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ZauberinStardreamer

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  1. @itsfreerealestate Sorry for the necropost, but did this solution work?
  2. Also seeing this problem on my computer. The logo [modified to be a spinning gold one] is bright and colorful on startup, but as soon as the menu appears it turns darker and dull. Has occurred across two different monitors. I sorta suspect that it's connected to FXAA, because when the logo first appears, there is no apparent antialiasing, but once it turns dull the logo is antialiased. EDIT: nothing to do with FXAA
  3. I've got it fully working now! I just took that stuff in OnEffectEnd and put them onto the end of OnEffectStart, like so: akTarget.SetCriticalStage(akTarget.CritStage_DisintegrateStart) akTarget.BlockActivation(False) akTarget.SetCriticalStage(akTarget.CritStage_DisintegrateEnd) Gonna do some more testing though, to make sure no other issues come up. Glad to see respawning finally working again, I was worried I'd have to do something really convoluted in order to fix it.
  4. I've tested without running disable() before and it didn't help. Anyways, I've changed it to work as above, and while the corpse *is* being removed, when I leave and then come back the corpse has returned. I don't think OnEffectFinish() is being run.
  5. Here is my code: Scriptname CorpseToCoinScript extends activemagiceffect Activator Property GoldBag Auto MiscObject Property GoldCoin Auto Keyword Property akDragon Auto GlobalVariable Property HealthMult Auto GlobalVariable Property MagickaMult Auto GlobalVariable Property StaminaMult Auto GlobalVariable Property IncludeItems Auto Explosion Property HitExplosion Auto EffectShader Property HitShader Auto float Function Max(float x, float y) if(x >= y) return x endIf return y endFunction float Function Min(float x, float y) if(x <= y) return x endIf return y endFunction int Function CountGold(Actor akTarget, float GoldMult) int CL = Max(1, akTarget.GetLevel()) as int int CH = Max(1, akTarget.GetActorValueMax("Health") * HealthMult.GetValue()) as int CH = Max(CH, akTarget.GetActorValueMax("Magicka") * MagickaMult.GetValue()) as int CH = Max(CH, akTarget.GetActorValueMax("Stamina") * StaminaMult.GetValue()) as int if(akTarget.GetRace().HasKeyword(akDragon)) CH *= 5 endIf return Math.Ceiling((CL + CH) * GoldMult) as int endFunction int Function CalcInventoryGold(Actor akTarget, float GoldMult) if(IncludeItems.GetValue() == 0) return akTarget.GetItemCount(GoldCoin) endIf int len = akTarget.GetNumItems() if(len == 0) return 0 endIf int i = 0 int goldTotal = 0 While i < len Form item = akTarget.GetNthForm(i) if(item.IsPlayable() == true) int goldSub = akTarget.GetItemCount(item) * Math.Ceiling(item.GetGoldValue()* GoldMult) if(goldSub >= 1) goldTotal += goldSub endIf endIf i += 1 EndWhile return goldTotal endFunction Function SpawnPurse(Actor akTarget, int GoldTotal) if(GoldTotal == 1) akTarget.PlaceAtMe(GoldCoin) else ObjectReference Purse = akTarget.PlaceAtMe(GoldBag) Purse.SetDisplayName("Corpse Coinage (" + (GoldTotal as string) + ")") float PurseScale = Max(0.5, Min(5.0, Math.Log(GoldTotal/20) / 2.0)) Purse.SetScale(PurseScale) float posX = Purse.GetPositionX() float posY = Purse.GetPositionY() float posZ = Purse.GetPositionZ() + (PurseScale / 2) - 0.25 Purse.SetPosition(posX, posY, posZ) HitShader.play(Purse, 3) endIf EndFunction Event OnEffectStart(Actor akTarget, Actor akCaster) if(akTarget.isDead() == 0) debug.notification("Corpse to Coinage only works on dead bodies") return endIf if(akTarget.IsActivationBlocked()) return endIf akTarget.BlockActivation() float GoldMult = Min(0.1 + (akCaster.GetActorValue("Alteration") * 0.009), 1.0) int GoldTotal = CountGold(akTarget, goldMult) int CalcGold = CalcInventoryGold(akTarget, GoldMult) if(CalcGold == -1) return endIf GoldTotal += CalcGold akTarget.placeAtMe(HitExplosion) SpawnPurse(akTarget, GoldTotal) akTarget.disable() utility.wait(1) akTarget.BlockActivation(False) akTarget.SetCriticalStage(akTarget.CritStage_DisintegrateEnd) EndEvent
  6. I created a mod called Corpse to Coinage, which gives you a spell that turns corpses into a small amount of money. One major issue I've had with this mod, however, is that any corpses removed by it are removed permanently, meaning that when the cell resets, the enemies will not be respawned. This can also break some radiant quests, if the quest target is an enemy that had their corpse deleted. The following code is what is used for removing a corpse: akTarget.SetCriticalStage(akTarget.CritStage_DisintegrateEnd) Are there any better methods for removing corpses? I've tried sending them to the corpse cleanup cell, which also seems to remove them permanently.
  7. When I try to download a mod via the Vortex link in the upper right, or on the download page, the download gets opened by the old Nexus Mod Manager instead of Vortex. How do I fix this? EDIT: Never mind, I found it on my own.
  8. Underclocking can trigger this issue as well. In my case, I was seeing this problem in Skyrim Special Edition as a result of the CPU adaptively underclocking its cores based on load (a practice called CPU Frequency Scaling). I was able to mostly resolve it by going into my bios and enabling "HPC Mode". HPC stands for High Performance Computing, and what HPC Mode does is it causes the system to use less aggressive frequency scaling. I still get the issue on occasion though, but enabling HPC Mode makes the difference between being able to play Skyrim SE for days without trouble, versus blue-screening my computer after a minute or less.
  9. Is there any way in the toolkit to temporarily hide an object? IE: make the object turn invisible without affecting its visibility in-game? I'm adding occlusion planes and cubes to a mod I downloaded because a town it adds is laggy, and some of the objects are obstructing my view.
  10. I recently started a new game, using the Alternate Start - Live Another Life mod, and chose the option that would let me start out with property in one of the holds. Specifically, I chose to start off owning Lakeview. After getting the main quest kicked off and becoming thane of Whiterun, I chose Lydia as my steward for Lakeview. I ran into trouble rather quickly, however: whenever I ask her to buy something, she tells me that I'm short on gold, even though I have a few thousand septims. I've looked around, and the other similar reports I've seen are under different conditions: trying to buy furnishing which has already been bought. That's not my case though, it's occuring with all buying options: furnishing, home improvements, and materials. I don't know if this is a hearthfire bug or a bug in Alternate Start. Any feedback would be appreciated.
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