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Everything posted by batchbat
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Odd Graphical Error with Any ENB - Game Unplayable
batchbat replied to batchbat's topic in Skyrim's Skyrim LE
Sorry it took so long to get back, there was a lot of steps... I went through it all however, and Skyrim looks great, even with an ENB. I backed up the Skyrim folder and mods folder with everything for STEP installed correctly and am going to start adding mods of my own. It must have been this one... I think the problem was that I had been going down my list and trying different combinations of graphic mods, and this one's name didn't strike me as a graphics mod so I didn't try running the game without it. In any case I just deleted everything and started over with the STEP guideline, so thanks anyway! -
Odd Graphical Error with Any ENB - Game Unplayable
batchbat replied to batchbat's topic in Skyrim's Skyrim LE
I hate to be that guy but BUMP... this issue still hasn't gone away and I am still very annoyed by it. -
I recently decided to get back into Skyrim, and of course I simply could not play without an extensive amount of mods and an ENB. However, after doing everything as I thought was correctly, I came across graphical errors that I could not find any other cases of online. As this has been resisting everything I've attempted to fix it with for the past couple of days I now turn to the community for help. After starting a new game my character creation menu was unusable. http://imgur.com/G24sYFX Just using the default character, then, I attempt to begin playing the game, but I am greeted with this, making the game wholly unplayable. http://imgur.com/P1d3bC1 I found, however, that turning the camera into third person view circumvented this problem, but then I am greeted with this atrocity of a view. http://imgur.com/P1d3bC1 Additionally, any actions that require my camera go into first person will yield this glitched screen; this includes killmoves http://imgur.com/P1d3bC1 and accessing the inventory. http://imgur.com/P1d3bC1 Oddly enough, when in the menu everything in the background appears exactly as I want it to appear. http://imgur.com/0yJJpMc Relevant or not, as I made my way towards Whiterun the game FROZE at this point. http://imgur.com/0yJJpMc For your convenience I have uploaded a recording of me playing with these glitches, chronicling them I think better than the screenshots do. [youtube.com] My mod order and Skyrim INIs can be found on the modwat.ch page I created. My system specs are as follows: LOOT reports no errors but gives me 15 warnings, for my 15 ESMs/ESPs that are "dirty" - not sure if I should clean any of them, but here they are. http://imgur.com/QQAcVBQ In the video I am using RealVision ENB, but this problem also occurs with Sharpshooter's ENB and True Vision, so it can't be specific to one ENB. However, I have narrowed it down to the ENB itself because this does not occur if I delete d3d9.dll. So is it due to my hardware? I'm very confused and would like some advice on the matter. Also, I attempted to embed the imgur images directly onto the post but the pictures would not load, and an error came up saying "You Are Not Allowed To Use That Image Extension On This Community." There seems to be a lot of this on the web but none relating to these forums and imgur. If anyone would like to point me in the right direction I would put the images onto this post to make it more convenient. Thanks in advance!
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Ah, okay. So it's "onMenuClose" that I'm looking for. It's actually an SKSE event, but that's not a problem. Thanks for pointing that out!
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Have you looked for mods that simply move the merchant chests to places where they can be accessed normally? I would expect a few thief-oriented mods to have done that but have never gone looking for it myself. The merchant containers are linked through the faction system which also controls which NPCs offer services. I found the Accessible Merchant Storage mod, which does move it to a chest. The only downsides are that most merchants' chests require you to find a key and use it, but I want it to be added to the actor's inventory itself. Thanks for the search prompt though, I've been searching for mods that used the inventory and never thought to broaden my horizons. I'll poke about in CK with this and see if I can't change it up a bit. EDIT: It looks like it only moves the chests themselves from below the ground, it doesn't add factions or scripts. Not to nag, whatever floats your game, but wouldn't it be unimmersive if one shopkeeper has 20 armors and 15 Meads in his pocket? A chest is more believable... Instead why not pickpocket the -key- from the shopkeeper. Place that in his inventory. And have a guard near the chest or something... Perhaps, but -- ... perhaps... :pinch:
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Greetings all, I'm working on a script that allows merchants to be lootable, preferably via pickpocketing and/or slaughtering them. I'm very new to scripting but was (somehow) able to conjure up this little script that I added to a merchant (in this case, Ambarys Rendar (first merchant alphabetically :tongue:)): Scriptname LM_Cornerclub extends ObjectReference Actor Property PlayerRef auto ;This is the player, ObjectReference Property CornerclubCONT Auto ;this is my container, FormList Property ItemList Auto ;and this will be a list of the items I get. Event onDeath(Actor akKiller) ;When I'm killed, CornerclubCONT.removeAllItems(akTransferTo = self);take all items from my merchant chest and give it to me endevent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) ;and when I get those items, ItemList.AddForm(akBaseItem) ;add them to a list, endevent Event onActivate(ObjectReference akActionRef) ;When I'm activated if akActionRef == PlayerRef ;By the player, int ILsize = ItemList.GetSize() ;check how many items were added to me int index = 0 While index < ILSize ;and while I still have more items to add, Form entry = ItemList.GetAt(index ;check which item is to be added next Int qty = self.GetItemCount(entry ;and find how much of that item there is to add, if qty > 0 CornerclubCONT.AddItem(entry,qty,true) ;and add those items back to the vendor chest. EndIf index += 1 ;mark that item as being done, and move onto the next. EndWhile ;Once that's finished, ItemList.Revert() ;Clear the list so we can use it later again. EndIf EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) ;If somebody takes something from my corpse CornerclubCONT.RemoveItem(akBaseItem, aiItemCount) ;make sure anyone else who also uses the same chest can have the same "shared" inventory as me EndEvent So it compiles nicely and probably works fine in-game, but a potential problem with this script has been made known to me. Currently (assuming that the same script will be used in applicable circumstances), if a player kills a merchant linked to a container that multiple vendors use, only the first merchant killed will have the items from the vendor chest. I want to be able to access both corpse's inventories as if they were a single, shared inventory, presumably with the vendor chest that they used being a middleman of sorts. A good way to circumvent this would be to only transfer the items after the corpse has been activated; this, however, I perceive to be not possible, since any changes that the player makes to one corpses inventory would (presumably) have to be reflected in the vendor chest so that the second merchant's corpse would have the same contents as the first. Unfortunately, the only way I see this able to be implemented would be if the inventory from the vendor chest (FormList ItemList in above code) is transferred back to the vendor chest from one corpse after the player makes all the changes that he wants; hence the need for an event that is triggered after the player EXITS the inventory of the corpse, or "deactivates"(?) the corpse. Searching at length for such an event, I found nothing that I could use (not entirely true; I found "onClose", but from the wiki page it seems that it doesn't apply to an inventory[CITATION NEEDED]), so I now turn to you, members of the forum, for help, and present you with these questions: Does such an event exist for me to use? Is there a better way to approach this problem? and of course, Is there anything I can change in above code to make it work better/more efficiently? Any help, even an attempt, would be greatly appreciated. TL;DR: Is there a Papyrus event that is triggered when a player exits an inventory? EDIT: Why does every other line in the above code snippet have a white background making it incredibly hard to see, and what can I do to fix that?
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Have you looked for mods that simply move the merchant chests to places where they can be accessed normally? I would expect a few thief-oriented mods to have done that but have never gone looking for it myself. The merchant containers are linked through the faction system which also controls which NPCs offer services. I found the Accessible Merchant Storage mod, which does move it to a chest. The only downsides are that most merchants' chests require you to find a key and use it, but I want it to be added to the actor's inventory itself. Thanks for the search prompt though, I've been searching for mods that used the inventory and never thought to broaden my horizons. I'll poke about in CK with this and see if I can't change it up a bit. EDIT: It looks like it only moves the chests themselves from below the ground, it doesn't add factions or scripts.
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Not a modder, but... Couldn't you create a new faction specific for Merchants and then write the script to affect that faction? I've been doing a little poking about, and it seems that the actual container the actor itself uses isn't referenced anywhere in its scripts or whatever, so you'd need to make a script for each npc and find which container it uses indidiually. Or just one big script that checks which merchant is being activated and references it against a list of containers that are already defined in the same script. Same thing really. Again, I don't claim to know what I'm talking about (I really don't), so I could just be making a fool of myself. Maybe I'll post something in Mod Requests later.
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Hey all, I seriously doubt there is a mod that does this because I've been searching for AGES (which is how I found this thread :)), which baffles me because it's such a great idea. However, it would be lovely if there was a mod that changed merchant's inventories to use the actual Actor's inventory instead of some hidden chest under the ground - this way you could "rob" a merchant by pickpocketing/slaughtering them. I probably could do some scripting to do something like this, but from my un-experienced view it would require there to be a script for every merchant chest, and considering the fact that there is so many merchants in Skyrim that's probably going to take a while, and I'm lazy :P. If it is as I suspect and there is no such mod, I might be able to pick up some modding skills and make an attempt, but I'm definitely going to be needing help.