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Martimius

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  1. Had the same issue, in my case it was due to the tool not being able to process "&" characters. I fixed it by replacing "&" with "&".
  2. Hey y'all, if you didn't know already, I'm the author of the Serana Dialogue Add-On mod. Unfortunately my mod was one of those which unfortunately got bonked by the AE Update (not specifically the AE Edition). SDA was preventing a game load, with black screen issues. There was a fix I tried for it (thought of by Lucien's Joseph Russell) where he added a 3 second delay to his mod checker script- and I did the same with mine (we have identical scripts, at least for that part). However, while that part of my mod seems to have been fixed, it's not fully stable yet. In my own testing and with other users as well, we can load up the game, save, but loading it up again results in a black screen. I have narrowed the cause for this other bug down to one script (it's a silent teleport/follower catchup script). However, here's the doozy part: 1. The script doesn't even frickin' load on a new game (I verified this by typing sqv for the owning quest on the console) but removing the script seems to fix the issue and allows me to save and reload normally, without black screens. 2. For some reason, deleting ALL the contents of the script (just deleting everything other than the script name at the start) doesn't seem to work for some reason too. Even the script, empty, doesn't allow you to save and reload. 3. The script (and I can post the source here) just defines functions and doesn't do anything anyway, unless called for. No way that can be done, since on a new save Serana hasn't even been met yet. I'm stumped. Any tips?
  3. Nope. I kinda just lived with it for that playthrough. Two playthroughs later and I have yet to experience it again though. Not sure why, but I probably did something right at least on my end- maybe it's because I reduced the amount of script-heavy mods I had in my LO?
  4. I suspect it's something to do with the fact that the killmove only occurs after the attacking event, when the damage has already been calculated and the NPC (by the game's standards) has already been considered dead?
  5. I did some testing on this, and while my quest init script does give the player the ability (I checked the console), the MGEF script isn't successfully firing. I put a debug notification for whenever the MGEF should fire, but it isn't appearing and the scene where my follower comments isn't starting.
  6. Thanks, gotcha. I've been trying to research this online, but I can't seem to find anything: is it possible for a Papyrus script to check if a dialogue line is currently valid and/or on cooldown? Let's say I've conditioned a dialogue line to only be said every 12 in-game hours. If the countdown timer hasn't already been met, how do I make this killmove detect script not trigger the dialogue?
  7. Hey everyone, Is there a practical way to get follower NPCs to recognize and comment whenever a player has just finished a killmove on an NPC? I did some of my own research on the Creation Kit wiki and found this, Which is a Function which basically tells whether or not a specific actor (in my case, PlayerRef) is in a killmove. However, since this would have to be fired on an event, I wasn't able to find anything related- at least going through all the existing Papyrus events for Skyrim: https://www.creationkit.com/index.php?title=Category:Events. I don't want to use RegisterForSingleUpdate as much as possible since I don't want to hog up Papyrus resources and performance unecessarily. Any thoughts?
  8. It seems to work, finally! 100% of the time. Thanks for all your help! How could I add a condition for it to only run on locked containers though? It even runs when I lock pick a door to a new cell. Tried looking up possible papyrus conditions but I haven’t found a result so far.
  9. Ok, I might just use it with the quest I already made; I never saved with that quest active anyway.
  10. As for the lockpicking issue, I've had some progress with troubleshooting, I guess. In the CK, I re-added/auto-filled all the script properties for both the init and magic spell script. So at least now 100% of the time in-game the lockpick detect spell shows up, along with the magic effect. Problem is, the lockpick dialogue scene fires at completely random times, even when I haven't lockpicked anything yet. The scene fires off once, and then never again. @IshadaMeradin, I also may consider going with the SKSE route instead as it does seen at least somewhat simpler. With the RegisterForMenu command, the wiki says I have to register for a calling form. What's the best way to implement that?
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