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Hundsfott

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Everything posted by Hundsfott

  1. 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
  2. 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.
  3. 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 -> ...).
  4. 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.
  5. 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
  6. 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)?
  7. 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.
  8. Hello, I am currently trying to make NPCs say "Hello.", but I cant figure out how to do it. The "say"-function expects a Topic value, but I dont know how to properly cast something into a Topic value. Could your solution help?
  9. 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.
  10. 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!
  11. 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
  12. I know a guy who has made a mod for RDR2 which is pretty cool (https://www.nexusmods.com/reddeadredemption2/mods/184) and he said he would look into making something similar for the witcher, if I could find him a good tutorial on how to mod the game. Now I know a little programming and can read and understand most of the code he created for his RDR2 mod. But I have not found a tutorial for modding witcher 3 in such a way. Is there a way to mod witcher 3 like RDR2 (scripting in a programming language, adding new features) - if so, are there any good tutorials? Goals of such a mod would be for example: new NPC reactions to being hit (like fleeing when many befriended NPCs have been killed, dropping weapons/being disarmed, changing tactics, etc.)NPCs dont die instantly all the time (e.g. crawling away when legs have been damaged or running away when being disarmed)NPCs can heal injured friends...
  13. I hope they release the modding tools soon. Too many people have turned their back on the game already :/
  14. I have already done that. I also add the lines to the whole file. Still as soon as I add the line with lowhealththreshold, the game doesnt start up (error message).
  15. Is there somewhere a collection of values that we already know about (e.g. param x doesnt work if value is an integer)? I am trying to mess with LowHealthThreshold, but neither float nor integer values (no matter how high or low) seem to work. Any help would be highly appreciated.
  16. Hey guys, in vanilla there is the "yield state" after which enemies get up and fight you again. I would like enemies to enter a "wounded state". The animation I would like to use for this, I have already seen ingame: at the beginning of the game, the dragon attacks while you were about to be exexuted, then you run into this tower. On the ground floor, there is a woman lying, obviously wounded, but still alive. This is the only occurrence in the game I have seen this animation. I have not made any mods with the SDK yet, but since there is no mod which suits my needs (limping enemies, enemies on the ground, enemies holding their damaged limbs, etc.) I would like to try myself. Can someone please point me in the right direction? BR hint
  17. How exactly did it Vanish,what did you do install ATIUMGD.dll or underclock gpu or anti freeze ENB patch. Reinstalled, patched, modded (STEP-Guide on Nexus). I have GTX560Ti so atiumgd.dll wouldn't have helped.
  18. Most of my complete crashes have vanished (except the one when looking at the elven arrows), now I have freezes (I have to Ctrl-Alt-Tab out and close it). That's not really better..
  19. How the f*** can you play offline? My Skyrim won't even start if I'm in offline-mode..?
  20. *PUSH* Still can't play the game (-> Elven Arrows still give me complete crashes). And when I play in GodMode (can't play without it, otherwise I'm overencumbered because I can't sell my weapons due to the elven arrows..I'm not getting past them) the game freezes randomly and I have to Alt-Tab out and close it :'( f***ing f***ing elven arrows!!
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