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Everything posted by jaxonz
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Very interesting subsequent conversation on longbow vs plate, Agincourt, etc., however, I'd like to address the original post. I don't disagree with this at all conceptually, but looking at the available mechanisms to implement such a system this seems a daunting task. I've looked at Locational Damage and think that was a great concept that also illustrates how difficult it is to implement such a scheme within Skyrim. What Jake suggests sounds to me like Locational Damage + providing differing armor values for each body part. To do this accurately, one would have to provide location differential armor values for every armor set in the game (and any DLC or 3rd party armor?). Not sure if LD does this, but the easiest assumption would be to apply helmet armor to the entire head, main armor to torso, gauntlets to the whole arm, and boots to the entire leg. But as Jake points out, this is inaccurate at the outset and one is striving for higher accuracy. Great idea, but I really don't see how one would accomplish this without deep changes to the Skyrim engine itself. The DT system from Fallout, cited by Shadowjin, is a better approximation, but still doesn't approach the complexity/realism proposed by Jake.
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...and I do like the concept of buying the land, financing the construction, etc.
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Try my Positioner for easier and more intuitive placement/manipulation. :)
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LE Alternate Start Improvements (Collab w/ Arthmoor)
jaxonz replied to Somnazul's topic in Skyrim's Mod Ideas
There's a framework for Alternate Start add-ons now... http://forums.nexusmods.com/index.php?/topic/1998054-creating-an-addon-for-live-another-life/ -
Sounds a bit like Pocket Empire Builder
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LE While Loops vs SingleUpdate
jaxonz replied to leron9999's topic in Skyrim's Creation Kit and Modders
This is more a matter of script threading. If your intent is to iterate through something without pause, While loops are a better choice. If you find yourself using a While loop with a wait statement in it, then you may want to consider RegisterForSingleUpdate. This also frees up the scripting thread of execution. There are some good remarks on script threading on the CK wiki http://www.creationkit.com/Threading_Notes_(Papyrus) It took me a few read-throughs and tests to understand it entirely because Papyrus is kind of strange, but it is well worth the read and I think it will speak to the heart of your inquiry. -
The latest SKSE is always at http://skse.silverlock.org and I personally wouldn't trust downloads from another location.
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I am used to SCM (source code management) systems and hated the idea of "flying without a net" when I first started modding skyrim. I started to get version control set up on my system, but ultimately since I'm working alone I found that the archives of my releases with source do a good enough job for me. Nonetheless, this is a pretty good commentary and walkthrough of the official CK wiki info on version control. I used Wheeze's video as an aid to setting things up. Hope that helps.
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What applies the Hit Effect shader for Lightning Cloak?
jaxonz replied to JMSFedaykin's topic in Skyrim's Skyrim LE
Going back to that same magic effect, you dig into the impact set, MAGShock01ImpactSet, and from there look at the impact data. MAGShockImpact01 is a good example and it uses the mesh Magic\ImpactShock01.nif Magic\ImpactShock02.nif and Magic\ImpactShock03.nif are used by the other 2 impact data entries. So those are the 3 nifs you want to extract and modify. -
What applies the Hit Effect shader for Lightning Cloak?
jaxonz replied to JMSFedaykin's topic in Skyrim's Skyrim LE
Hi there, The magic effect ShockCloakFFSelf applies FXShockCloak01. The mesh file is fxshockcloak01.nif ... I forgot which BSA it is stored in. My Subtle Cloak Spell Graphics mod is basically an edit of the nif files for flame, frost, and lightning cloaks. If you want a different effect, you should be able to likewise just alter the NIFs to your liking. It makes for a very light and trouble-free mod. All the best. -
Thanks... I was just about to suggest that. Maybe I could help parse out some code that would do the trick. Another approach might be just to suggest to users that Positioner be installed to move these statics. This would allow you not to have to worry about movement code at all in your mod and the movement abilities would improve as Positioner does instead of you having to maintain separate code. I have a lot of users who have switched to using Positioner for greater accuracy versus the native functions of some mannequin, camping, and placeable static mods. In any event, I distribute all my source and you're welcome to use it so long as you credit me.
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I'm with you. Using the state system makes it so much easier to organize your code. I tried my first MCM using the older examples and soon became frustrated. I can't imagine using it for anything but the simplest of menus.
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Since TimeScale is a global variable object in Skyrim, you can access it by mapping a property to it. GlobalVariable Property gfTimeScale Auto Float fTimeScale = gfTimeScale.GetValue()
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STEP-"Core" + patches in section 2.N of STEP-guide
jaxonz replied to Boronist's topic in Skyrim's Skyrim LE
I use S.T.E.P. core as the basis for some of my favorite profiles in Mod Organizer. Like you, I've done some tweaking to the mix for personal preferences. I DO NOT have the S.T.E.P. patches activated but instead rely on building my own Wrye BASH patch. BASH and LOOT are absolutely necessary when you discover that the game won't run or have any CTD. My method: create a profile in MO named STEP Coreinstall and activate STEP Core files strictly as described in their documentationmake sure everything runs great (and it should, right out of the gate, especially if you DO use their patch files)make a copy of the STEP Core profilemodify that profile as desired, just one mod at a time and test stability as you go.In my experience, reordering with LOOT isn't really that necessary at this point. MO will also give you indications of issues caused by mod order and offer to fix themBASHing is essential to avoid conflicts. You can deactivate the STEP patches, run BASH, and create your own patch from the modified files. I have also kept the STEP patches and BASHed that way and it worked... just seemed strange to have 2 patch files to me. Hope that helps. Working incrementally has been the trick for me. Takes a while, but well worth the effort for a stable game. -
Several of the ENB offerings give relative FPS drop for given graphics mods and modes. Also check out: STEP guide, offers suggestions on which mods eat FPS (this is not ENB specific) http://www.nexusmods.com/skyrim/mods/11/? http://wiki.step-project.com/STEP:2.2.9 ENB Performance Comparison http://www.nexusmods.com/skyrim/mods/55973/?Hope this helps.
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Lanterns on horse saddle! Testers? Suggestions?
jaxonz replied to h4n4's topic in Skyrim's Skyrim LE
I have the feeling you want this to be just right. If it is just to get lighting while on horseback, Wearable Lanterns already accomplishes that quite well (so long as you are mounted). -
Virus scan reports now visible on file pages, more security incoming
jaxonz replied to Dark0ne's topic in Site Updates
In response to post #16794224. #16796209 is also a reply to the same post. Well, it seems to have finally cleared. I suppose patience is the key. I'm glad we can offer users independent assurance that they aren't downloading something harmful. For most users, this is somewhat redundant to AV they would be running on their local systems. If queue times do become routinely long (hours to days), perhaps there is a way to allow downloads in the interim, but with a warning that virus scanning has not been completed. This would allow recipients to understand potentially elevated risks. Thanks again. -
Virus scan reports now visible on file pages, more security incoming
jaxonz replied to Dark0ne's topic in Site Updates
Great work to add virus scanning! However, a file update I posted several hours ago is still stuck in scanning mode. Anyone else have the same problem or know what the issue is? (It's not like I've uploaded executables of any sort.) -
One might expect that just checking the Can't Be Taken option for the book in Creation Kit would accomplish this, but sadly that is not so. If it were me, I would add a script to your book listening for the OnContainerChanged event to return the book to its original location (or at least cause it to drop to the ground). Not offering this as a better option, just an alternative in case the activation still allows the player to take the object.
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Your code should work. I implemented something similar previously. A couple suggestions: It may be possible to accomplish this with less code by using the AddInventoryEventFilter method with a FormList argument. That way only qualifying objects raise events to your code.Otherwise, since it is likely that you will have more keywords in your filter FormList than in most objects, I would flip the code so that it tests each keyword of the item against your filter list. This would result in fewer iterations and perform slightly better.It is known that many items in generic Skyrim have missing and bad keyword assignments (e.g., the ingredient Garlic has the keyword VendorItemFood assigned to it and not VendorItemIngredient). Your code will work as designed, but the data it is operating on will cause it to behave differently than expected. You may have better accuracy testing by form type than by keyword. For example: akBaseItem.GetType() == 30 will always evaluate to True for any Ingredient, including Garlic.All the best.
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LE Updating an .esp File.
jaxonz replied to TheAtomicCafe's topic in Skyrim's Creation Kit and Modders
Hey, just following up and realized that my response was geared toward someone new to modding. Hope you weren't offended by the assumption and that someone else benefits from my noob reply in the future. Something is definitely strange going on there... still makes me think it is a dependency issue. Maybe take a look at the ESPs with TESVedit? -
LE Updating an .esp File.
jaxonz replied to TheAtomicCafe's topic in Skyrim's Creation Kit and Modders
I assume you mean BSA rather than BSP. A BSA (Bethesda Skyrim Archive?) file is an archive that contains your scripts, textures, meshes, and any other resource files. BSAs are a handy mechanism to distribute mod resources as a single file. A typical mod upload contains a BSA and ESP file which get placed in the Skyrim\Data directory. Alternatively, you can distribute "loose" resource files within the Skyrim directory structure (e.g., your .PEX files would go in Skyrim\Data\Scripts). The rule is that Skyrim uses loose files over those contained in BSA archives. What is likely happening is that the resources referenced by your ESP are available on your computer, but not on the other computer you tested. ESPs that are looking for resources not available could certainly cause a CTD. So if you have updated scripts or other resources you will need to rebuild the BSA and distribute that with your mod update. Creation Kit (CK) does a pretty decent (but not perfect) job of knowing what resource files your mod uses and makes it pretty easy to build a BSA with the File | Create Archive menu command. Alternatively, you could use the loose file option and put all of that in a your distro archive. Some prefer that method as it gives them more control. I haven't found it necessary yet with my simple mods. -
Doesn't Immersive HUD do that?
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As I understand it, this might occur if you've installed Skyrim as a child of your ProgramFiles directory. Win8 takes extra effort to protect files there. I don''t have a workaround for you but can attest that I don't have any issue with Realvision ENB and other ENBs on Windows 8.1 x64.