0 n = n - 1 Spell s = (PendingSpells.GetAt(n) as Spell) If PlayerRef.HasSpell(s) PendingSpells.RemoveAddedForm(s) EndIf EndWhile EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) Book b = (akBaseObject as Book) If b Spell s = b.GetSpell() If s If PendingSpells.HasForm(s) Int Temp = CurrentLearning.GetValueInt() If Temp < MaximumLearning.GetValueInt() CurrentLearning.SetValueInt(Temp + 1) PendingSpells.RemoveAddedForm(s) Else Debug.Notification("This Spell Cant be learned") PlayerRef.RemoveSpell(s) PlayerRef.AddItem(b, 1, true) ; the book has been consumed, so need to re-add EndIf EndIf EndIf EndIf EndEvent The logic here is that if player ever gains a spellbook with a spell he does not know yet, that spell goes into PendingSpells formlist. Anytime player accesses inventory, the PendingSpells list is checked to see if player potentially learned any spells on that list via alternate means. Then if player attempts to read a book and spell is on pending list, a successful learn removes the spell from list, and failed one removes spell and restores book in inventory.
  8. The question #1 - does your photoshop file actually have an alpha channel? For Skyrim textures, alpha on the diffuse controls transparency (and in some cases, texture-based animation), while alpha on the normal map controls specular. Now, I don't use Intel Texture Works, I use Nvidia Texture Tools Exporter plugin, but you kinda have to have an Nvidia video card to use it. And if you look at top right corner, it gives option to export either color channels, or just alpha, or both. I would imagine Intel texture tools should offer a similar option.
  9. Ok, the image you have in your first post makes it look like you got a few misplaced vertices on that horse. You probably should check that mesh in Blender. Speaking of Blender, have you tried texture painting there? You can paint directly on the 3D shape. And you can also assign materials, specifically hair materials from library, and then just bake textures for diffuse, normal, specular etc. Now, about working in Photoshop: first off, I usually load the mesh in Blender and use Export UV option to export its UV as a png of same size as the texture file. Then, in Photoshop, I use paste-in-place to add UV map as a layer on top of all others. I usually apply HSL to UV layer to make it bright green set opacity to 50 and lock it. Next working with multiple layers, including adjustment layers: I keep my multilayered texture file saved as a .psd. However, if I need to see how it looks as a texture, I toggle off the UV layer, and, choose File - Save a Copy, and save it as a .dds. using nVidia texture exporter.
  10. Well, supposedly if you try to create a .bsa archive for your mod, it should only pull the files the mod does need. Namely, there is an option to generate a list of files that will go into the .bsa.
  11. Just FYI once I am done with SMP on C and D skirts, I likely will be uploading it.
  12. While I generally do not recommend downgrading, what I do recommend is in Steam, set the game to update only when you run it. (Via Steam). Then you always launch game via your mod organizer - which will automatically launch it via SKSE. This way, when Bethesda does update Skyrim, you will stay at whatever version you had - until you decide for yourself that you want to update to the latest. I.e. my setup is at 1.6.1130 and will stay that way for the forseeable future.
  13. I actually have been working on it now and then, pretty much done all the conversions, slider work, a bit of texture optimization, environment masks, etc. Also did the SMP physics on outfit B, currently working to add SMP to others. Has been slow process though. If you want to test it out, however...
  14. I found this, hopefully it helps. https://gamedev.stackexchange.com/questions/200600/why-do-i-get-a-validation-failed-error-and-how-do-i-fix-it
  15. Not sure why that NPC is so white, but the HPH/KS Hair Patch' could definitely be the culprit.
×
×
  • Create New...