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Taffer42

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Everything posted by Taffer42

  1. I'm having a problem in my game and I've had no luck tracking it down. Somehow, it appears that certain lights are passing THROUGH the actors. You can see the effect here, here, and here. Although these images are from a follower mod, it happens with vanilla models as well. I'm using MO2, so I was able to test this with a vanilla setup, and it still happens. I have no ENB installed. Any time I did have one installed, I used the ENB and Reshade Manager. At this point, all I can think of is that I've either got a .dll or something else copied into the game's folder that is somehow doing this, or there's an .ini setting (or settings) at work here. Unfortunately, I have no idea how to troubleshoot this. :sad: I used BethINI for most of my .ini tweaks...the ones that were manually input by me were ones that shouldn't touch lighting (bShowSubtitleSpeakerName=0, iConsoleTextSize=32, etc.). Any help tracking this problem down is appreciated!
  2. Very odd problem here. I recently installed a mod called Sisters of Betrayal (https://www.nexusmods.com/skyrimspecialedition/mods/4638). One of the followers it adds (the Spriggan Queen) has an interesting problem. Her teeth are on the ground. They move with her head, and when she talks I can sometimes see the background through her mouth. Funny thing is, I can't find anything for teeth. The mod has no meshes, no textures, no anything for teeth. And SSEEdit has entries for the jaw, cheeks, lips, eyes, chin, nose, and a couple others, but nothing for teeth. At this point, this is more a curiosity thing than anything else, as I've decided not to use the mod. But I'm very curious to know what's going on here, and how to fix it.
  3. That did it! Thank you all so much! So simple a thing to do, yet so sadly undocumented.
  4. My head hurts. I'm trying to do something I think should be fairly easy, and google is just not helping at all. I'm trying to edit a script...I've added a few things in and they aren't working. Here's what's going on...I found a mod that removed your starting spells. I'm using it, but adding those starting spells in Helgen as spell tomes during your escape, so you can have them if you want them. I've added all 5 starting spell tomes (Healing, Flames, Fury, Sparks [actually already there], and Conjure Familiar). The last three I have starting as disabled, since not everyone starts with them. What I'm trying to do is have the game detect your race, and if your race normally starts with one of these spells, set the appropriate spell tome to enabled. Here's the code: When I compile this, I get an error saying Enable is not a function or does not exist. I'm sure this is something easy and when I'm told what silly mistake I'm making I'm going to feel very foolish. But for right now, the dent in the wall from where I'm banging my head is getting just a little too big. :sad:
  5. I've found a few mods out there toting CreationKitCustom.ini tweaks. One of things I found was this: Add the following section to your CreationKitCustom.ini file: [Audio] bEnableAudio=0 This apparently prevents a lot of CK crashes. HOWEVER...it will cause the CK to crash virtually every time you exit it, and you'll have to go into your Task Manager and "End Task" on it. So if you use this, be sure you save your work before you exit
  6. I think perhaps I'm going to just leave her where she is. Upon further examination of the .esp, she has two Packages, both of which refer to her being in Whiterun. I know even less about packages than I do about the CK, so probably best I don't muck around with them. Thanks for all your help...I always learn something new and useful whenever you're around!
  7. I can tell you that I've been doing some extensive re-working of a couple of mods (Instant Merchant - Goonie, Summon Shadow Merchant), and I have gone through in SSEEdit and changed a lot of Editor IDs (EDID - Editor ID) and names (FULL - Name). So far as I've seen, the editor ID changes have had no effect (except for what I mentioned in my previous post about the coc console command). The FULL - Name field is what appears in the game for objects, spells, etc. The FormID is the only thing really used to identify anything in SSEEdit. I've noticed that when I change an Editor ID and/or a Name, anywhere that particular item is referenced changes the text to match, but the FormID stays the same. The xEdit team really deserves far more recognition and praise than they get. Awesome program that's become a good (if complicated) friend. :)
  8. I think you're getting a little confused. You can't rename Form IDs... they are simply 8 hexadecimal numbers (000A34BB). If renaming them is allowed, then I think (as you pointed out earlier) it would create a new item. It would certainly break something if anything else referenced it. If you are talking about Editor IDs, they are okay to rename to anything you want. The only thing I know of that they are used for in-game is for moving yourself quickly to an area. For example, if you had a player home with the Editor ID horseHeaven, to move yourself there quickly you would type "coc horseHeaven" (without quotes) in the console.
  9. Okay, I have created a custom LCTN record for her home-made cell. I've given it a new EDID - Editor ID and a new FULL - Name. Other than that, is there anything else I'm supposed to do with it? (I have no idea how to add her in properly, if I'm supposed to.) If it matters to what I need to add, this is a cell "in the middle of nowhere"...the only way to get in is to COC here. I've moved her to the new cell, changed her XLCN - Persistent Location to be the new location I created (mentioned above). Now, even without changing anything in the Whiterun LCTN, when I use "Hide no conflict and empty rows", the whole pane goes blank. It literally shows me nothing but the mod headers, even when I have every mod I have installed loaded into SSEEdit. This means I can just safely delete it?
  10. I've been working on converting and "re-imaging" an old Skyrim mod for my personal use (Instant Merchant - Goonie). I've got everything just about the way I want it, thanks in large part to a number of helpful people on this forum! There's just one more thing I need help with, and that's moving her. I've created her own little Cell, and I'd like to move her there, rather than Whiterun. Now, moving her, I can do. However, the original mod author also put in a Location (LCTN) record, which lists her in Whiterun, along with several hundred other entries. I thought perhaps I could just delete it, but when I compare it to Skyrim.esm, the DLCs, and USSEP, it looks like the original author did a fair bit of work here. Unfortunately, my search of the Internet has come up with very very little regarding LCTN records, so at this point I am not even in a position to really interpret what's going on here! If there's somewhere online that explains LCTN records, could someone direct me there? Barring that, could someone tell me wtf is going in in these things? Thanks in advance!
  11. How does one change the name of saves? Something within the Skyrim interface? Or just go into my file manager and rename the file like any other?
  12. What Pickysaurus said. I was editing a mod and moved a container from one cell to another, but nothing I did seemed to move it. I had to reload an older save from before I entered that cell before it was finally moved.
  13. This is not a playthrough...I am modding the game before starting a playthrough, using downloaded saved game files to test it. I've loaded up the saved game in a Vanilla setup with only SKSE64, which informed me I was missing one mod it required (USSEP). I have since saved the game a few times after adding mods, but none of them report any mods missing when I load them up, so I assume they're okay. Since it's a downloaded saved game, that's the best I can do to answer that question. :(
  14. My game has developed a crash, and I think I need some help figuring it out. (Please bear with me, I'm trying to provide as much info as possible.) I loaded up a game that is saved in Breezehome. I went out to the stables, bought a horse, and proceeded down the road towards the Falkreath border. Partway there I came across Barleydark Farm (for those who don't know, this is added content from Cutting Room Floor). This is where the crash occurs. 95% of the time, when I get to the point where I am getting the message "Barleydark Farm Discovered", my game crashes. I do not CTD, the game just freezes in front of me, and I have to "End Task" in the Task Manager. Now, I've spent all morning painstakingly removing mods (I use Mod Organizer 2) and retesting. As I was removing mods, I noticed the the crash happening less often. However, even when I get down to a pure vanilla install, the crash still occurs. So, I start up a saved game of a new character who's never been outside Riverwood, and repeat the process (go to Whiterun, buy a horse, etc.) This time using my full set of mods, I go back there, and no matter what I do I can't replicate the crash. So all this tells me something got baked into the saved game I was using. I'm now at a loss as to how to proceed. How do you try to diagnose this, figure out which mod (or mod combination) caused the crash? Or, was it just a fluke, a one time thing, and I shouldn't bother, since the newer save couldn't replicate it? Crashing is bad. I don't want my game to crash. But I also don't want to waste a lot of time for nothing. Any help is appreciated! Thank you!
  15. Thank you very much for that info, cdcooley! I had no idea! Definitely good information to have. Funny I never noticed this before. I've heard some heavily modded games can take upwards of 2 minutes to start, but if it saves your saved game, it's probably definitely worth it.
  16. Not trying to contradict you here, but I'm relatively new to modding (a couple months) and trying to learn all I can. If what you suggest is the case, have you any idea why setting the NPC to persistent seemed to "fix" her?
  17. I have installed a player home (Snow Shack - https://www.nexusmods.com/skyrimspecialedition/mods/8739), that has exhibited some odd behaviour. There is an NPC in the home. If I kill her, then load a saved game (either the same one or on a different character completely), she will no longer be in the house. Sometimes she disappears even when I don't kill her. The items in the house are likewise persistent across saves. If I take something, then load a saved game, the item I took is generally missing. (Sometimes everything is fine the first "reload", but if I don't do anything and just reload again, the items are missing then. It's bizarre.) Only exiting the game seems to "reset" things to how they should be. But then the behaviour starts anew. I have found that if I make the NPC persistent, she behaves as expected. I assume making the items in the house persistent also will fix their behaviour as well, but I'm pretty sure that's not the answer. I see lots of items in the game that behave properly that are not persistent. Is there maybe a location setting that needs to be turned on to prevent this behaviour?
  18. This doesn't answer your question, but may save you some time. I recently found this mod: https://www.nexusmods.com/skyrimspecialedition/mods/8473. I asked the mod author if his mod fixes all the problems the old mod did (the one you're attempting to work with), and the answer is (basically) yes. You can see my question and his answer on that mod's Posts tab. It's still the top post, so should be easy to find. (His answer was a little more detailed than just a simple yes, so I would suggest reading it to make sure it's exactly what you're looking for.)
  19. This was so amazingly helpful! Thank you so much! You showed me how to do things I didn't even know were possible, and I learned so much from what you said and by poking away at the mod. It took me a couple days to get everything just the way I wanted it, but it's done now! Thanks again!
  20. Okay, I'm editing two different mods, and I have a problem with each. I haven't been able to find an answer on my own. :( These are hopefully easy to answer questions, even if the answer is "Nope, can't do it.". 1) Instant Merchant - Goonie. This is an original Skyrim mod I've been tweaking for personal use. The problem here is that the merchant has access to unique chests the player can use for storage, and these are stored (out of sight) in Breezehome. However, if you happen to summon the merchant while you're in Breezehome and use her to access the chests, you can hear them open and close, even though you can't see them. I'm trying to either stop the open/close sound(s) from playing, or switch them to play a silent .wav file. 2) My other problem is more general. I'm trying to fix it so a certain item (a spellbook, if it matters) appears on the vendor lists with a price that doesn't scale. A starting character with 15 Speech and no perks pays the same price as a level 100 with max speech and every speech perk. I'm hoping for solutions that can be done with SSEEdit. Scripting is my next choice. Creation Kit is my "last resort", as I have zero experience with it aside from using it to convert original Skyrim mods to Special Edition (load mod in, save it).
  21. Well, changing UnUpdate to OnUpdate fixed the problem of the function not running! Thanks! Now I just have to figure out if the mod author made a mistake, or did it deliberately so the function wouldn't be called! And thanks for the information on code posting and spoilers! I'll be sure to make use of that information in future posts!
  22. Thanks for all the help, I've gotten some invaluable advice here! I've tried it out and everything seems to work as intended, althought that UnUpdate function never seems to be called...not sure why. That message box idea helped out with that, and I'm so glad it was so easy to do. I've used similar techniques in debugging in the past, not sure why I didn't think to ask if you could do it here!
  23. Okay, as far as testing goes...I know how to test to see if it works (I'll have the spells added)...and I know how to test if a quest is completed or at what stage the quest is at.... the real test here though, as I understand it, is that last function. If I understand what I read, that last function is stopping the script from running (the script has done what it was supposed to, now stop running so you're not using resources unnecessarily). How do I test in-game whether or not a script is running, or has finished running, or whatever I need to check? Is there a console command? "isscriptrunning <scriptname>" or something like that? That's the real test here, I think...because if I screw this up, the script will probably just keep running indefinitely.
  24. If I'm understanding you correctly, I don't need to check if the player has the spell, I just have to add it? If he doesn't have it, it gets added, and if he does have it, the command is ignored? function UnUpdate() myPlayerRef.AddSpell(firstSpellToAdd, true) myPlayerRef.AddSpell(secondSpellToAdd, true) self.UnregisterForUpdate() endFunction ...and that should essentially accomplish the same thing?
  25. I've been really getting into modding my game lately. It seems every time I add a new mod, I end up tweaking it in some way, and each time I learn a little bit more. This time, however, I need to ask for help. (I should say I do have a coding background, but know nothing about the scripting language Skyrim uses). I have a mod that adds a spell to the player's known spells (happens automatically). I want to extend this to add an additional spell (so two). There is a function which adds the spell, which seems pretty straightforward (I'm just going to add a second game.GetPlayer().AddSpell(secondSpellToAdd, true) line in the function). However, there are two other functions that I think I need to edit. One looks like this: function Fragment_4() if myPlayerRef.HasSpell(spellToAdd as form) == 0 as Bool myPlayerRef.AddSpell(spellToAdd, true) else self.SetStage(15) endIf endFunction The second is almost identical to the first: function UnUpdate() if myPlayerRef.HasSpell(spellToAdd as form) == 0 as Bool myPlayerRef.AddSpell(spellToAdd, true) else self.UnregisterForUpdate() endIf endFunction Under normal circumstances, I think I know what to do, but the conditional statement is quite busy. So my question is, to add two spells, is this a viable function (given the above)? function UnUpdate() if (myPlayerRef.HasSpell(firstSpellToAdd as form) == 0 as Bool) || (myPlayerRef.HasSpell(firstSpellToAdd as form) == 0 as Bool) if myPlayerRef.HasSpell(firstSpellToAdd as form) == 0 as Bool myPlayerRef.AddSpell(firstSpellToAdd, true) endIf if myPlayerRef.HasSpell(secondSpellToAdd as form) == 0 as Bool myPlayerRef.AddSpell(secondSpellToAdd, true) endIf else self.UnregisterForUpdate() endIf endFunction This looks right to me, but I don't know if I can do that much in a conditional with this programming language. I'm sure there are tools and such I could use to test these out, but I am just delving into scripting now, so my only testing is in-game. :( Any help is appreciated! Thank you for your time and consideration!
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