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megapatato

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  1. Did you try to re-install all mods anew? Some Engine Injectors need to be re-deployed to work well. In Vortex, I use purge & re-deploy to force re-installations after updates.
  2. [two years later] Here's a video that shows most of them (at least the ones for bipedal actors)
  3. Hi Pickysaurus, thanks for the response. Just to make sure I'm on the right path, this would mean tinkering with the index.js file, correct? I'm seeing the DaggerfallUnity index.js file has a process to filter out files by extension (line 43), so I'll try that approach (unless you'd suggest something else?) Cheers, ~MP
  4. Is there a way of telling Vortex to not deploy a subcomponent of a mod in the staging directory? This functionality would be akin to the .gitignore file. Concretely, I would like to not deploy anything in the .vscode directory for a mod I'm developing.
  5. <tl;dr> How to get Art well placed on a staff in 1st AND 3rd person cameras? The "simple magic animation" graph for casting magics has a node IdleStaff, so a) if a NIF contains an animation block mIdleStaff b) and that gets loaded by an Art object c) used in a Magic Effect d) part of an Enchantment e) applied to a Staff then that controller fires if the staff is unsheathed, with an XYZ origin defined elsewhere (I don't know where... not the staff, perhaps the skeleton?) However, there seem to be different axes for the staff between 1st and 3rd person camera. Concretely, let's consider two staves, the vanilla conjuration staff and the daedric staff from the Creation Club (it only matters in that it is shorter than the vanilla one). The 0,0,0 origin is the same with either staff loaded, in 1st or 3rd person views. The vanilla staff looks fine, it doesn't require translations nor rotations. However since the daedric one is shorter, the art needs to be moved. And here lies the issue: the translation that makes the art align with the daedric staff in 3rd person camera, does not match the alignment in 1st person camera. View in 3rd person mode View in 1st person mode Q1: how would anyone suggest addressing this? Ideally, one would use the same file in both 1st and 3rd person cameras. So I went the hard route, defining 2 enchantments that use 2 magic effects that use 2 art objects that point to 2 different NIFs (one for 1st person camera, one for 3rd person camera), and added a script to the weapon that listens for camera changes and then swaps the enchantment (courtesy of SKSE). My script works as intended, and changes the enchantment (I verify via Weapon.GetEnchantment().GetName() & print-outs), but the art is not visibly changed. If I configure it such that it sets the enchantment None when in 3rd person camera, I get a staff with no enchantment (as seen in the inventory screen), but the art is still playing. Saving with the weapon unsheathed, quitting to main menu (to force reloading of assets), and continuing, persists with the art playing. Saving with the weapon unsheathed sheathed, quitting to main menu, then continuing, also persists with the art playing. Even though the staff is unenchanted... I then rewired the script to change specifically the path of the Art object itself (again, verified via Art.GetModelPath() & printouts), and same behavior. For some reason, the game is always using the 3rd person model, like it got cached somewhere and isn't getting refreshed... Q2: is there a way of forcing an Art object refresh / reload?
  6. I want to change the Actor Value of a magic effect. The magic effect is contained by a spell that gets applied to the player character via alias fill-in by a base-game start-enabled quest. I have a plugin that does the desired change, and works fine on a new game. But when trying to add the plugin to an existing game, I get a CTD at the end of save-game loading. Desired modification MagicEffectData/Data/ActorValue: Enchanting -> Enchanting Power Modifier Magic effect DLC2dunKolbjornFortifyEnchanting "Ahzidal's Genius" [MGEF:04027331] Spell DLC2dunKolbjornSetAbility "Ahzidal's Genius" [sPEL:04027332] Quest DLC2Init "Init quest" [QUST:04016E02] Alias Alias #26 (ALST 27: Player, forced reference to PLYR:14), ALSP#0 Again, I have a plugin that does the desired effect, but when I include it in my load order and resume a save-game, I get a CTD at the end of the loading (ambient music starts playing). With the plugin removed, the save game loads fine. For what its worth, SSEedit 4.0.3 doesn't find errors, and there's no wild edits nor CK artifacts in the ESL-flagged ESP file. What to do? a) Should I stop the quest (!!), apply the plugin, then re-start the quest? Wouldn't that lose a lot of progress and state?! b) Try editing the save-game so that the contents match the new definition of the magic effect? Can Fallrim tools change the stuff of active magic effects on the player? c) Something else?
  7. Just a wild guess, but does the NIF shape have the remappable textures flag set? BSTriShape/BSLightingShaderProperty/ShaderFlags1 I've noticed sometimes OutfitStudio may not keep some flags that were present in the original...
  8. Yeah, I use OutfitStudio to NIF-fy stuff. For de novo meshes, I exported the base body parts as regular OBJs so I have references to load into Blender, where I can work on creating the new meshes. Then I load those OBJ-exported files into OutfitStudio and do the animation weighting, Z-adjustments, partition setting, etc. Export as NIF files, then in NifSkope do sanity checks on stuff (i.e. convert to BSFadeNodes, triple-check shader flags). For game objects (or ground objects, or GOs), I used the ancient 3DS max plugin to generate a havok box in a dummy file, then Ctrl+C -> Ctrl+V into the target branch of the desired NIF file, then more tweaking on box size, inventory tags, BHX flags, etc. I did that once, it worked, and I haven't reproduced it, so I just copy+paste the same branch to all my mods and adjust box sizes.
  9. If you're looking for a vanilla quest where this kind of functionality is used, checkout the Thieves' Guild radiant quest The Shill Job, aka Duplicity, EditorID: TGRDU, FormID: 00015D24 (in the CK: Character\Quest\Faction\ThievesGuild\Radiant\TGRDU) It aliases a chest (#11 WeathyHomeChest<sic>) in some home (#4 WealthyHome), and creates the item to deposit (#5 Evidence). The script attached to Evidence uses the OnContainerChanged call to create the appropriate event, and then does some checking to update the relevant quests IIF the new container is the alias container.
  10. [some years later] I was fixing up the NPCs added by some mod, and was encountering this issue. In the stock mod, the NPCs appeared fine. With my mod (that added AI packages, routines, crime factions), the NPCs would only be present if the player character was inside their cell on game load. If the PC left that cell, and re-entered it, they would disappear. Trying to get them via `PRID [RefID]` would fail, with the game declaring that RefID was did not match a valid Object Reference (both while inside and outside the cell). I set the NPCs reference to have Persistance in the relevant location (which I created and contains their cell), and now they persist. The command `player.moveto [RefID]` works as expected. In the stock mod, they didn't have a Persistance location, but once I touched them in my mod, they apparently needed that...
  11. This worked for me as well. I had though of making the original asset into a Shared-Info, but since I was creating it, the Creation Kit baked into the path of the sound file both the plugin file's name, as well as the FormID of the new info. I tried looking in SSEedit, but the path was not exposed as a node; it seems it is dynamically inferred from the plugin's file name and the shared-info's FormID. This posed a problem because I would have to extract and place the sound-file in the location the game would infer from the plugin, and distribution of the mod would also distribute the original sound-file, which is likely afoul of Bethesda's copyright and the Nexus File Upload policy. This occult magic of using the CK to declare it as Shared-Info, then SSEedit to change where the record pointed to, allowed me re-using the sound-file and associated info in a different context. Just make a note of the desired info's FormID, because it won't show up by auto-complete in SSEedit as it is not a Shared-info; once the FormID is specified, the preview text will load up correctly.
  12. My problem was a corrupted / invalid XML layout file. Under "Skyrim Special Edition\Data\DialogueViews\" the Creation Kit saves layout data for the graph representation of the dialogue views. These files can get corrupted, resulting in a layout operation that crashes the Creation Kit. The files are named after the EditorID of the dialogue view in question. Deleting the file allowed me to open the Dialogue View tab and the specific graph successfully, with all nodes superposed on top of each other (which makes sense because I deleted the xml file that held the old layout). It would be nice if the XML schema were documented in these XML files, so they could be validated and not just syntax checked... my "corrupt" file was syntactically valid, but it still crashed the program >:/
  13. Exactly! I liked the BOS before Bling Betrayal, afterward.... well, they were off my Christmas card list for sure.. As devoted as Danse is how the hell could they leave him with no way to redeem himself? And it's just plain out weird to hear him yell "For the Brotherhood" whil shooting at a vertibird.. Sadly, in this scenario there was really nothing else Maxson could do. He's stuck between a rock and a hard place. Even if he counts Danse as a friend (Danse joined the BoS before Maxson was 10 years old), the Brotherhood is bigger and more important. That doesn't mean I agree with Bethesda's hack-job of a quest, but once the information has reached the Brotherhood, Maxson has no choice. And - I felt - you can see that he knows this, and the decision hurts him. Once Quinlan has the data on the disk worked out, there's nothing Maxson can do. He morally cannot order the information kept silent. Besides, any attempt to do so would be detrimental to the Brotherhood. Imagine, if Quinlan let this information out? Mutiny aboard the Prydwen. Or maybe he keeps it quiet, to twist Maxson's arm. It doesn't matter, Scribe Neriah knows. Cade knows. Maxson has to act on it. Despite this, he doesn't immediately act upon this information. For the sake of cohesion within the Brotherhood, for the sake of the mission for humankind, Maxson has to out Danse. We've seen before in this game and others that the Brotherhood needs its ideals to be rigid. They feel they need to keep a hard line on their beliefs to preserve themselves. Last time someone 'softened', we ended up with the Elder Lyons situation. Danse cannot be allowed to remain in the Brotherhood for the following reasons Maxson cannot stop the information spreading while maintaining his integrity This situation has to be played in a way that it does not endanger the Brotherhood's values and hard-line stance against Synths Maxson cannot be seen to make exceptions - it would lead to people questioning his ability to lead (he's 20 years old - "Kid's too young to make tough decisions when it matters.) Maxson doesn't seem to know about the freed-synth Issue - or doesn't want to Danse theoretically has the potential to be a danger. Even if 'Danse' as we know him might not be a traitor, the Institute could bring him back in, carve out his head with a icecream scoop and stick a new Synth in there. (Although, you can do this with replacing normal people too. So it's not that different...) Danse's memories of being a Brotherhood member are probably stored on any synth components he has. So, if gets captured by the Institute, they can download the lot of it. Unlike trying to do that with human memories, it'll be in a straight data form, and it'll survive his death. An easy interrogation. Even if he's not, you can't prove this to the Brotherhood to stop them being paranoid about him potentially going haywire. To prevent paranoia, Maxson chooses to use this event - which could divide the Brotherhood - to instead draw the Brotherhood closer together and united... at the expense of Danse. The Brotherhood is about the needs of the many and the future, not the needs of the few and now. Maxson knows this, Danse knows it. They both accept it. Maxson is certain Danse is an Institute synth - not a freed Synth. So his worry - based on this view - is entirely justified. Maxson hasn't even considered that Danse might be a 'freed synth' (he might not even know they exist as more than a rumour) In talking to the Survivor, Maxson asks the player if they knew Danse was a synth. Even if you fail all your checks, your eventual fallback is: "Did you ever wonder if Danse knew he was a synth?" to which Maxson's reply is that the thought hadn't even occurred to him.So, as much as it hurts, Maxson really doesn't have an alternative. Not when the information reached Quinlan before him. Now, take a look at this. My interpretation of these messages (especially the messages from Kells) is that Maxson did not specifically order Danse dead. He says, "hunt Danse down", not kill him. Not terminate him. Not execute him. In my head-canon, it's because Maxson isn't comfortable with it. However, I feel that maybe Kells and Quinlan have 'stepped up' to push the issue forwards. For contrast, look at the word choice of Kells. "I'm instructing our soldiers to shoot Danse on sight rather than trying to capture or contain him for study. I feel that it's important we use his execution to set an example not only to our own brothers and sisters, but to the Institute as well." The choice of the word rather may mean nothing, or it may mean that Kells is suggesting an alternative to Maxson's view, or refining it. To me, it suggests that Maxson did not specify shooting Danse on sight. I find it interesting that he also references trying to capture or contain Danse - it seems an odd course of action to even consider for a traitor. Perhaps Maxson suggested them as alternatives? But, given the magnitude of the situation, he can't then deny Kells and say, "No, I still like Danse, don't kill him." [...] Interestingly, if you give the Holodisk to the Railroad or the Minutemen, the Brotherhood never finds out Danse is a synth. The whole Danse thing never becomes an issue. Of course, without Blind Betrayal you can never get max affinity or romance him either. Agreed. Danse should not remain in the BOS if he's anathema to the values they stand for. And without Blind Betrayal, you wouldn't get max affinity with the *real* Danse. However, what if the BOS is taken out of the picture..? The Railroad could reprogram Danse into a new character, thus allowing one to retain Danse in a Railroad-sided ending... Imagine having to delve into the Institute's archives to find Danse's reset codes (Father, I need a favor here..), shanghai him to the Memory Den, have him mem-wiped by Amari, and then reboot his *new self*. He could "awake" from the mem-wipe, after Red Rocket's Glare / Airship Down, in the same state as he was when he was found at the Cambridge Police station. A side explanation of "feral-induced-concussion", "you missed the Prydwen's arrival", "sorry it got blown up while you were recovering" would make (sort of) sense. Sadly, without the input of the voice actor, or someone who can clone that voice and fill in the dialogue blanks, I doubt this plan would be viable :'(
  14. In response to post #37155425. #37155465, #37155610, #37155765, #37156020 are all replies on the same post. The answer, is: "" Really, nothing should follow the equals sign. Read this: http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation#How_To_Enable_Fallout_4_Mods
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