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Feralkyn

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  1. SOLVED - I had to add partitions after weighting the statics. God I hate modding sometimes. Thanks to Drag-oon23 off Reddit for the help! Hey folks, I'm going crazy with this and I'm hoping someone can help. As per here: https://www.reddit.com/r/skyrimmods/comments/w3pzi8/nifskope_adding_static_to_armor_mesh/ I'm trying to add a bunch of static items to a saddle--you know the saddles that have sacks and hides etc. attached? I added them in nifskope but, although it all showed in up the CK's saddle preview, it doesn't show up on the horse preview or ingame. Tried to add BSDismemberSkinInstances but they didn't want to add. Got Outfit Studio on the recommendation of someone in that thread, and managed to tag each piece "Skinned," then copy over bone weights & partition types to each piece. It appears that the bones do paint weights onto the objects automatically, but not all vertices and I can't get the brush to paint over all parts of an object. That might be an issue, I don't know, but even the ones I can totally paint and which throw no vertices errors still have the same problem: it still only loads on the saddle preview, but now distorted as hell (saddle & all individual pieces twisted/deformed), and still won't load on the horse preview or ingame. In-game still only shows the saddle/bridle, normally, but no added pieces. Does anyone have a decent tutorial/guide on how to properly add static items to wearable armors? I can't for the life of me see what I'm doing wrong. Any help is appreciated!
  2. Thanks, I'll look into that. Oddly it seems to have started working on most (but not all) scripts. I already hate Win10...
  3. SO. I have CK/Skyrim installed on Drive K. Main drive was C, which is now D. I installed Windows 10 on a new hard drive, now C. Drive K is still called Drive K, so directories shouldn't have messed up, there. However, trying to compile any script, new or existing, aside from the scripts I've already made myself for this mod, is throwing innumerable nonsensical errors on any default scripts attached to the quests. Ex: ...and so on. This is copied exactly, including the apparent corruption of many of the messages. This is NOT the script I'm trying to edit, but rather, another, vanilla script attached to the same quest. So first, I don't know why it's trying to recompile that script and second, I've no idea why it's throwing this error. I've checked and double-checked that the filepath to scripts and scripts/source still exists, correctly, in the SkyrimEditor.ini. I've double-checked that the scripts are all still there (I didn't change anything on this hard drive), as well as changing them to be precise filepaths. I've tried running CK as administrator. I've also tried reinstalling CK and updating the SkyrimEditor.ini specifics (scripts filepath, master files # etc.) all over again. It CAN FIND scripts, no problem. If I try to add a script to an object, the Skyrim scripts list populates just fine, with the typical few error popups first. And the list appears to be complete. But most won't compile. Has anyone else had this issue? Is it a Windows 10 problem, maybe? File permissions? I'm at a loss and quite frankly tearing my hair out. (Before anyone asks why tf I'd change OS/main drive in the middle of creating a huge Skyrim mod--it was done "for" me as a "surprise" while I wasn't home... -.- )
  4. Righto, thanks. I'll post here for others once I know. Your answers are appreciated! Update - I'd def. recommend unpacking the scripts first. You CAN do without, but have to click through errors and then delete Quest changes in CK (Data -> Details with your .esp selected). Since quest changes and dialogue changes are tracked separately, if it DOES throw a script error you needn't lose your dialogue changes; you can delete references to the quest changes and it seems that Dialogue changes remain in place. But the extra effort isn't really worth it if you're doing a large number of quests. I found this out through a few broken Vanilla quests--ex. RiftenFreeform21's script was somehow given RiftenFreeform12's, so rather than removing journals from your inventory for Toying with the Dead, the quest tries to look for health potions to heal Wujeeta... And changing the dialogue for 21 in the CK then throws the script error and marks the quest as changed. (Pulling the code over from my SSE files and replacing the script, then deleting the quest-change mark, fixed both issues). A warning: if you're using the Details tab to remove changes, be SURE to only remove the ones with the QUST (or whatever it is) type, and not DIAL, or you will lose the dialogue changes instead. I have not tested all this in-game yet but so far, the quest changes are removed from CK while the dialogue remains between CK loads so it seems good to go. Will update -if- it turns out not to be the case.
  5. Thank you, I do realize the CK cannot pull from the BSA--but if I do need to extract now I know how. But to clarify, what i'm asking is whether I need to do this if I am only editing dialogue--will it break the dialogue-triggered scripts if I do not, or will the game still find them in the correct spot during gameplay?
  6. So, I know that if you're editing one of the DLCs in CK, you would need to extract the BSA to get at the scripts. If I ONLY want to edit dialogue, however, do I need to unpack the BSA/scripts? CK fires warnings about being unable to validate/backup the fragments, but will it still search the BSA for them and correctly fire them in-game, or will the dialogues lose their links and cease to function/progress quests? To clarify, I am just editing dialogue content, not the quest progression or anything like that. Thanks!
  7. [solved] see bottom Looking for a bit of help as I'm lost on Aliases! What I'm trying to do: - Add dialogue option to NPCs via conditions (so not specific/unique or custom Actors--available to all non-Essential NPCs that meet other conditions). - One dialogue choice uses the NPC to fill a Reference Alias (a method for me to then add AI packages to any Actor filling these Aliases). How I'm trying to do it: - I have a Quest set up, with the conditional dialogue. I have a Reference Alias (Prisoner1) set up. Right now, its only ticked box is Optional (Allow Reserved is grayed out, for some reason). It's set up as Specific Reference: None, though this keeps unticking itself. I'm not sure what to set this as if it's to be set up to an NPC through dialogue--trying to fill Find Matching Reference, From Event, grays out the first tab which should offer dialogue. - I have tried to enter a Papyrus fragment in the Topic Info, under Scripts, under End: Prisoner1.ForceRefTo(akspeaker) This is the only thing I've been able to find on it. I've also tried AliasPrisoner1 at the start. I know I'm missing something, probably messing up Object vs Reference Aliases etc.--I'm not too well-versed in these. Similar quests (such as Blades recruitment) in the base game include a RecruitREF; I don't know what that is/does/means. What Happens: "Starting 1 compile threads for 1 files... Compiling "TIF__07034347"... K:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__07034347.psc(9,0): variable Prisoner1 is undefined K:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__07034347.psc(9,10): none is not a known user-defined type No output generated for TIF__07034347, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__07034347" With variations on this it tells me that ForceRefTo is not a function. I've also tried adding in the property reference manually, but it does not appear nor does it turn up in the tab (even after closing/reopening the window) for property selection. I'm sure I'm missing something very basic here. I've been scouring the net for the last few hours with no luck, so any help is appreciated. Thanks! ___ After fiddling, I accidentally found the "solution" through another non-working-but-should-be-working-script. Putting it here in case anyone else searches and finds the same issue. The script was not allowing me to set the property for the Alias or recognizing literally anything because the fragment still had hidden, broken data in it. And editing the script directly just showed empty space. As per this thread: https://forums.nexusmods.com/index.php?/topic/2557844-need-help-with-scripting-a-quest-fragment/ commenting out the fragment and adding a simple wait utility... well, failed, but allowed me to finally view and edit the actual script. I then deleted all code in it, put in and successfully compiled the Wait utility, added in the Alias property, and was then able to successfully re-add the ForceRefTo and compile it.
  8. Heya! It's not just the scripts I need help with but the setup, as I suspect I did something wrong, but I definitely understand that most people won't want to dl the mod just to check it.
  9. Hey! I'm looking for a little help with anyone willing to download a mod and have a look at it in the Creation Kit. The mod in question is this one: https://www.nexusmods.com/skyrim/mods/95858/?tab=description TL;DR this mod is both a player home and quest to bring Snow Elves to Skyrim via cures. It's got a lot of scripting to get the job done, and this is *not* my strong point. The cure process is patchy at best but usually works; the bizarre issue I'm actually having is with the lights in the main home. The lights operate on a script like so: - Controller X-markers - Day, Dusk and Night Lighting set to the opposite of parent enabling X-marker - Semi-customized script based on the default Skyrim lighting timed toggle script The issue is that the lights seem to turn on okay--usually--but they don't turn off properly during the day. ALL lights seem to be on during the day--day, evening and night lights. The day lights (sunlight) usually turn off properly at dusk and turn on at dawn, but during the day, people are saying that it's way too bright. Screenshots that they've shown me seem to show all 3 lights on at once, which isn't... good, obviously. I have checked and double-checked the scripts, links, etc and I can't find anything wrong. If anyone can find what's wrong I'd be greatly appreciative!
  10. Thanks! It actually already includes the .bsa, it's just a matter of--I'm not sure if the player also needs. the .esp in that case or not. I assume so!! And it seems the SEQ is also separate, strangely.
  11. Please let me know if Google Drive shares are not allowed. I just don't want to put it on Nexus until I'm sure it works! The mod is called Snowblind Sanctuary. It is for Skyrim (NOT Special Edition) and requres the update, Dawnguard, Dragonborn & HearthFire. For more screenshots click here. Just my Steam screenshots, taken randomly during gameplay, so other games are after them. Concept: A player home + ongoing method to "cure" Falmer into Snow Elves through use of alchemy & Divine blessings. Snow Elves can then individually be used as followers, or told to live in the Sanctuary, or told to wander Skyrim instead. There is a detailed ReadMe in .rtf form inside the .zip. It's very long, but includes a tl;dr and a how-to guide. https://drive.google.com/open?id=1KOwqNYJwYNQyw3JHrtfH-t9ppWGKHSJ_ Players are welcome to test from a playstyle perspective. Modders are welcome to check it in TESV edit and give mod feedback. My strengths lay in design, not in scripting, so the mod might reflect that accordingly (not everything is done in the most optimized fashion, but it should not be script-heavy at all--it only has a couple onUpdate light-check scripts). Basic Guide & Features: To begin, the player must have mostly finished Dawnguard. There's a skeleton in Darkfall Passage (the caves leading to the Snow Elf valley; more detailed info is in the ReadMe guide, incl. Cell ID) which drops a Journal item that leads to the quest, along with a key. The quest takes the player into the Sanctuary within the valley. The house can immediately be used as a player home, but the quest continues. It leads players to three Dwemer ruins (one requres Mages' Guild progression through Mzulft) for three parts used to repair/complete the apparatus within the Sanctuary. The quest then completes once the player has captured, cured and spoken to a Falmer/Snow Elf. The mod includes a new potion that is made specifically to cure the Falmer, a spell to "Ensnare Falmer" (sending them into the Sanctuary's 'jail' cell), and recipes for Ancient Falmer armor. The recipe for the Crown now creates a new crown instead of the vanilla one (but leaves the vanilla unaltered), one that's Light Armor (and improvable with an iron ingot) instead of Jewelry so that players with the Well Matched (light armor) trait can benefit from a full set. The armor requires the Elven Armor perk to craft. The home itself includes about 15 mannequins, a bunch of weapon and shield plaques, all crafting stations except for the Spider crafter, and tons of custom & named storage. It has most custom displays, including bug jars, masks, claws, Thieves' Guild stuff, and Black Books displays, but no specific Daedric items displays. It has places for followers to sleep, a small natural bath and spring, and a kids' area for five children (Hearthfire Multiple Adoptions compatible). There is also an unmarked little cave load door added in the valley outside to allow followers to path back to regular Skyrim territory without getting lost in Darkfall Passage. The theme and atmosphere of the home is beautiful, natural and spacious, without being sprawling or confusing in layout. It's full of clutter. I felt that there wasn't a proper "elven" home and intended to make one for an Altmer and kind of got carried away. As a playstyle objective the mod should add a constant side-goal of gathering materials to make the potions, along with armor and weapons (a loot/gold dump!) for the Snow Elves. It SHOULD also mean that players will now be aiming to put together gear and weapon sets for the new Elves rather than simply selling them all off, adding, I hope, some replayability. For testing I'd love if people could check it out and post here, even if it's just to look at the house, or spawn in a couple NPCs to chat with or whatever. Any feedback is welcome. If you see something wrong, if you look at it in TESV edit and see an issue (it SHOULD be cleaned but I'm a TESV noob), if you see a script with an error, just let me know. I don't plan to make huge alterations but I'm absolutely open to suggestions and I do intend to bugfix before release. PLEASE NOTE that this mod is in absolute alpha stage. Things may not work altogether if I missed a script in packing or the like. KEEP A SAVE FILE from before you install if you plan to use test in your existing game. I've never used a .BSA before, but I've included the .esp + meshes/textures/sounds/SEQ etc AND a .bsa if you'd rather not install loose. CREDITS - https://www.nexusmods.com/skyrim/mods/62732/ by MrDanSG1 for wonderful displays and scripts, https://www.nexusmods.com/skyrim/mods/30599/ by Blary for all the lovely alchemy and book displays, and Darkfox127 for myriad Youtube guides.
  12. This stuff has always been beyond me but what occurs to me is that there's already things in game you might be able to work with--specifically what comes to mind is fire. When you point ex. a fire rune, it blows up and there's fire in an area. Likewise Fireball spells, though directed, blow up where they hit. You might be able to alter those spells' effects and scripts to suit your needs? As far as sneak skill on the player, I'd not use that. Many players use mods that change Sneak so that it's more dependant on lighting and positioning, lowering the Sneak skill's relevance in detection. If so they'd find your mod's fog near-useless. You might see if, instead, you can make the player invisible while inside it, without applying the Invisibility visual--or as you say, check for NPCs and apply blindness as you might apply area effects ex. with Cloak spells.
  13. Without actually opening it up, it looks like you've not changed the object info of the custom sword object to point to your new mesh. It seems to have pointed to the Daedric (?) sword. What I would suggest (since these things always have multiple steps) is to open up a vanilla sword and look at EVERY point of its creation--I'm not sure on weapons, but ex. horses have meshes, skins, then armor classes, and bases... and you have to change it at every level. Get a tutorial if you haven't--there's a bunch out there on making custom weapons. TL;DR to me it looks like you missed a step in the telling the CK where to look for your mesh. I can't look directly at your ESP atm but if you don't figure it out, I'll check it later, or I'm sure someone else can.
  14. I personally gave mine (also a Fireball bro) the DLC "doesn't actually hit friends" perk from the Black Books. I -think- that works. Then (since my buddies aggro him anyway) I gave him a script that, on bleedout, tells him to stop all combat. This way he gets knocked on his butt, then picks up and everything's calm again. It doesn't affect "real" combat because if he's knocked into BleedOut, and stands up and I'm fighting, he'll jump right back in.
  15. Ahh, thanks! I actually thought it -did- change the base (or rather all actors using that base), TIL. I've managed to avoid SKSE until now though and this is the most minor, cosmetic addition to this mod so it's not worth adding it in--I'll have to go about this the harder way :tongue:
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