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Everything posted by dylbill
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SSE Help getting started?
dylbill replied to skyrimlover1212's topic in Skyrim's Creation Kit and Modders
A bsa is a compressed archive file that contains meshes, textures, scripts and the like that the mod uses. They're in the Data folder along with the esp's. If the armor nif meshes are in a bsa file, you need to extract it so you can open the nifs to change the slots. -
SSE Help getting started?
dylbill replied to skyrimlover1212's topic in Skyrim's Creation Kit and Modders
Hey, to change armor slots you will need to do it in the creation kit. You will also need Nifskope to change the slot in the mesh .nif file. You need to change the slots in the Armor and ArmorAddon forms in the Creation kit, and in the .nif files. Here are the steps: 1 load the esp file in the creation kit. Find the armor you want to change slots for under items / armor and double click. 2 Under the Biped Object list, click on the slot that is already highlighted so that it's not anymore, then click on the new slot you want to use so it is highlighted. 3 Keep the armor box open, and Under models, double click on the model there and it will open another box with the ArmorAddon. Change the Biped Object here to the same as in the armor. 4 In the ArmorAddon box note the Male and Female Biped Model .nif paths, then click ok on the ArmorAddon and Armor boxes to save the changes. The choose file - save to save the esp. Nif files: 5 Navigate to the .nif files noted above in your game's Data/Meshes folder. If they're not there, you may need to extract them from the mods .bsa file to your data folder. 6 open the .nif file/s. Under block list, Click the triangle to the left of the NiNode to expand the blocks. 7 Click on BsDismenberSkinInstance. Down under block details you should see Partitions. 8 Expand the partitions and double click on Body Part, then click on the triangle to the right to show the drop down list of slots, and choose the new slot you wish to use. Because you have to also change the slot in the .nif file, there isn't a mod that can dynamically change armor slots in game. There is however a mod that shows you which slots are equipped called Mody Slots MCM: https://www.nexusmods.com/skyrim/mods/64976/ .bsa Extractor: https://www.nexusmods.com/fallout4/mods/78 -
I would use the Spell Ability option that I posted, rather than RegisterForTrackedStats, because it's better for performance. I tested it and the effect does start every time you pick a lock. If you need more detailed instructions let me know.
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SSE MCM doesn't display multiple pages.
dylbill replied to LagiaDOS's topic in Skyrim's Creation Kit and Modders
Hello, instead you can just put: Event OnConfigInit() Pages = new string[2] Pages[0] = "Towns" Pages[1] = "Settlements" ;Pages[2] = "Skyrim" EndEvent Int function GetVersion() return 2 ; Default version endFunction Event OnVersionUpdate(int version) If version > 1 OnConfigInit() Endif EndEventWhenever you add a page, and the mod has already been active in a save, you need to increase the version number in the get version function. I would only do this if you are releasing new versions to the public though. If you are simply testing or building the mod I would just load the same or previous saves where the mod hasn't been active yet. -
SSE MCM doesn't display multiple pages.
dylbill replied to LagiaDOS's topic in Skyrim's Creation Kit and Modders
Ok so i did some testing. If you set the pages string array in the CK, as I tend to do, new pages won't show up when updating. If however, you set your pages in the script's OnConfigInit event, new pages do show up when using the MCM's internal versioning. -
SSE MCM doesn't display multiple pages.
dylbill replied to LagiaDOS's topic in Skyrim's Creation Kit and Modders
That's good to know about versioning. Does running OnConfigInit again make new pages show up in a save where the MCM is already there? I noticed that when I add pages directly in the Creation Kit, the new ones don't show up if the mod was already active. To get around this, I make a version global variable. I set it at 1 in the CK for initial release. Then if I need to update it, I set it higher in the CK and use a script on a new quest to stop, then start the MCM quest, which makes the new pages show up. If running OnConfigInit again works though, I may have to switch to that in the future. -
Hey, I had another thought. To detect lock picking without using SKSE, you can make a new spell ability and a new Global Variable and compare GetPCMiscStat "Locks Picked" to the global variable. So, put the condition GetPCMiscStat Locks Picked != LockPickDetectGV (Check the UseGlobal box and choose the Global Variable you made. I named it LockPickDetectGV ) Also put the condition GetDistance Player < 2000 On the spell ability Put the spell ability on your follower Then on the spell ability's magic effect, put this script: Edit: Actually its better to put the GetDistance condition in the script, rather than on the spell ability.
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IsharaMeradin's suggestion is a good one. If you don't want to use SKSE though, you could instead use RegisterForTrackedStatsEvent(). I assume your follower is one that you made, so you can put the script directly on the actor: If it's a vanilla follower, you could instead use a reference alias pointing at your follower: Name the script something more unique to your mod. Using SKSE as IsharaMeradin suggested would be better for performance though because OnTrackedStatsEvent fires for all stats, and there's a lot of them: https://www.creationkit.com/index.php?title=ListOfTrackedStats
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SSE MCM doesn't display multiple pages.
dylbill replied to LagiaDOS's topic in Skyrim's Creation Kit and Modders
I don't see a problem with your script. Try setting the pages in the creation kit, instead of using onConfigInit though. That's how I always do it. -
[LE] Fireblight: Need help with spell
dylbill replied to Arcival's topic in Skyrim's Creation Kit and Modders
You might be able to make a custom ImpactDataSet: https://www.creationkit.com/index.php?title=ImpactDataSet which are used by spells, to achieve a burn effect, which wouldn't need scripts. You might want to look at the vanilla firestorm spell as a place to start. -
SSE Scaling objects in real time.
dylbill replied to antstubell's topic in Skyrim's Creation Kit and Modders
You could, first scale the actor up use the function I posted, then after it's done scaling, disable and replace with an actor that's the same size. It would cause the actor to blink, but I think that's the closest you're likely to get. -
SSE Dynamic Class Change Without SKSE
dylbill replied to HeirOfTheSeptims's topic in Skyrim's Creation Kit and Modders
You have to use your reference alias as a property, and fill it in the creation kit after compiling. ReferenceAlias Property MyAlias Auto If MyAlias.GetActorReference() == akSpeaker Game.ShowTrainingMenu(akSpeaker) EndifChange MyAlias to you Alias's name. When setting in the CK, choose your quest and your alias. -
SSE Scaling objects in real time.
dylbill replied to antstubell's topic in Skyrim's Creation Kit and Modders
No unfortunately, the collision / hitbox doesn't scale. The only way to do that with script I think is to disable the actor and replace it with a bigger one. -
SSE Dynamic Class Change Without SKSE
dylbill replied to HeirOfTheSeptims's topic in Skyrim's Creation Kit and Modders
To do that, you need to get the alias's actor ref and compare. If MyAlias.GetActorReference() == akSpeaker -
SSE Edit request for BV! Script compile
dylbill replied to FriendlyNPC's topic in Skyrim's Mod Ideas
If you need to compile scripts, try Skyrim Script Compiler Pro Final: https://www.nexusmods.com/skyrimspecialedition/mods/31700/ To compile scripts, you need the vanilla source scripts, which you get when installing the creation kit. You may have to extract them from the .zip file. Also, try copying all of the source scripts from Data/Source/Scripts to Date/Scripts/Source.- 1 reply
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SSE Scaling objects in real time.
dylbill replied to antstubell's topic in Skyrim's Creation Kit and Modders
maxarturo, I have not noticed ctd's using this function. My mod Creature Size Variants uses set scale on actors all the time, and I haven't noticed ctd problems with it. My new positioner mod also does what antstubell describes, and again I haven't noticed ctd issues. Anyway, the script function I use is: Function ScaleUp() While Input.IsKeyPressed(upHK) && Ref.GetScale() < 2 Ref.SetScale((Ref.GetScale() + 0.01)) EndWhile EndFunction Function ScaleDown() While Input.IsKeyPressed(DownHK) && Ref.GetScale() > 0.05 Ref.SetScale((Ref.GetScale() - 0.01)) EndWhile EndFunctionChange the while conditions to suit your needs. -
Actually, this method won't work. Adding perks to NPC's with a script doesn't work on them apparently, it only works for the player. Instead, I would suggest using spell abilities. In the creation kit, put all of your spell abilities you want to add to NPC's in a formlist: Instead put the condition HasSpell <1st spell in list> == 0 on the concentration spell.
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SSE Is there a way I can globally change weapon weight?
dylbill replied to Meisenbach's topic in Skyrim's Creation Kit and Modders
No worries, that's why I suggested a SSEEdit script, because that will change forms directly in the esp. Good luck!- 4 replies
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SSE Is there a way I can globally change weapon weight?
dylbill replied to Meisenbach's topic in Skyrim's Creation Kit and Modders
Hey, I think the best way to do this would be to write a SSEEdit script that searches for all weapons and sets their weight. I have no Idea how to write an SSEEdit script though. There is documentation out there. Another way is to do it with Papyrus. I made a mod where you can customize weapon speed: https://www.nexusmods.com/skyrimspecialedition/mods/22100?tab=files which uses the OnItemEquipped event on an alias pointing at the player, and changes weapon speed. The source scripts are provided. You could use the same event, or OnItemAdded with SetWeight: https://www.creationkit.com/index.php?title=SetWeight_-_Form. It does require SKSE though, and the weight doesn't save from quitting and re-loading the game which means you would need to also run a maintenance script when loading the game that sets weapon weights.- 4 replies
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[LE] Reseting the DweRepository Loop Anim?
dylbill replied to Hoamaii's topic in Skyrim's Creation Kit and Modders
Ahhh, I just saw the date of your original post, lol, that was a long time ago! I have no idea about havok or .hkx animations though. -
[LE] Reseting the DweRepository Loop Anim?
dylbill replied to Hoamaii's topic in Skyrim's Creation Kit and Modders
Have you tried using DweRepository01.Reset() ? If that fails, you could disable it, place a new one at it with PlaceAtMe and delete the old one. -
SSE Instanced Cannibalism
dylbill replied to marcuslygage's topic in Skyrim's Creation Kit and Modders
No prob, hope you get it working! -
SSE Instanced Cannibalism
dylbill replied to marcuslygage's topic in Skyrim's Creation Kit and Modders
Hey, so I did some testing, and it appears that the StartCannibal script function doesn't work on other actors, even those that have the animations. The function PlayIdle(IdleCannibalFeedCrouching) does however work, but only for races that have the animations. So, as a workaround, in the creation kit I made the zombies the Nord Race. I duplicated the NakedDraugrBodyAA armor addon, and switched it to the Nord Race. I also duplicated the SkinDraugr Armor, deleted the NakedDraugrBodyAA from it and put the duplicated one on instead, and also switched it to the Nord Race. Then I made a new outfit that has only the duplicated SkinDraugr Armor, and put that outfit as the default outfit for the zombies. This way, the zombies still look like zombies even though they are the Nord Race. Then I modified the script, so that it sets the zombies race to the Draugr Race after the animation is complete: It worked, sort of. There's some texture stretching on the heads, but the animation does play, and if the player is far enough away, I don't think it will be too noticeable.