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gargamelNINE

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Everything posted by gargamelNINE

  1. Hello, though I have posted this issue in the VR section already, I am posting it here as well, as not many people will frequent the VR section, and this is a question that could be very well answered by someone knowledgeable who only mods for SE. So sorry for reposting. The original post: I'm working on a mod that involves drinking a sleeping potion, and before the player passes out, I want there to be some heavy visual impairment. For this purpose, I made modified versions of the dragon shout modifiers, going heavy on double and blurred vision. This works perfectly fine in SSE, but in VR, only the shade and brightness aspects of an image space modifier are ever applied. None of the other effects. Now, it is pretty clear that this was changed by Bethesda in their worry about us poor players not getting sick. And that may be the case for most players, but I have a steel stomach, and I can take anything for any period of time. Being sent on a ballistic trajectory by a giant? No problem for me. In fact, I enjoy it. So it is really frustrating for me that I can't enjoy the full trippieness of image space modifiers, especially in mods like Skyrim on Skooma. Now, as I see it, there are several possibilities of how the original modifiers could have been changed. Either it's some ini setting, or another (I found one but that one was set the same as SSE), or it is by replacement of some files in the bsa archives – if this is the case, I really don't know where to begin to look – or, worst case scenario, it's a change in the executable itself, in which case it's probably hopeless. Can anyone help?
  2. Hello, I'm working on a mod that involves drinking a sleeping potion, and before the player passes out, I want there to be some heavy visual impairment. For this purpose, I made modified versions of the dragon shout modifiers, going heavy on double and blurred vision. This works perfectly fine in SSE, but in VR, only the shade and brightness aspects of an image space modifier are ever applied. None of the other effects. Now, it is pretty clear that this was changed by Bethesda in their worry about us poor players not getting sick. And that may be the case for most players, but I have a steel stomach, and I can take anything for any period of time. Being sent on a ballistic trajectory by a giant? No problem for me. In fact, I enjoy it. So it is really frustrating for me that I can't enjoy the full trippieness of image space modifiers, especially in mods like Skyrim on Skooma. Now, as I see it, there are several possibilities of how the original modifiers could have been changed. Either it's some ini setting, or another (I found one but that one was set the same as SSE), or it is by replacement of some files in the bsa archives – if this is the case, I really don't know where to begin to look – or, worst case scenario, it's a change in the executable itself, in which case it's probably hopeless. Can anyone help?
  3. Solved! The issue was with the weapon I was using. A custom duplicate of a vanilla one, with a custom magic effect. I don't know what about it broke the procedure, but if you're having the same issue, try changing up the weapon.
  4. So I'm trying to create an AI package template for NPC's to hit the PC with a melee weapon without starting combat, forcing the PC to walk after the NPC towards a destination (for VR purposes, as an alternative to AI controls, which don't really work in VR – though I'm making and testing this in SE). When the PC lets the NPC walk too far away, the NPC returns, speaks a prompt, and gives the PC a few whacks, then resumes the journey. It works all fine but for one key detail. The NPC never draws the weapon assigned to the "UseWeapon" procedure, and never actually whacks the player. The prompt does get spoken, though. The weapon is in the NPCs inventory (though I think that isn't really necessary), and I had them even force-equip it. But even that doesn't solve the issue. The target to attack is set to Playeref (I tried a player alias, through a quest, too). Nothing works. I use the volley method, repeat fire is disabled. Volley values and times are all populated. I can't figure out what I am missing. Any suggestions, ideas? Thanks!
  5. Hello everyone, I am trying to make a mod, where at several points AI takes over control over the player character, walking it to various spots. I am doing this using scenes, Travel (or Follow) AI packages, and the SetPlayerAIDriven() function. This all works fine, and as intended in SE, but in VR the player avatar (VRIK) seems to be torn between following the AI and staying in place. The body stretches and twists in the direction of the intended walk, but the head stays in place. I did try and uninstall VRIK, but the results were the same, except that there was no body stretching (obviously), i.e. the PC staying in the same spot, unable to move. The SE version utilizes DisablePlayerControls(), but I have removed this for VR, so only SetPlayerAIDriven() remained, and the player character still can't move. Not on its own, nor by AI. Does anyone have any workaround for this? Or could you point me to a script where this works correctly in VR, so I can dissect it? Many thanks!
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