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TheWhispers

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  1. A whole 6 years later, this post saved my sanity...
  2. Of course, even when this game's 40 years old i'll still do a playthrough sometimes. I do one every year. My favorite childhood game.
  3. Hey guys i just wanted to let everyone here know that you can now wear a lantern with my new mod that gives you hands-free light, plus a beautiful new accessory. This is a must have mod for if you run realistically dark nights and dungeons and aren't a vampire and can't use a torch for whatever reason out of many. Enjoy! https://www.nexusmods.com/oblivion/mods/50281?tab=description&BH=0
  4. You just saved my life with this mod I'm making. I was terrified I couldn't do it! Now I can get this to work! Thanks a ton! And to think OBSE won't even be required lol.
  5. I've worked for a week now trying to get a light mesh I made to attach to the character like Oblivion reloaded can do with the torch! I've made the mesh work as a carryable light, and I also converted that light into a skinned mesh that will fit onto the character where I want it to go. The only problem is that when I equip the clothing (that should light up). It: 1. Has no light, it emits no light. This makes sense because it has no light signature and is registered as clothing. 2. Has no flames either. But if I drop the clothing onto the ground it: Emits no light, but it has a flame on the candle. If I equip the carryable light version of the mesh I can carry it just fine and it emits a light with a flame on the mesh in the proper position. I don't want this to happen because the idea of this mod I'm making is lights that you can wear on your person without taking up your Torch slot. Basically a hands-free light. I know it's possible because oblivion reloaded did it but I can't for the life of me figure this out. I guess my last resort is to go digging into Oblivion Reloaded's work and see how their torch equip works. My nifs aren't the problem, it's the game not registering my AttachLight node in my nif because it isn't a light to the game, but that the only way the game will let me carry a stupid light is if I take up a hand.. Guess I'll go dig through Oblivion Reloaded. Update: So it's not their ESP. They did some kind of workaround with code via OBSE. I'll dig into that now. Update: That's no help, will have to try and make my own workarounds in OBSE.
  6. O You can keep them loose without keeping them uncompressed. Use the most powerful compression method you can and make an archive that matches the folder hierarchy of the base game. You can do this by just putting a folder anywhere and building the hierarchy of folders within them and naming the parent folder your mod name. Then you can right click the parent folder and compress it.. then when a user opens it they can click the parent folder in the archive.. select all.. then drag and drop into their base game. As far as WICO goes, keeping everything at the end of your load order list and ripping all facegendata from their BSA will ensure no black face bugs. I have zero now. Most would fail to install your mod properly they had to go into BSA extractor and mess around with this and that. A lot of people wanting to use mods get way too confused doing a simple task like that. Keep it drag and drop whenever you can. This keeps your bug tab from blowing up and saves everyone time in the long run.
  7. Reading the description here, it seems to me that it basically takes a list of object bases (i.e. "types", "classes") and finds any of their object references (i.e. "objects", "instances") within the parameters. So just taking any random grass base and expecting it to find any grass reference in the game is not correct. It will only find instances of that particular grass. If you did want to find any grass reference, you would simply need to include all base grass objects in your list. Your function may not be picking up any grass even when right next to it, because that grass's base object is not in the specified list. Thanks for helping me out man. I currently am using Skyrim Flora Overhaul. So I added every grass in the base game to my FormList within my own esp and also all of SFOs Grasses into the FormList. I'm gonna see if it works, I'm really hoping I can read grasses.
  8. S String[[]] isn't a valid type, probably in any language. I thought we were talking about papyrus. I'm kind of confused on exactly what you are trying to do.
  9. If you had a String[], or an Array of Strings called "Classes".. Classes has 6 indexes, all of which are strings obviously, you'd do: String foo = Classes[5] ; This gives me the 6th string in my String array String bar = Classes[6] ; This gives me an out of bounds index, error String foobar = Classes[4] ; This gives me the 5th String in the array But if you wanted to get multiple strings out of the array and store them for use as output you'd use a loop to iterate through the "Classes" array in which you will store the specific indexes you want in another String[], and then output the processed array, or even iterate through the processed array and output every index line by line. This is a very fundamental programming practice.
  10. .bsa can be unstable and weird I've noticed. For example I installed WICO and put it last in my load order... I still have to go into CK every hour to fix and NPC facegen because they have the black face. I know it's WICO because the export facegen doesnt do anything unless I load the WICO - Immersive People.esp into CK alongside Skyrim.esm... This pisses me off so bad. I'm going to dig through their BSA and see if I can just extract any facegendata out of it. .bsa is great.. when it works. I recommend making a archive that has all the loose facegendata of your NPCs that people can drop effortlessly into their game folder in case they have this issue. This way you've provided the files for all of your specific NPCs, saving people like me loads of time so they don't have to go into CK and root out all your NPCs and export their facegen. WICO is seriously pissing me off as it is the only Character appearance overhaul i use whatsoever, but I'm just about done with it. As far as your NPCs messing up. If it is a spell that does all of this then there is an option in the magical effect dialog box to make sure that the spell automatically dispels on death. However to avoid the death cancelling your operations you could make them change back when they are under a certain health threshold. I'm no expert, and finding modding knowledge that isn't from youtube is really really hard, especially with how vague the CK wiki is. I've also heard of modders making a copyduplicate npc and safely storing away the original. The copy could be transformed and when the copy dies just place the original at the death location of the copy and then .kill() the original
  11. Does anyone know if this function works on Base Objects of GRAS - Grass types? It doesn't seem like I can get a script to even acknowledge Grasses.
  12. Consider this function: https://www.creationkit.com/index.php?title=FindClosestReferenceOfAnyTypeInListFromRef_-_Game I understand that this returns the closest ObjectReference of any type from within a FormList, using another ObjectReference as the center, and the last function parameter to use as a radius. My interpretation of the "any type" part means that I could for example: Made a FormList in CK Put a single random WorldObject within the FormList of type Tree - TREE Put a single random WorldObject within the FormList of type Furniture - FURNI could then autofill this FormList as a property in my script to call upon it in my script From then I could do: Game.FindClosestReferenceOfAnyTypeInListFromRef(MySpecialFormList, PlayerRef, 25.0) ;Yes I know this is 25 unit radius I could then expect the function to return the closest ObjectReference that matches one of the TYPES specified in the FormList, Is this correct? This is where everything gets fuzzy for me. My interpretation here is that I can just put a few single random objects of different TYPES that I want the function to pick up, since I don't care about what specific object, just that it matches the type of at least one of the Forms specified in the FormList. Can someone here shed some light on this papyrus function? When I tried testing this theory it just returns None, even if I'm as close to the ObjectReference in-game as I can be. Update: This function just simply will pick the closest ObjectReference, testing every Form in the FormList, regardless of it's type.
  13. That is quite possibly the dumbest excuse for a piece of software to crash I've ever seen in my life. Undefined behavior that causes the software to close abruptly isn't "policy & procedures." It's called bad software design. If this way of creating a quest truly is required then the developers of CK should have implemented that into CK.. not allow the software to crash because of some random software constraint that isn't enforced in the software.
  14. Ohhhhhh okay that makes perfect sense. The script needs to work at all times. Activating it on a new game start won't really help me because the script needs to be whenever the character is being played. Attaching the script to the player would require that the player start a new game when they install it, which is ridiculous. I'll use this workaround. Thanks again!
  15. Yes the script was attached to the player in CK. Both my mod and my test script. Neither do anything at all. It definitely seems like I'll have to do as you said. Extending Actor for a player-based script only seemed the most intuitive thing to do for my use-case, but the last thing I'd want is to conflict with mods, especially considering the fact this mod is completely original and doesn't rely on specific content to be in the game. My mod use-case is that I'm monitoring animationevents on the player, and then applying different active effects based off specific conditionals. It's quite intensive for it to work smoothly, so it'll only support the player. The only thing I need the player record for is OnAnimationEvent and OnPlayerLoadGame events. The script itself is strictly associated the player and the properties/variables directly associated to them as an actor. Although the script does run logic and act based on the ObjectReference(s) of the characters surroundings every time they fire the Animation Event, but the context never leaves the player at all. Using a start-game enabled quest seems like a hacky way to pull off what I'm trying to do, but I'll look into it more. Thanks for your help, you'll probably be seeing me around here a lot more. My game has close to 100 mods on it, and I'm running SKSE, would that have anything to do with it? You said what I am doing can easily cause conflicts so maybe that's why.
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