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chinagreenelvis

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  1. Almost every effing time I fire up the creation kit, Steam thinks I'm still running it after I shut it down. This occurs especially when the CK crashes. Does anyone else ever suffer from this nonsense? Is there a fix? A workaround?
  2. In response to post #39485330. #39488480, #39488735 are all replies on the same post. AFAIK there shouldn't be any difference. Console mod problems will come from the the same source as PC mod problems: load order. It's not like you can write a mod that will physically destroy a console.
  3. This works: Event OnEffectStart(Actor akTarget, Actor akCaster) (DialogueFollowerExtended as XFLScript).XFL_AddFollower(akTarget) EndEvent But this doesn't: Function SetFollower(ObjectReference FollowerRef) actor FollowerActor = FollowerRef as Actor (DialogueFollowerExtended as XFLScript).XFL_AddFollower(FollowerActor) EndFunction Clearly I'm doing something wrong, but what?
  4. Actually, I can't seem to get it working, even after installing SKSE. I tried appending -editor to the end of skse_launcher, but I get an error message that says I don't need to launch the Creation Kit that way. Scripts relying on SKSE are not compiling, at all. EDIT: Nevermind, it's because I upgraded SKSE without updating the Creation Kit. Which I can't, since I'm using the non-Steam version. I swear, sometimes I think the only reason I post here is so I can go out and solve my own problems.
  5. Making changes to DialogueFollowerScript and not getting anything out of it. Function SetFollower(ObjectReference FollowerRef) actor FollowerActor = FollowerRef as Actor ;Default follower script FollowerActor.GetLeveledActorBase().SetEssential(false) FollowerActor.GetLeveledActorBase().SetProtected(false) FollowerActor.GetLeveledActorBase().SetInvulnerable(false) EndFunction None of this seems to allow my followers to die, even after re-recruiting them. EDIT: I think unchecking "protected" in the "follower" alias in Creation Kit was also necessary.
  6. http://www.creationkit.com/GetOutfit_-_ActorBase Creation Kit says: "GetOutfit is not a function or does not exist" when trying to compile exactly what's shown on the damn page. EDIT: Nevermind, I see now that it requires SKSE.
  7. I can't seem to find in the Creation Kit where the actual effects of selecting a dialogue branch are laid out. For instance, making someone become a follower by selecting, "Follow me. I need your help." What if I wanted to make a spell that had the same result?
  8. Trying to write and attach a script to the torch light object that would make it dim more and more before ultimately burning out. I don't like the way that torches just go out of nowhere. Seems like it should be a really simple script to write, but I don't know enough about Papyrus to get it done. Anyone want to lend a hand?
  9. http://code.google.com/p/skyrim-plugin-decoding-project/source/browse/TES5Edit/trunk/Edit+Scripts/Skyrim+-+Tweak+bloom,+eyes+adaptation,+tint.pas?r=1031

    You can use this code in TES5edit. Run it on the "image space" section after deep-override copying it to a new file. Run it on any lighting mods you have as well.

  10. http://code.google.com/p/skyrim-plugin-decoding-project/source/browse/TES5Edit/trunk/Edit+Scripts/Skyrim+-+Tweak+bloom,+eyes+adaptation,+tint.pas?r=1031 You can use this code in TES5edit. Run it on the "image space" section after deep-override copying it to a new file. Run it on any lighting mods you have as well.
  11. Subtitles only for characters not using voice files during dialogue interaction. Otherwise, off.
  12. Been working on it: http://skyrim.nexusmods.com/mods/29968
  13. I know there is a mod to make bards sing on request, but I don't actually want to walk up to them and ask them to play. I also don't want them to play as often as they do. What's the best way to add a random timer in between songs to the song playing script? Scriptname BardSongsScript extends Quest Conditional ;---------------------------------------------------------------------------------------- Scene Property BardSongsBallad01Scene auto Scene Property BardSongsBallad01WithIntroScene auto Scene Property BardSongsDrinkingSong01Scene auto Scene Property BardSongsDrinkingSong01WithIntroScene auto Scene Property BardSongsDrinkingSong03Scene auto Scene Property BardSongsDrinkingSong03WithIntroScene auto Scene Property BardSongsDrinkingSong02Scene auto Scene Property BardSongsDrinkingSong02WithIntroScene auto Scene Property BardSongsInstrumentalFlute01 auto Scene Property BardSongsInstrumentalFlute02 auto Scene Property BardSongsInstrumentalLute01 auto Scene Property BardSongsInstrumentalLute02 auto Scene Property BardSongsInstrumentalDrum01 auto Scene Property BardSongsInstrumentalDrum02 auto Scene Property BardSongsInstrumentalFluteonly01 auto Scene Property BardSongsInstrumentalFluteonly02 auto Scene Property BardSongsInstrumentalBard2Drum01 auto Scene Property BardSongsInstrumentalBard2Drum02 auto Scene Property BardSongsInstrumentalWedding01 auto Scene Property BardSongsInstrumentalWedding02 auto ;---------------------------------------------------------------------------------------- ReferenceAlias Property BardSongs_Bard Auto ReferenceAlias Property BardSongsInstrumental_Bard Auto ReferenceAlias Property BardSongs_Bard2 Auto ReferenceAlias Property BardSongsInstrumental_Bard2 Auto VoiceType Property FemaleYoungEager Auto voiceType Property MaleYoungEager Auto Quest Property MQ306 Auto Quest Property MQ106 Auto Quest Property MQ203 Auto ActorBase Property TalsgarTheWanderer Auto Actor Property Sven Auto Actor Property Lurbuk Auto Package Property MorthalLurbukSleep1x5 Auto Faction Property CurrentFollowerFaction Auto Keyword Property LocTypeInn Auto ;---------------------------------------------------------------------------------------- Location Property HaafingarHoldLocation Auto Location Property WinterholdHoldLocation Auto Location Property EastmarchHoldLocation Auto Location Property RiftHoldLocation Auto Location Property PaleHoldLocation Auto Location Property ReachHoldLocation Auto Location Property FalkreathHoldLocation Auto Location Property WhiterunHoldLocation Auto Location Property HjaalmarchHoldLocation Auto Keyword Property CWOwner Auto MusicType Property MUSTavernSILENCE Auto ;---------------------------------------------------------------------------------------- String Bard2SavedInstrument Bool Bard2SavedPlayContinuous int Bard2LastSongPlayed String SavedInstrument Bool SavedPlayContinuous int SavedSongToPlay Int LastSongPlayed Bool ProcessingDialogueRequest Bool StopSong = False objectReference BardHandoff String InstrumentHandoff Bool PlayContinuousHandoff Int SongToPlayHandoff Bool ChangeSettingsHandoff Float LocationOwner Conditional Int Playing = 0 Conditional Int InstrumentalSong = 1 Conditional Int Bard2InstrumentalSong = 1 Conditional ;---------------------------------------------------------------------------------------- int Function GetRandomSong(objectReference PassedBard) Int BardSongToPlay = LastSongPlayed While BardSongToPlay == LastSongPlayed If MQ306.GetStage() > 0 ;If we're past Sovngard you can play 10: Tale of the Tongues BardSongToPlay = Utility.RandomInt(2,10) Else BardSongToPlay = Utility.RandomInt(2,9) ;If not randomize the rest. EndIf If PassedBard.GetVoiceType() == FemaleYoungEager && BardSongToPlay == 2 ;If the song picked is "Age Of..." for FemaleYoungEager (who can't sing it) set it to "Ragnar" BardSongToPlay = 1 EndIf If PassedBard.GetVoiceType() == MaleYoungEager && BardSongToPlay == 3 ;If the song picked is "The Dragonborn..." for MaleYoungEager (who can't sing it) set it to "Ragnar" BardSongToPlay = 1 EndIf Endwhile ; debug.Trace("Returning Random Song #"+BardSongToPlay) Return (BardSongToPlay) EndFunction ;---------------------------------------------------------------------------------------- Function PlayChosenSong(Int ChosenSong) Int Intro = Utility.RandomInt(0,1) If ChosenSong < 13 LastSongPlayed = ChosenSong Else Bard2LastSongPlayed = ChosenSong EndIf If ChosenSong == 10 ; debug.Trace("Playing Bard song 10: Tale of the Tongues") If Intro == 0 ; debug.Trace("Playing Bard song 10 without intro") BardSongsBallad01Scene.Start() Else ; debug.Trace("Playing Bard song 1 with intro") BardSongsBallad01WithIntroScene.Start() EndIf EndIf If ChosenSong == 1 ; debug.Trace("Playing Bard song 1: Ragnar The Red") If Intro == 0 ; debug.Trace("Playing Bard song 1: Ragnar The Red without intro") BardSongsDrinkingSong02Scene.Start() Else ; debug.Trace("Playing Bard song 1: Ragnar The Red with intro") BardSongsDrinkingSong02WithIntroScene.Start() EndIf EndIf If ChosenSong == 2 ; debug.Trace("Playing Bard song 2: Age of...") If Intro == 0 ; debug.Trace("Playing Bard song 2 without intro") BardSongsDrinkingSong03Scene.Start() Else ; debug.Trace("Playing Bard song 2 with intro") BardSongsDrinkingSong03WithIntroScene.Start() EndIf EndIf If ChosenSong == 3 ; debug.Trace("Playing Bard song 3: The Dragonborn") If Intro == 0 ; debug.Trace("Playing Bard song 3 without intro") BardSongsDrinkingSong01Scene.Start() Else ; debug.Trace("Playing Bard song 3 with intro") BardSongsDrinkingSong01WithIntroScene.Start() EndIf EndIf If ChosenSong == 4 ; debug.Trace("Playing Bard song 4: Flute1") InstrumentalSong = Utility.RandomInt(1,6) BardSongsInstrumentalFlute01.Start() EndIf If ChosenSong == 5 ; debug.Trace("Playing Bard song 5: Flute2") InstrumentalSong = Utility.RandomInt(1,6) BardSongsInstrumentalFlute02.Start() EndIf If ChosenSong == 6 ; debug.Trace("Playing Bard song 6: Lute1") InstrumentalSong = Utility.RandomInt(1,4) BardSongsInstrumentalLute01.Start() EndIf If ChosenSong == 7 ; debug.Trace("Playing Bard song 7: Lute2") InstrumentalSong = Utility.RandomInt(1,4) BardSongsInstrumentalLute02.Start() EndIf If ChosenSong == 8 ; debug.Trace("Playing Bard song 8: Drum1") InstrumentalSong = Utility.RandomInt(1,3) BardSongsInstrumentalDrum01.Start() EndIf If ChosenSong == 9 ; debug.Trace("Playing Bard song 9: Drum2") InstrumentalSong = Utility.RandomInt(1,3) BardSongsInstrumentalDrum02.Start() EndIf If ChosenSong == 11 ; debug.Trace("Playing Bard song 11: FluteOnly1") InstrumentalSong = 1 BardSongsInstrumentalFluteonly01.Start() EndIf If ChosenSong == 12 ; debug.Trace("Playing Bard song 12: FluteOnly2") InstrumentalSong = 1 BardSongsInstrumentalFluteonly02.Start() EndIf If ChosenSong == 13 ; debug.Trace("Playing Bard song 13") Bard2InstrumentalSong = Utility.RandomInt(1,3) BardSongsInstrumentalBard2Drum01.Start() EndIf If ChosenSong == 14 ; debug.Trace("Playing Bard song 14") Bard2InstrumentalSong = Utility.RandomInt(1,3) BardSongsInstrumentalBard2Drum02.Start() EndIf If ChosenSong == 15 ; debug.Trace("Playing Bard song 15") Bard2InstrumentalSong = Utility.RandomInt(1,3) BardSongsInstrumentalWedding01.Start() EndIf If ChosenSong == 16 ; debug.Trace("Playing Bard song 16") Bard2InstrumentalSong = Utility.RandomInt(1,3) BardSongsInstrumentalWedding02.Start() EndIf EndFunction ;-------------------------------------------------------------------------------------- Function PlaySongRequest(objectReference Bard, String Instrument = "Any", Bool PlayContinuous = True, int SongToPlay = 0, Bool ChangeSettings = True) BardHandoff= Bard InstrumentHandoff = Instrument PlayContinuousHandoff = PlayContinuous SongToPlayHandoff = SongToPlay ChangeSettingsHandoff = ChangeSettings RegisterForSingleUpdate(1) EndFunction ;-------------------------------------------------------------------------------------- Event OnUpdate() PlaySong(BardHandoff, InstrumentHandoff, PlayContinuousHandoff,SongToPlayHandoff, ChangeSettingsHandoff) EndEvent ;--------------------------------------------------------------------------------------- Function PlaySong(objectReference Bard, String Instrument = "Any", Bool PlayContinuous = True, int SongToPlay = 0, Bool ChangeSettings = True) ; ;Debug.tracestack() While Bard.IsInDialogueWithPlayer() if Changesettings == False && (Stopsong == True || SavedPlayContinuous == False) Return endif Utility.Wait(1) ; Debug.Trace("Playsongs is waiting...") EndWhile ; debug.Trace("Function Called. Stopsong is " + Stopsong) if Changesettings == False && (Stopsong == True || SavedPlayContinuous == False) Playing = 0 Return endif If Bard == Lurbuk && Lurbuk.GetCurrentPackage() == MorthalLurbukSleep1x5 Playing = 0 Return Endif if Changesettings == True StopAllSongs() endif Playing = 1 If (Bard as Actor).IsInFaction(CurrentFollowerFaction) ; debug.Trace("Bard is a follower! Aborting song.") Playing = 0 Return Else BardSongs_Bard.forcerefto(Bard) ;Force the passed in character into the aliases required to play BardSongsInstrumental_Bard.forcerefto(Bard) Endif RegisterLocationOwner(Bard) If ChangeSettings == False ;Allows the sytem to recall the function without changing the previous settings. ; debug.Trace("Using Previous Settings") Instrument = SavedInstrument PlayContinuous = SavedPlayContinuous SongToPlay = 0 Else ;Saves the settings of the original call. ; debug.Trace("Using New Settings") SavedInstrument = Instrument SavedPlayContinuous = PlayContinuous endif If (Bard as Actor).GetActorBase() == TalsgarTheWanderer SavedPlayContinuous = False endif ; debug.Trace("Instrument is " + Instrument) ; debug.Trace("SongToPlay is " + SongToPlay) If Bard == Sven && MQ106.GetStage() > 20 && MQ106.Getstage() < 50 If LastSongPlayed == 6 SongToPlay = 7 Else SongToPlay = 6 endIf endif If Bard == Sven && MQ203.isrunning() ;GetStage() >= 10 && MQ203.Getstage() < 40 If LastSongPlayed == 6 SongToPlay = 7 Else SongToPlay = 6 endIf endif If Instrument == "Instrumental" ; debug.Trace("Requested Instrumental") ;Randomly choose instrument to play if Instrumental was chosen SongToPlay = Utility.RandomInt(4,9) endif If Instrument == "Flute" ;Play Flute song if Flute was chosen ; debug.Trace("Requested flute") If LastSongPlayed == 11 SongToPlay = 12 Else SongToPlay = 11 endIf endif If Instrument == "Lute" ;Play Lute song if Lute was chosen If LastSongPlayed == 6 SongToPlay = 7 Else SongToPlay = 6 endIf endif If Instrument == "Drum" ;Play Drum song if Drum was chosen If LastSongPlayed == 8 SongToPlay = 9 Else SongToPlay = 8 endIf endif ; debug.Trace("SongToPlay is now " + SongToPlay) if SongToPlay == 0 ;if a particular song hasn't been requested, get a random song. ; debug.Trace("Choosing Random Song") SongToPlay = GetRandomSong(Bard) endif ; debug.Trace("Executing Play Chosen function Song " + SongToPlay) If (Bard as Actor).IsInFaction(CurrentFollowerFaction) ; debug.Trace("Bard is a follower! Aborting song.") Playing = 0 Return Endif If !Bard.Is3dLoaded() ; debug.Trace("Bard has no 3D! Aborting song.") Playing = 0 Return Endif PlayChosenSong(SongToPlay) Utility.Wait(1) StopSong = False EndFunction ;-------------------------------------------------------------------------------------- Function StopAllSongs() ; Debug.Trace("StopAllSongs hapenning now.") StopSong = True BardSongsBallad01Scene.Stop() BardSongsBallad01WithIntroScene.Stop() BardSongsDrinkingSong01Scene.Stop() BardSongsDrinkingSong01WithIntroScene.Stop() BardSongsDrinkingSong02Scene.Stop() BardSongsDrinkingSong02WithIntroScene.Stop() BardSongsDrinkingSong03Scene.Stop() BardSongsDrinkingSong03WithIntroScene.Stop() BardSongsInstrumentalFlute01.Stop() BardSongsInstrumentalFlute02.Stop() BardSongsInstrumentalLute01.Stop() BardSongsInstrumentalLute02.Stop() BardSongsInstrumentalDrum01.Stop() BardSongsInstrumentalDrum02.Stop() BardSongsInstrumentalFluteOnly01.Stop() BardSongsInstrumentalFluteOnly02.Stop() Playing = 0 EndFunction ;-------------------------------------------------------------------------------------- Function RegisterLocationOwner(objectreference BardToCheck) Location CurrentLocation If BardToCheck.isInLocation(HaafingarHoldLocation) CurrentLocation = HaafingarHoldLocation ElseIf BardToCheck.isInLocation(WinterholdHoldLocation) CurrentLocation = WinterholdHoldLocation ElseIf BardToCheck.isInLocation(EastmarchHoldLocation) CurrentLocation = EastmarchHoldLocation ElseIf BardToCheck.isInLocation(RiftHoldLocation) CurrentLocation = RiftHoldLocation ElseIf BardToCheck.isInLocation(PaleHoldLocation) CurrentLocation = PaleHoldLocation ElseIf BardToCheck.isInLocation(ReachHoldLocation) CurrentLocation = ReachHoldLocation ElseIf BardToCheck.isInLocation(FalkreathHoldLocation) CurrentLocation = FalkreathHoldLocation ElseIf BardToCheck.isInLocation(WhiterunHoldLocation) CurrentLocation = WhiterunHoldLocation ElseIf BardToCheck.isInLocation(HjaalmarchHoldLocation) CurrentLocation = HjaalmarchHoldLocation Else CurrentLocation = WhiterunHoldLocation Endif LocationOwner = CurrentLocation.GetKeywordData(CWOwner) EndFunction ;-------------------------------------------------------------------------------------- Function Bard2PlaySong(objectReference Bard, String Instrument = "Any", Bool PlayContinuous = True, int SongToPlay = 0, Bool ChangeSettings = True) if Changesettings == False && (Stopsong == True || PlayContinuous == False) Return endif BardSongs_Bard2.forcerefto(Bard) ;Force the passed in character into the aliases required to play BardSongsInstrumental_Bard2.forcerefto(Bard) RegisterLocationOwner(Bard) If ChangeSettings == False ;Allows the sytem to recall the function without changing the previous settings. ; debug.Trace("Using Previous Settings") Instrument = Bard2SavedInstrument PlayContinuous = Bard2SavedPlayContinuous SongToPlay = 0 Else ;Saves the settings of the original call. ; debug.Trace("Using New Settings") Bard2SavedInstrument = Instrument Bard2SavedPlayContinuous = PlayContinuous endif If Instrument == "Drum" ;Play Drum song if Drum was chosen ; debug.Trace("Bard2 recognized Instrument is " + Instrument) If Bard2LastSongPlayed == 13 SongToPlay = 14 Else SongToPlay = 13 endIf endif If Instrument == "Flute" ;Play Flute song if Flute was chosen If Bard2LastSongPlayed == 15 SongToPlay = 16 Else SongToPlay = 15 endIf endif ; debug.Trace("Bard2 Instrument is " + Instrument) ; debug.Trace("Bard2 SongToPlay is " + SongToPlay) If (Bard as Actor).IsInFaction(CurrentFollowerFaction) ; debug.Trace("Bard is a follower! Aborting song.") Playing = 0 Return Endif ;If !Bard.Is3dLoaded() ; ;debug.Trace("Bard has no 3D! Aborting song.") ;Playing = 0 ;Return ;Endif PlayChosenSong(SongToPlay) EndFunction ;--------------------------------------------------------------------------------------------- Function StopInnMusic() Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn) MUSTavernSilence.Add() EndFunction
  14. http://www.youtube.com/watch?v=oVxAroLZm7c I've been using Skyrim Configurator to test out all kinds of settings to increase draw distances, and basically maxed them all out. I'm even able to run a stable 9 uGridsToLoad without crashing, but I can't find a single value that changes the draw distance for the moss that shows up on buildings and walls. I've got trees and grass loading at football fields away and yet this stuff only comes into view when I get right up on it. I'm not having any issues with interior spaces, either, which I've seen some ATI fixes for. I have an NVidia GTX 580, an i7, and 16 gigs of RAM. I'm getting rock solid framerates and no lag, even on maxed out settings. I've tried changing things in the NVidia control panel, but no change. I've tried disabling AA and AF in both the game and the card and that didn't fix it. I'm convinced that there is an .ini setting overlooked by the Configurator, or one that I'm not seeing, or perhaps an internal game setting that governs this distance, but I can't find anything. EDIT: Found the solution. Added the following lines to my Skyrim.ini: [LightingShader] fDecalLODFadeEnd=0.7000 fDecalLODFadeStart=0.6000 These are pretty extreme distances. If you don't have a beast of a system, you might want to lower them a bit. A tenth here is equal to about a thousand where most other distance values are concerned.
  15. Did anyone ever figure this out for certain? I've found settings for all kinds of things but the building detail (moss) doesn't seem to be one of them, and I've tried all the settings mentioned here.
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