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I cannot edit my collection's description anymore
Hundsfott replied to Hundsfott's topic in Site Support
It works now. Much thanks! :D -
I cannot edit my collection's description anymore
Hundsfott replied to Hundsfott's topic in Site Support
Thank you, good sir! -
I have a collection, which is not published, yet. Upon trying to edit its description, nexus says "Failed to edit collection. Please try again.". I logged off, logged in, tried from another PC - nothing helps. Could someone please take a look? -> https://next.nexusmods.com/skyrimspecialedition/collections/ast97d Best regards hundsfott
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Uploading Collection "Failed to pack %mod xyz%: Failed to open"
Hundsfott replied to Hundsfott's topic in Vortex Support
Jup, it was the installation type again. Now it works. -
Uploading Collection "Failed to pack %mod xyz%: Failed to open"
Hundsfott replied to Hundsfott's topic in Vortex Support
It's the misc patches fomod from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/88963 Curiously, Vortex also says there are file conflicts (between the patch and other mod files), which I already resolved before uploading the collection. So I guess it is missing some data. I have now changed the installation type from "same installation options" (the mods and patches concerned are all fomods) to "replicate" and will test again tonight. -
Uploading Collection "Failed to pack %mod xyz%: Failed to open"
Hundsfott replied to Hundsfott's topic in Vortex Support
A new problem arose when trying to install the collection on another PC. It is stuck at 99% and "Waiting to install". Whenever I click "resume", Vortex says its installing a certain mod. Then again the same status. It is a cycle (resume -> 99% -> resume -> 99% -> resume -> ...). -
Uploading Collection "Failed to pack %mod xyz%: Failed to open"
Hundsfott replied to Hundsfott's topic in Vortex Support
What do you mean "you may have to do this twice"? I removed it, added it, removed it, added it again. No change One thing that hit my eye was that the default installation option is "Fresh Install" and I changed it to "Replicate". Although I removed it from the collection, when I re-added it, it automatically chose "Replicate" again (so there must be some info for the mod somewhere in the collection, still (even after removing it)). Edit: OK, the installation type seems to have caused the error. I reverted the installation type to "Fresh install" for the three mods, removed them and added them again. No errors. -
Hello fellow nexers, I was trying to make another collection for Skyrim, but upon clicking the "Upload" button and Vortex going through the mods, it fails for 3 (of 750) mods. A screenshot of the error message you can find attached. The google search results do not help, unfortunately I have already tried re-installing the mods and re-adding them to the collection, but to no avail, unfortunately. Any help is much appreciated Best regards, hundsfott
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SSE How to properly affect all NPCs? [Papyrus]
Hundsfott replied to Hundsfott's topic in Skyrim's Creation Kit and Modders
Thank you for the straight answer. Well, back into it then :) -
SSE How to properly affect all NPCs? [Papyrus]
Hundsfott replied to Hundsfott's topic in Skyrim's Creation Kit and Modders
I guess I am a bit spoiled from Alexander Blade's ScriptHook for the Rockstar Games engine^^ Thank you for all the input! I will need some time to research all the things you mentioned and to process all this. I will get back to you with new questions, brace yourselves :tongue: Edit: when researching the cloak and the abilities given to NPCs by the cloak, I only see examples where I have to create stuff in the CK. Is there a way to only work in code (so just using a script and doing everything via code)? -
SSE How to properly affect all NPCs? [Papyrus]
Hundsfott replied to Hundsfott's topic in Skyrim's Creation Kit and Modders
Thanks, guys. The end goal of this mod will be to make NPCs react more diversely in combat (going into disabled states, actually yielding when yielding, reacting properly to elemental damage, etc.). Thanks for your advice! The one loop will be viable for setting the base properties, but I will have to constantly check the health of NPCs, if the are on fire or damaged by frost or lightning, etc. Is there another, more performant way than the while-loop in papyrus? My plan was to iterate through all the NPCs on the grid and make a first check if they are not dead and then a second round of checks (is on fire, is health low, is being damaged by, etc.) and after that applying all the stuff. Also: I found speech lines in the CK in each actor object. How do I trigger them? I tried the "say" method, but it wont take "hello" as a topic and wont let me cast a string to a topic either. -
SSE How to properly affect all NPCs? [Papyrus]
Hundsfott replied to Hundsfott's topic in Skyrim's Creation Kit and Modders
If I do it like this, the NPCs wont be able to die, since their health is being set to a value every millisecond or so. Do actors have unique IDs (so I could work with maps <ID, key>, the key being a flag for health was set)? Or can I add attributes to actors, so I could place the flag directly in the object? (so I dont have to use the workaround with the spells) Another question to .Grid() and .All() - if I use .All() and change an actor, does this change stay permanently or are scripts (like setting the health) applied by the game when an actor enters a grid? Thanks for responding so reliably! Edit: the error message of the creation kit are not really helpful^^ I have tried filling the keyword array like this: Keyword[] Property ActorKeywords Auto ActorKeywords = new Keyword[1] ActorKeywords[0] = "ActorTypeNPC" But the creation kit does not like me doing it. I have tried it a few different ways (without the new instance, without the "" when assigning the keyword), but none worked. Are there more sophisticated code samples somewhere (all I can find is basic material, like how to add two integers and such). Edit 2: OK, I figured it out: Keyword[] Property ActorKeywords Auto ;Fill with actor keywords in the CK such as ActorTypeNPC Int Property HealthDamage Auto Int Property FuncCalled Auto Event OnInit() ActorKeywords = new Keyword[1] Keyword key1 = Keyword.GetKeyword("ActorTypeNPC") ActorKeywords[0] = key1 HealthDamage = 5 FuncCalled = 0 Debug.MessageBox("Decreasing of Health is now starting.") while (true) SetAllActorsHealth() ;if (Game.GetPlayer().GetActorValuePercentage("health") > 0.1) ; Game.GetPlayer().DamageActorValue("health", 5) ;endif EndWhile EndEvent Function SetAllActorsHealth() if (FuncCalled == 0) Debug.MessageBox("Function is now starting.") FuncCalled = 1 endif ObjectReference[] AllGameRefs = SkyPal_References.All() ObjectReference[] AllActors = SkyPal_References.Filter_Keywords(AllGameRefs, ActorKeywords) Int I = 0 Int L = AllActors.Length While I < L if (AllActors[I] as Actor).GetActorValuePercentage("Health" > 0.2) (AllActors[I] as Actor).DamageActorValue("Health", HealthDamage) endif I += 1 EndWhile EndFunction Edit 3: Marked the open questions above, so it is easier to read. -
SSE How to properly affect all NPCs? [Papyrus]
Hundsfott replied to Hundsfott's topic in Skyrim's Creation Kit and Modders
I have SKSE installed, but the functions are split up in so many different files that its quite a hassle searching through all of them. The way the script hook for Rockstar Games works, is that it offers one single helper file in which the all the natives are listed. So if I search for a functionality, I scroll through the file (or use the native reference DB on the internet). Is there something like this for SKSE? The object reference function you mentioned, is this also included in SKSE and where can I find good documentation about it? Thanks for responding so quickly! -
Hey dear SSE modding community, I am just learning to script in Papyrus (have scripted for Rockstar Games titles before) and have no idea how to start. Creation Kit as well as Notepad++ with syntax highlighting and all are set up, I have already scripted my first message box and have done damage to the player's health. I now want to set the health of all NPCs to a certain value, for my next example. But I dont know how to get all the NPCs. Could you guys help me out? Here is what I have now: Event OnInit() Debug.MessageBox("Decreasing of Health is now starting.") while (true) if (Game.GetPlayer().GetActorValuePercentage("health") > 0.1) Game.GetPlayer().DamageActorValue("health", 5) endif EndWhile EndEvent I though it should maybe look something like this: Event OnInit() Debug.MessageBox("NPC health is now being set.") while (true) npcs[] = Game.GetAllActors() int counter = 0 while counter < npcs.size() npcs[counter].SetActorValue("health", 100) counter += 1 endwhile EndWhile EndEvent And even if it was as simple as that, I wouldnt want NPCs to be touched twice by the script (for performance reasons), so I would also need some NPC IDs for stuff I want to try out later. Is anything of this properly possible in Papyrus or am I in over my head? (I am used to C++ and C# using RAGE native functions) BR HJ