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Genamine

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    Hello_Isaac#5138
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    Netherlands
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    None in particular. I like story games.

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  1. Have you considered creating a quest that manages the event? You could set up a quest that fills nearby actors that are hostile to the player into reference aliases as well as forcing the placed shield as reference alias You could then add AI packages to the reference aliases of the hostile actors that makes them attack the reference alias of the placed shield Once the shield breaks, the manager quest could shut down and empty the reference aliases This would require knowledge about Papyrus scripts and basic knowledge about quests and AI packages
  2. Has anyone been able to reliably get dismemberment to work on custom outfits? Ive gotten as far as getting dismemberment to at least work in the first place, but it seems to be dependent on the CBBE body being present in at least some capacity If I zap too much of the body and the relevant segments of the body are gone, then dismemberment no longer works I cant seem to find any solution to this For reference, the steps I take are to paint the segments as needed in Outfit Studio, then set up the .ssf file which seems to be required and reference it in Outfit Studio As mentioned, this has worked apart from the fact that zapping too much of the body will stop dismemberment Like zapping the body from the waist down will allow dismemberment of the arms, but not the legs Ive figured it out, shortly after posting this even Out of the blue it struck me that cut offset data was probably not defined for custom outfits, and sure enough this was the case Manually setting the correct offset data in NifSkope fixed everything, works like a charm now If anyone has any questions, please shoot me a message, I wont be reading this topic anymore
  3. Vanilla imperial warpaint 04 If your character is not an imperial, you will need mods to be able to use the warpaint I would recommend RaceMenu (Link) with Vanilla Warpaints Absolution (Link)
  4. Are you using Experience by z4x? (https://www.nexusmods.com/skyrimspecialedition/mods/17751) It puts a cap on how high you can level your skills The cap increases as you gain character levels
  5. Well, since you want the effect to work on multiple actors, potentially at the same time, the easiest way to achieve this would probably be to use magic effects You could apply an active magic effect to the actor that enters the bath, and remove said magic effect again when they leave the bath If there is a way to register the forms of all unequipped items (which Im not sure of), you could re-equip the items when the magic effect ends This would use the events OnEffectStart and OnEffectFinish Im not sure about current functionality of SKSE64, but 32 bit SKSE has the function GetWornForm(Int ItemSlot), where ItemSlot is hexadecimal (from 0x01 to 0x80000000) This could be easily used to register all equipped items to easily re-equip them at a later time However I think for now it would be safe to assume SKSE64 does not have this function To actually apply and remove the magic effect, you could extend the script to ObjectReference and use a trigger volume with events OnTriggerEnter and OnTriggerLeave
  6. It can be tedious, but doing it by hand ensures the best results
  7. By default, everything is packed into archives, this is to reduce total file size and to speed up load times There are certain mods however that edit meshes, these are not always packed into archives Archives that are loaded later than the vanilla archives overwrite the vanilla archives (an archive is loaded together with a plugin of the same name, e.g. an archive called 'ThisPlugin - Meshes.bsa' would be loaded with a plugin called 'ThisPlugin.esp') Loose files always overwrite all archives
  8. Was the triangle you placed under the marker attached to the existing navmesh? I dont see how preferred pathing would break NPC navigation to door markers, it never has for me, but if the triangle under the marker is an island and not connected to the navmesh the NPC actually walks on then yeah that will cause issues Navmesh should always be connected to eachother in order for it to work properly, NPC's cannot just move from one navmesh island to another With the exception on that being if the NPC is in combat, when in combat AI is more lenient with navigation
  9. Im really liking SSE, I like it considerably better than LE At 187 hours in, it has only crashed on me twice, not counting my own stupid mistakes with incompatible mods There is one downside, however Creation Club Creation Club is a pain in the ass Because of periodic Creation Club updates SKSE needs to keep updating, mods that require SKSE need to keep updating, and as user you need to keep downloading and installing these new updates, smack in the middle of your playthrough Its not enough to keep me away from SSE, but its definitely a boner killer
  10. Just thought Id pop back in and say I have achieved my goal It was actually easier than I had anticipated For posterity, heres what I did: I added the script that spawns the actors to the quest that I wanted to use them as alias in as papyrus property Upon spawning the actors, I added their references to an array in the script that spawns them When the appropriate stage is set in the quest that uses the spawned actors as alias, it draws from the array in the script that spawned the actors to fill the aliases There was never any need to use location ref types in the first place If anyone finds themselves here looking for answers, send me a PM, dont post in this thread as I wont be reading it
  11. I feared as much, it seems Ill have to approach this in a different way Lets hope some good old jury-rigging and on-the-spot ingenuity gets the job done
  12. I know its possible in Fallout 4, but is there any way to add a location ref type to an actor reference spawned by script? Specifically, in Fallout 4 it would be done as follows: Actor akActorRef = akMarkerRef.PlaceAtme(ActorBase akActor) as Actor akActorRef.SetLocRefType(Location akLocation, LocationRefType akLocRefType) However, in Skyrim, the papyrus function akActorRef.SetLocRefType(Location akLocation, LocationRefType akLocRefType) isnt a thing I was wondering if anyone knows of another way of achieving the same thing?
  13. At 892 hours played, Id be dense not to recommend it FO4 has its issues, but in my opinion none of them warrant choosing not to pick it up for 10 (or 20) euros
  14. The engine can run a maximum of 4096 .esl files at a time, this amount decreases the more form IDs each individual .esl file contains A single .esl file can contain a maximum of 2048 form IDs (800 to FFF), if all your .esl files contain this maximum of 2048 form IDs, the engine can run a maximum of 300 .esl files at a time All active .esl files are merged into the 0xFE form ID on runtime (format: 0xFEAAABBB where AAA is the load order hex and BBB is the form ID, e.g. form ID 800 from .esl file 00A would merge into 0xFE00A800 and form ID 8A1 from .esl file C8D would merge into 0xFEC8D8A1) To achieve maximum effectiveness of the .esl file, one should compact all form IDs before converting the plugin to .esl format After compacting the form IDs, make sure you save the .esp before converting to .esl format, failing to do so will result in different form IDs after compacting a second time which will make the new version of your mod incompatible with existing saves that used the mod It is for the same reason also important to never reuse form IDs of records you have deleted in the past .esl files are always loaded directly after .esm files, and can therefore refer to .esm files They can also refer to .esp files, but this is not recommended, as it will not cause the .esl to load after the .esp but will instead cause the .esp to be loaded before the .esl, which may cause issues
  15. I had that happen to me before It went away after I uninstalled Beantown Interiors Project
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