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Katy420

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  1. It's not "the" cloaking script. It's "a" cloaking script. You can toggle one thing off but "cloaking" is inevitable in combat mods so if the way these mods store their data in saves works the way it did a million years ago when I wrote that, those mods still cause bloat. A cloaking script is a self repeating automatic script that always runs in the background, for instance gathering information. Say for instance good old fashioned RND.... "Am I hungry? Am I sick? Am I experiencing this multiplier or that or both?" Your game is always asking that. The way you get mods that adapt to the environment in real time is by use of constantly running background scripts asking dumb/simple questions, but a lot of them, very quickly, all the time. Because of how cloaking spells work in Skyrim, in modding Skyrim "cloaking scripts" have become a "thing". They're called that because of how the cloaking spell works and how the cloaking script works. Both temporarily effect the player, but only the player. Both effect enemies, but only the ones in the immediate vicinity of the player. So say you want to use OBIS and Wet and Cold. (I know they're old just shut up) Do you think OBIS spawns a billion extra bandits everywhere? No, it does it near the player. When? Well, whenever its constantly running background script tells it the conditions are right. How does Wet and Cold know you're wet or cold? Because it's constantly asking without you knowing. In and of themselves these things are fine, that's basically every substantial gameplay mod, but if they aren't very well coded they can pile up script errors and cause instability. So how do you make a combat overhaul, what's in a combat overhaul? How do you make locational damage or combat style changes based on terrain happen without that kind of coding? .... It's hard to imagine making one that works like Deadly without this problem. Last time I checked, a million years ago, enaisaion was flirting with making a new combat overhaul that didn't have those problems, applied effects differently.
  2. .... The comments to this, like omg. No it won't require Morrowind. Anyway I just came in my pants a little thinking that this is still in development and going strong, the nexus will even give it its OWN pages? That's unprecedented and totally worthy of the awesome community that made it possible. I wish I had more to give them now, it's a damn shame. I never thought this thing would happen, at least not like THIS. It's a testament to the modding community here.
  3. I just wanted to throw it out on the forums (because I'm dumb) but I've always loved the nexus and its people. You guys are my rock, my island, my constant. I'm going through a divorce and recently started dating again and got soundly rejected just now judging on what I've been told. I just want you guys to know you're the only thing that kept me together and paying bills and stuff when the s**t hit the fan, having a goal helped me forget the other crap. I'm glad this place exists even corporeally, I wouldn't be here without it. I have some super close friends from here, and the most recent ex, but you have to take the good with the bad. Thank you for existing, nexus, and thank you for the people you attract and the nice things they do. I love you, nexus. http://i.imgur.com/SFepiay.jpg (So does Lily, and she's very glad you guys kept momma paying the bills and fixing her mange-- now she's a big dog. But without the combo of her and you, nexus, neither would have happened.)
  4. Lol this is an awesome idea and I can't wait for Apollo's YT video. That will be interesting. I've spent some time on Elianora's YT channel, but I love the console peasants reference and she seems like the sweetest person, it's hilarious to hear that.
  5. I thought that because your documentation says this under "syntax of animlists": md= motion driven "motion driven" = motion during animation defined by actor's package or player keystrokes "animation driven" = motion defined by animation's motion data (e.g. for bump and turn) Although most animation files have no motion data, default mode is "animation driven". The reason is that "ad" switches off the actor's AI (the actor will not be moved around). To keep the actor's AI during the animation, you need to set the parameter "-md"And the example looks like this: b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkxSo to me the syntax looked like.... my examples? Except for the "basic" part you add in your post... I know nothing and now I feel like I know less from your answer :sad: Before, I just copy/pasted a line from the original FNIS_Cannabis_List.txt, this-- o -a CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazed that wasn't something I made, the spaces were there in the original animlist, so was o as a command-- and it works. I didn't know how or where to put that parameter (AVbAnimationDriven) based on what I was told, I looked it up and filled in the blanks. I'm guessing I should just start all over with the animation files only, rename them, and follow what it says in the generateFNISformodders documentation for making a new FNIS dependant mod. (please keep in mind I know nothing about animation and very little about programming)
  6. Oops, I guess I missed it. Yeah so that's happening because you have a Wintermyst patch that was probably made for the real wintermyst but you're running perma so you don't have the wintermyst.esp. (CTRL F is your friend, duh. My bad) Honestly kinda surprised that's not an immediate CTD, I would think it was a master? I know it's included in Perma but if I had to guess I'd say those were more likely to weird out than vanilla and since you're really likely to see Wintermyst enchantments (there's more of them), that's where I'd start-- reinstalling that and the patch.
  7. The null references for enchantments.... Vanilla enchantments? Because I don't seem to see Wintermyst... If I saw that I'd say that happened because (cleaning or playing around in the CK where it's super easy to make wild edits) you deleted an enchantment. Since that's not what happened, you can't delete a vanilla enchantment that way, I'd guess it's your patchers bugging out. What does it say when you scan your patches for errors in TES5Edit? Something you have is overwriting the enchanted variants of your weapons with a null reference where it should be an enchantment, it seems, but you honestly have a few mods that COULD be doing that, a lot that touches it (WAF, Perma, etc). Reinstalling your mods would be what I'd suggest if you could better narrow down the troubleshooting but you're pretty deep in vanilla edits. If you're lucky it's one of your patches, I'd hate to have to go through that mod list for such general problems. You can try to find the "Steel bow" variants in TES5Edit under weapons, and the last thing modifying some will point you in the right direction if you can find ones with the buggy reference. Using multiple patchers can quickly get confusing. I use 9 or 10 (I know, it's ridiculous), so I really love/recommend SUM. Anyway not that it helps much but that's the source of your problem obviously, missing crap. If an NPC has worn an item in a save already and you remove the mod that gave them the clothes they'll be naked until you "reload" them by entering disable and then enable in the console with them selected (or sometimes you'll just CTD, I was unable to fix a save like that once).
  8. So glad it's that easy! Makes sense why they wouldn't have felt the need to define them that way since in the mod it's only ever triggered for NPCs by a spell (or in the case of the one NPC who's always smoking he's not going anywhere) anyway. I just started looking at some of what that stuff means though, you saved me a ton of time and crossed eyes from staring at .txt files :smile: You are awesome :smile: Oops, spoke too soon. I'm getting errors when I try to use generateFNISformodders with the new animation list-- where is it supposed to go, I've tried several ways of entering the line but just as an example o -a CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazedis the line that works, but if I try to squeeze in ad (for bAnimationDriven), like this.... o -a, ad CannabisSmokeLongpipeBone smokelongpipebone.hkx cannabisanimobjectlongpipeboneblazedI get errors trying to run the generator. I'm positive it's just syntax but I tried it several ways and it looks like the examples.... Also since I would want this to be compatible with the main mod, since I'm changing the definitions should I rename the events/IDs/files and make my own list, or will my animation list just overwrite theirs and be OK after someone runs generateFNISforusers? They don't need to be unique from the main mod like functionally, as long as it overwrites that's fine (they don't need to move in Cannabis Skyrim so there's no reason not to have that restriction) but it says something about all animations having to be unique for all folders and across all mods. So to change something should I just start from scratch with new names for everything?
  9. Thanks so much for the help :smile: I got it working just fine after I added them in the CK, but there's some weirdness I'm still trying to smooth out-- there's no walking animation for them, which is fine for where I was gonna have them, but they don't seem to wanna stay still at the marker until the animation's over (which they seem to do with the drunkindles and drinkingidles so like WTF). Everything works now though, and I did a lot of digging through the generateFNISformodders documentation so I feel a little smarter now at least. Just need to figure out how to get them to stay put, and I was wondering if it'd be possible to do the same thing in a furniture marker (there's a longpipechair animevent) then I know they'd stay put, plus they use those way more-- But I wouldn't want it to be a new furniture marker, so I'm digging into how that works..... But anyway now I know it can be done and that means it can be done with other stuff too :smile:
  10. Imperious and disparity will work together, that's my setup, there's a patch for it. I wouldn't add CCO, or other mods like that, because it seemed to be OP starting stats/items to me, but you could theoretically just keep adding them on, the racial starting stats and racial powers will overwrite but otherwise you're just getting a different selection of free stuff when you start the game. Just make sure you untick the "use modified abilities" option in the MCM for disparity. (which it says on the mod page) Heart of the beast will work with all of those mods if it's installed last because it only modifies the textures and sound (I think?), it'll just overwrite those files from the other mods but you'll have the same changes from the mods you listed otherwise. That being said, you have a lot of conflicts there that won't be fixable by changing your load order, especially in the werewolf stuff. Moonlight Tales and Extra Werewolf perks is a good example, they're directly conflicting, you have to pick one (or delete things you don't like in TES5Edit then merge them in Merge Plugins and hope for the best).
  11. You make you bashed patch after all of your load order is stable, moved where you want it, and finished. So it works like the latter option you mentioned. If you want to use a TES5Edit merged patch, make it, remove the LVLI and LVLN fields, put it at the bottom of your load order, then build your bashed patch and put it after it. I use Ordinator for a perk overhaul, it doesn't have the same features (or compatibility issues) that Perma does and I find it better for high level characters and builds (way more points). But it's a personal choice, everyone's got their favorite. I just have a long load order and a lot of mods working together so my main concern is always stability and interaction, I want my mods to mind their own business as much as possible. Ordinator works best that way. SPERG used to be my go to, for the same reasons-- but Ordinator is newer and better IMHO. Sorry though, I don't use either of those mods and can't say for sure how they'll interact. If it was me I would load the carry weight overhaul last, but it may overwrite the other depending on how it works (Is it directly editing the items or is it scripted or something weird like that). Check it for conflicts in TES5Edit.
  12. Nope. You should still have the same mod you made for your FNIS files that got sent to overwrite (mine's called "FNIS output"), which you can enable or leave disabled like any other mod. If you change which FNIS using mods are enabled though you'll want to rerun FNIS for that setup and name the files it generates something unique though.
  13. Well above is right, they shouldn't be in overwrite. But since they are, what I would do is go into MO's files (program files (x86)/mod organizer by default), find the overwrite folder, and copy everything to a temporary folder-- I'd drag it to my desktop. Then use something like WinZip or PeaZip to pack them in archives and manually install them using the button at the top left that looks like a hard disk with a disk in front of it. If you have loose files included then damn dude, that sucks, and it'd be pretty much ridiculous to go through and figure out which files go with which mod. If you really want you can do the above for the .esps, then right click on overwrite in the left pane and hit "create mod" for the loose files, but that would bug the crap out of me because I like to keep everything separate for troubleshooting.
  14. Yes. But also read the mod pages before posting, modders have little sympathy if you can't pull that off.
  15. Using Razer Cortex? It's incompatible with all ENB binaries and causes an immediate CTD with any ENB/ENBoost installed, even if it's somewhere else on your computer but disabled/not running.
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