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Kalambre

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  1. Finally, I can save and load presets from both directories, but only for player character, seems that saving NPCs preset isn't implemented in CharGen.
  2. Well, after some tests, functions to load presets from SKSE\Plugins\CharGen\Presets directory don't work, but I can save and load from SKSE\Plugins\CharGen\Exported without problem and character changes appearence as it should. I've noticed a function to check if external heads is enabled in a .ini file, maybe this setting is necessary to work, but I don't know what ini file refers... So, I can load presets exported from player character, but not third party files or presets from NPCs.
  3. Seems that I was using wrong functions, I'll try again.
  4. Hi, I would like to know if it is possible to apply racemenu presets to player without opening race menu. The purpose of this, is to use an effect to change player appearance, taking advantage of racemenu exported presets. I've done some test using CharGen functions in a script to save player settings in a preset and it works, and with a target NPC and preset is saved too, but not sure is it's possible to load and apply a preset without entering racemenu. Load preset functions seems to work but changes aren't applied to character, maybe it needs other actions to apply loaded settings? Thanks in advance.
  5. I'm having issues with some effect not being applied to head parts. I'm using some banish, ghost, invisibility... effect to hide transformation process, but some head parts aren't affected, so they keep visible. Seems that affects specially to hair parts. At first I thought it was related to new head parts added by script (if I change parts after effect is played, issues are expected), but also affects character without head changes. You can see it on this video: https://www.dailymotion.com/video/x7n8237 You can see how hair (probably extra hairline) keeps visible on target NPC when banish effect is triggered. Not sure if it only happens with this effect or with all effect shaders. Note: I'm playing this effect by script, not attached to magic effect, maybe this is the cause? Or only affect extra head parts linked to main ones (like hairline)? If anyone knows the cause, tell me please. Thanks in advance.
  6. Should not be conflicts with other mods, but it's recommended to backup saved games to avoid problems when uninstalling. Actually, I'm working in a new update to solve some issues found by other testers, if you wanto to try I'll send you a link for the new update when finished. It's signed as adult content because includes features related to body change and customization, and obviously these bodies are naked...
  7. Nobody is interested? Maybe I've posted in the wrong section. No modding skills required, only player testers needed to test each feature in game.
  8. Hi, maybe you know this mod: https://www.nexusmods.com/skyrim/mods/40280 I'm working on a Special Edition version and main file is finished, however it isn't a simple port, it includes similar features but almost all things have been reworked (plugin, scripts...), so, it need to be tested again. I've done some test and all features seem to work with some minor issues, but I think it needs a more exhaustive test before being uploaded. I can't do it because of these main reasons: First, it includes a lot of options/combinations, I've done some random tests but I've no time to check all of them to find missing properties, wrong files paths, etc. And second, actually I'm not playing Skyrim SE, so I'm outdated about patches, settings, incompatible mods... So, I need other opinions and feedbacks about performance. I've noticed some issues on zones with a lot of characters, but I don't know if it's caused by mi old computer, bad settings, instability of required mods... So, if you are interested, tell me. Thanks.
  9. Perfect, finally I could test this method and I can say it works, the options-based way also worked but this one seems more simple, and I avoid future issues if the old method is removed on new versions of MCM system.
  10. Ok, I've added it with some changes (validating only slots states) and no errors compiling, however I can't test in game because it's for a Skyrim SE mod and I'm getting a SKSE version error, seems that Skyrim SE have been updated and SKSE64 isn't compatible with this new version...
  11. Interesting... I suppose GetState() give me current state name, true? I'm not familiar with StrigUtil functions, and I didn't know that this kind of function was available. And probably it's fater and more efficient because don't need a "while" loop. I'll try, thanks.
  12. After trying hundreds of options using states, sometimes it worked, but i was having other issues: data not saved in files, options disappear when reloading page... Finally, I've opted for the old way, I've used one array to store optionID and other to store bool values for each toggle option, not sure if it is the most effective way but it works... Now I can set and save changes validating them in the OnOptionSelect event: Event OnOptionSelect(Int optID) Int OptionIndex = 0 While OptionIndex < 31 If optID == OptionID[OptionIndex] OptionBool[OptionIndex] = !OptionBool[OptionIndex] SetToggleOptionValue(optID, OptionBool[OptionIndex]) SlotNumber = OptionIndex + 30 JSONUtil.SetIntValue(SlotsFile, "boolslot" + SlotNumber, OptionBool[OptionIndex] as Int) JSONUtil.Save(SlotsFile, true) EndIf OptionIndex += 1 EndWhile EndEvent
  13. So, I can name a state as a string + an Int? I'll try tomorrow, if not, I'll try the old MCm way, since each option is asigned to an Int, maybe I can validate them to set each togle option.
  14. Thanks for your reply, I use a similar state to save/load settings but I need to save slots setings in a different file because I validate them at least 2 times: for player and for NPCs. So I had thought about an "array of states" that can be called repeatedly, but not sure if it's possible. I've tryed using a strings array to name states: State Slot[index] EndState But I get a error, seems that it only supports simple strings for StateName...
  15. Hi, this question is for MCM experts. I need a list of toggle options to validate all armor slots (slot 30 to slot 60) in the MCM, so I'm trying to use arrays to avoid tons of states, I think I know how to do it using the old method, but I prefer to use state-based method if possible because my MCM uses states for all other options. A bool value for each slot is stored in a json file, so I need to get this value, show it in MCM, change value if needed, and save changes in json file. I've tried this code: Bool[] SlotTrigger SlotTrigger = new Bool[61] ;This is the array for slot values Int SlotIndex = 30 String SlotsFile ;This is the json file path While SlotIndex < 61 SlotTrigger[SlotIndex] = JSONUtil.GetIntValue(SlotsFile, "boolslot" + SlotIndex) ArmorSlot = ("Slot" + SlotIndex) AddToggleOptionST("ArmorSlot"+SlotIndex, "Armor Slot " + SlotIndex, SlotTrigger[SlotIndex]) SlotIndex += 1 EndWhile Well, toggle options for all slot are shown in the MCM and bool values are correct, but I don't know how to connect this to OnSelectST() or OnDefaultST() events in order to change values. Thanks in advance.
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