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WodoOfSkyrim

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About WodoOfSkyrim

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    Skyrim Special Edition

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  1. Perhaps a mod to add static (instead of physics) wigs
    1. WodoOfSkyrim

      WodoOfSkyrim

      I already wrote a mod that interactively allows the player to add physics wigs to women NPC's. However, a lot of physics can degrade performance. So, my thought is to write a new mod that adds some short wigs to women NPC's so that they at least have night hair but without the physics overhead. I'm thinking mostly about guards especially with short hair wigs. (I don't like how long static hair looks.)
  2. Perhaps a clothes changing mod?
    1. WodoOfSkyrim

      WodoOfSkyrim

      While I was following some "replaced" NPC's around town to get screen shots for the mods, I started thinking about writing a mod to have some of them change clothes. For example, NPC's such as Carlotta and Erdi could have one outfit for work, another for the bar and another for bedtime. Olfina could have different outfits for walking around town, working at the bar and bed. Perhaps the mod could also be aware of special events like the Burning of King Olaf.

       

      Anywa...

  3. I have successfully published a mod that only has dialog and scripts. That mod allows the player to have NPC's equip KS SMP physics wigs via dialog. It only needs the ESP, SEQ and PEX (script) files. I previously wrote several ESL flagged mods that assigned KS SMP physics wigs to various NPC's. In many cases, I also modified the NPC's face. These are working in-game for me but now I want to publish some of that work. (Or rather, re-do the work now that I have a better understanding of what I'm doing and then publish.) The change is simple -- the wigs mod is a master; create an Outfit that contains a physics wig; update the Actor's record with the new outfit, perhaps a different eye color and perhaps a different or modified (younger) face. The problem is that I'm pretty sure that I need more than the ESP file. The first mod is Ysolda (custom face by me) and I did find her facegen file. 00013BAB.nif in data\Meshes\actors\character\FaceGenData\FaceGeom\skyrim.esm and it has a modification date that matches when I pressed CTRL/F4 in the CK. I plan to include that file in my published mod. My question is if there are any other files that I should locate and include in the zip file? I looked in Meshes and Textures for anything related to Ysolda or 00013BAB and I don't see anything. (I would test by posting my mod and then downloading it but since the other files, if I need them, would already be on my system, it's not much of a test.) Edit: I have decided to publish the mod and hope for the best.
  4. I have solved the problem but I wonder how/why Papyrus does what I found. Simply trying to learn because, at some point, I'd like to publish mods that make extensive use of scripting and would like them to be free of bugs (introduced by me). I'm writing and testing a mod in a game where I happen to have the KS Hairdos - HDT SMP (Physics) mod and noticed that some of the time an NPC gets stretchy physics hair. This is a known bug. No (known) fix but the mitigation is to either unequip and reequip the NPC's wig or save/restore the game. But since I was writing a mod, I decided to add a utility dialog branch to the mod's dialog tree to unequip and requip the NPC's wig. I tried doing it all in one function and ended up without a wig at the end. So, I split it into 3 functions, stripWig(), equipWig() and cycleWig() along with adding a couple global variables (sigh). Here are the relevant fragments. Armor npcWig Actor npcWigActor Function stripWig(Actor npc) if (npc) npcWig = npc.getWornForm(0x00000002) as Armor if (npcWig) npcWigActor = npc npc.unequipitemSlot(31) endif endif EndFunction Function equipWig(Actor npc) if (npc && npcWig && (npc == npcWigActor)) npc.equipItem(npcWig) endif EndFunction Function cycleWig(Actor npc) if (npc) stripWig(npc) equipWig(npc) endif EndFunction Begin Script WodoDance.stripWig(akSpeaker) End Script WodoDance.equipWig(akSpeaker) If I simply call cycleWig() from the Creation Kit Topic Info Begin Script window, the NPC ends up not wearing her wig. However, if I call stripWig() from the Begin Script window and then call equipWig() from the End Script window, works perfectly. The only think I can think of is unequipitemslot() returns after scheduling the task but without actually completing the task. So what I think I get is Equip followed by Strip (and thus no wig). But by calling from Strip from the Begin window, the engine completes the task before executing the code in the End window. Does that make sense? Anyway, I have the feature working so I don't believe I need help with the code. I'm simply trying to understand what is happening rather than me just guessing.
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