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oscarwellton

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  1. SOLVED, KINDA. I solved it by using two scripts in the same magic effect. One with AFT and one with everything else. In that way if AFT fails to load, well it fails to load. Everything else loads no matter what. It feels a bit clunky but this seems to do the job. And this seems to be a hard nut to crack. When I do have AFT on I guess moveto runs twice on the same actor as well. Nothing noticable in game though. It looks at least for me as it does run only once.
  2. Ok you’re probably not active anymore but thank god for nexus not deleting any posts… It works!!!
  3. @keeronsmods A bit late in the discussion but I have the exact same problem with my follower. Did you manage to solve this?
  4. How would I go about doing that? What do you mean with bring down the MagicEffect? I mean if I activate the AFT mod it does work. What doesnt work is if I have it disabled in vortex in other words if I dont have the plugin in the data folder.
  5. Thanks, I'll try that. So I'm best off using skse? The thing is that I tried remaking the magic effect, and spell. Didn't work. I even replaced it with a script that actually works, but for followers that arent waiting. And even if I used that script in a new file and placed it in the SummonAllFollowers Magic Effect it didnt work. The only thing that is working in that regard is if I use the exact same script file for the one that summons players that arent waiting in the magic effect for the ones that are suposed to summon all followers. But then I cant do anything with it since it belongs to the other magic effect. To clarify: I have two magic effects with the exact same settings and a spell and spell book attached to them separetly. WellSummonFollowersMagic and WellSummonAllFollowersMagic. WellSummonFollowersMagic has a script attatched with the name WellSummonFollowersME.psc WellSummonAllFollowersMagic has a script attatched with the name WellSummonAllFollowersME.psc If I use the script WellSummonFollowersME.psc on both of the magic effects it works but it works the same way since it's the same script. If I copy paste the content of WellSummonFollowersME.psc into the WellSummonAllFollowersME.psc it wont work. How could it be that it is a single file that work but not another file with the exact same content? Is it something wrong with the file that actually work perhaps or what is going on? This is driving me crazy. I have restarted my computer several times, started from a clean save when trying using Alternative Start Live Another Life. I have coc:ed right from the menu, I have quicksaved and loaded, and oh, I have the Creation Kit Extended installed as well. https://www.nexusmods.com/skyrimspecialedition/mods/71371/ I even cleared my cache on the computer. Is there any other cache or anything that i'm not aware of that may cause this?
  6. Ok. so I've figured out why it returns 0 even if I have AFT enabled. It's because of as quest in if (Game.GetFormFromFile(141763, "AmazingFollowerTweaks.esp") as Quest) It should be if Game.GetFormFromFile(141763, "AmazingFollowerTweaks.esp") So now it returns 1 at least, if AFT is running. But the bigger issue is still there. Why doesn't it recognize that the plugin isnt loaded and acts on the if statements. All I want is that if AFT is loaded, listen to the AFT functions, if its not loaded. Listen to the other functions. Also 've noticed that it does actually work as intended if I disable it in creations. But not if I disable it in vortex. In other words I can't detect if someone doesnt have a plugin installed. Only if they are not using the plugin they've already installed. What would be the best way to achieve what I want to do if not like this? This is the code in its entirely as of this moment. Scriptname WellSummonAllFollowersME extends ActiveMagicEffect Event OnEffectStart(Actor Target, Actor Caster) Actor FollowerActor = (DialogueFollower.getAlias(0) as ReferenceAlias).getReference() as Actor if FollowerActor SummonToPlayer(FollowerActor) endif Actor FollowerAnimalActor = (DialogueFollower.getAlias(1) as ReferenceAlias).getReference() as Actor if FollowerAnimalActor SummonToPlayer(FollowerAnimalActor) endif if Game.GetFormFromFile(141763, "AmazingFollowerTweaks.esp") WellAFTCheck.setvalue(1) endif int AFTCheck = WellAFTCheck.GetValue() as int if AFTCheck == 1 debug.notification(AFTCheck) TweakDFScript AFTScript = DialogueFollower as TweakDFScript if AFTScript ReferenceAlias[] Aliases = aftscript.GetAllFollowers() int Count = Aliases.length int i = 0 while i < Count Actor Act = Aliases[i].GetReference() as Actor if Act SummonToPlayer(Act) endif i = i + 1 endWhile endif else debug.notification(AFTCheck) SummonTheWells() ArissaMove() endif self.dispel() EndEvent function SummonTheWells () Actor Oscar = Game.GetFormFromFile(0x006911, "WellOscarCompanion.esp") as Actor Actor Emelie = Game.GetFormFromFile(0x00A477, "WellEmelieCompanion.esp") as Actor Actor MrTree = Game.GetFormFromFile(0x00286c, "WellMrTree.esp") as Actor if Oscar.IsInFaction(CurrentFollowerFaction) Oscar.MoveTo(Game.GetPlayer()) endif if Emelie.IsInFaction(CurrentFollowerFaction) Emelie.MoveTo(Game.GetPlayer()) endif if MrTree.IsInFaction(CurrentFollowerFaction) MrTree.MoveTo(Game.GetPlayer()) endif endFunction Function SummonToPlayer (Actor Act) Act.MoveTo(Game.GetPlayer()) endFunction function ArissaMove () Actor Arr = Game.GetFormFromFile(0x0049b3, "CompanionArissa.esm") as Actor Faction Fact = Game.GetFormFromFile(0x001da4, "CompanionArissa.esm") as Faction if Arr.IsInFaction(Fact) Arr.MoveTo(Game.GetPlayer()) endif endFunction Faction Property CurrentFollowerFaction Auto GlobalVariable Property WellAFTCheck Auto Quest Property DialogueFollower Auto
  7. Hi, I'm in the making of a script that summons all followers. I try to make it recognize AmazingFollowerTweaks. But it just gives this error as soon as I try to cast it without having AFT enabled in vortex. [01/26/2024 - 11:40:00PM] warning: Property DialogueFollower on script WellSummonAllFollowersME attached to Active effect 1 on (00000014) cannot be initialized because the script no longer contains that property [01/26/2024 - 11:40:00PM] warning: Property CurrentFollowerFaction on script WellSummonAllFollowersME attached to Active effect 1 on (00000014) cannot be initialized because the script no longer contains that property This is the whole script. It should return 0 or 1 in notifications if the script exists or not. But it doesnt return anything if the script actually is activated. And yes, I've set the properties in CK. But here's the thing. Whenever I have the if AFTScript part in the script and try to access the properties through CK it just says Errors encountered while attempting to reload the script. So it is almost like CK can't communicate with the script whilst AFT is referred to. It gets weirder. Because it returns 0 if I have the script activated. Scriptname WellSummonAllFollowersME extends ActiveMagicEffect Event OnEffectStart(Actor Target, Actor Caster) Actor FollowerActor = (DialogueFollower.getAlias(0) as ReferenceAlias).getReference() as Actor if FollowerActor SummonToPlayer(FollowerActor) endif Actor FollowerAnimalActor = (DialogueFollower.getAlias(1) as ReferenceAlias).getReference() as Actor if FollowerAnimalActor SummonToPlayer(FollowerAnimalActor) endif if (Game.GetFormFromFile(141763, "AmazingFollowerTweaks.esp") as Quest) WellAFTCheck.setvalue(1) endif int AFTCheck = WellAFTCheck.GetValue() as int if AFTCheck == 1 debug.notification(AFTCheck) TweakDFScript AFTScript = DialogueFollower as TweakDFScript if AFTScript ReferenceAlias[] Aliases = aftscript.GetAllFollowers() int Count = Aliases.length int i = 0 while i < Count Actor Act = Aliases[i].GetReference() as Actor if Act SummonToPlayer(Act) endif i = i + 1 endWhile endif else debug.notification(AFTCheck) SummonTheWells() ArissaMove() endif self.dispel() EndEvent function SummonTheWells () Actor Oscar = Game.GetFormFromFile(0x006911, "WellOscarCompanion.esp") as Actor Actor Emelie = Game.GetFormFromFile(0x00A477, "WellEmelieCompanion.esp") as Actor Actor MrTree = Game.GetFormFromFile(0x00286c, "WellMrTree.esp") as Actor if Oscar.IsInFaction(CurrentFollowerFaction) Oscar.MoveTo(Game.GetPlayer()) endif if Emelie.IsInFaction(CurrentFollowerFaction) Emelie.MoveTo(Game.GetPlayer()) endif if MrTree.IsInFaction(CurrentFollowerFaction) MrTree.MoveTo(Game.GetPlayer()) endif endFunction Function SummonToPlayer (Actor Act) Act.MoveTo(Game.GetPlayer()) endFunction function ArissaMove () Actor Arr = Game.GetFormFromFile(0x0049b3, "CompanionArissa.esm") as Actor Faction Fact = Game.GetFormFromFile(0x001da4, "CompanionArissa.esm") as Faction if Arr.IsInFaction(Fact) Arr.MoveTo(Game.GetPlayer()) endif endFunction Faction Property CurrentFollowerFaction Auto GlobalVariable Property WellAFTCheck Auto Quest Property DialogueFollower Auto Skyrim SE 16.1170 Creation Kit 1.6.1130 AFT Version: v1.66 SSE-3 (https://www.nexusmods.com/skyrimspecialedition/mods/6656?tab=description)
  8. I solved it by using a placeholder npc that i attatched a voice type to. Then I put all the voicefiles with the approriate name in mod/voicetype/apropriate_name.wav/.lip. Somehow the reference from the other mod picked it up and used the wav and lips.
  9. Hi! What would be the best way to make two npcs from different mods talk to one another? So far I've been able to import the first npc to the second mod with getformfromfile() and put it into a refrerencealias with forcetoref. But the referencealias doesnt have a voice type and it only seems lke the first phase is initializing since thats the only one that is subtitled. I really just want to make one npc comment what the other is saying, when it is saying that.
  10. Hi! I can try to help you. Or perhaps walk you through it if you have blender 2.49b? There might be a way to do it in nifskope but I’m not that good at nifskope. More of a graphics guy than technical changing values type of guy haha. let me know how you want to do
  11. Hello again! I'm learning a bit blender and modelling at the moment and. All is good but I have noticed that my textures are first of all quite large when I create them, a seamless 2048x2048 of a tree bark becomes 64 mb. Which I guess is understandable because of how DDS works. As I undersand, pngs are "internally zipped" and dds aren't for instance, so if you were to zip a dds, the file size of the zip would be quite small. However, I've tried to compress my dds with all the above, dx1,2,3 which I understand is what new vegas supports but it wont show in geck nor the game. It looks fine in nifskope, but that is pretty much it. I've tried Photoshop plugin https://developer.nvidia.com/nvidia-texture-tools-exporter, GIMP which I believe had built in support if recall correctly. Even https://vvvv.org/contribution/dds-converter which is listed by nexus on their getting started page. What have I missed? I even disabled all mods, opened the nif in mini geck and still no luck. Even tried to apply the texture to a different mesh. Even tried a different image with the same procedure.
  12. I see.. but then again, it is a 13 year old game. So in that perspective I think we got quite a lot to work with though. I'm quite new to modding but come to think of it. How does evelators move in the game? I'm thinking if you can "move" objects, why not npcs. But maybe then they might not even walk, just floating away
  13. Haha! Just recently got back playing FNV again aswell, even started modding. Through my hunt for modding recources I found this one from Jokerine. https://www.nexusmods.com/newvegas/mods/62671?tab=description Haven't played it yet but Jokerines stuff are solid!
  14. True! Maybe you could achieve the same with purely conditions in packages and “activate” it depending on how you want to trigger it. https://geckwiki.com/index.php/GetInCell? Or if you wanna get more specific I think you need to use triggerboxes like you’re already doing. What is considered natural for you? That they aren’t teleporting? Then I suppose packages is your only route.
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