Jump to content

bladeshriek

Premium Member
  • Posts

    12
  • Joined

  • Last visited

Nexus Mods Profile

About bladeshriek

Profile Fields

  • Website URL
    http://unseenworld.io/
  • Country
    United States

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

bladeshriek's Achievements

Apprentice

Apprentice (3/14)

  • Dedicated
  • Collaborator
  • First Post
  • Conversation Starter
  • Week One Done

Recent Badges

0

Reputation

  1. I'm experimenting with some new AI packages that affect mammoths and giants, usually with sandbox and follow routines. I noticed that when these creatures have packages that make them do anything but their default behavior, they have a strong tendency to get "stuck" on landscape elements and fauna. Eventually they seem to unstuck themselves but in that time it usually looks ridiculous. I'm curious if anyone has seen this before and if there's any mitigation to be done through packages?
  2. That was it, TY. It's a silly mistake because my new function is right next to ones with the static function tag. Onwards to new issues.
  3. I'm hoping to use the Projectile class (or ArrowProjectile) in SKSE using data passed in from Papyrus. I'm particularly interested in retrieving the gravity data of a projectile but that shouldn't really affect things. SKSE function could be: float GetProjectileData(RE::Projectile* a_projectile) Papyrus function: float Function GetProjectileData(Projectile akProjectile) global native So I'm trying to pass in a Projectile from Papyrus and access some of its attributes that are inaccessible from Papyrus, such as its gravity data. I will check out the discord as well thx.
  4. Hi, this is an SKSE & Papyrus related question. Is it possible to map a Papyrus Projectile to a CommonLib Projectile (in RE/P/Projectile.h)? I keep getting the following error in Papyrus logs which tells me that types are not compatible. I've only used primitive types and haven't had this issue before. I'm working off the example here (it's a combined starter project and tutorial). Relatedly, is there a discord that can be used to ask questions like this? Thx. error: Native static function TestProjectileFunction does not match existing signature on linked type TestPlugin. Function will not be bound.
  5. Is it possible to filter the results of a "Find" AI procedure via Item Conditions? Meaning apply "Item Conditions" to further filter down the object list that is the result of a find procedure. I've tried many permutations of target for the condition and none of them have worked so I am kind of feeling like this is not possible. Screenshot attached.
  6. I have this exact same issue, callstack error BGSSaveGameBuffer relating to TESLevItem 00098E5F. I went and removed that levelled item in the bash patch and USSEP via xedit along with removing any instances found within the saved game with resaver only to have the game spit out another Levitem for the USSEP so did the same thing again both were food related items. I doubt this is the end of my woes though and imagine another will pop up eventually relating to yet something else. Honestly might just have to give up if it continues. I don't think it will continue endlessly. There are only so many retro-active fixes in USSEP. Another solution is to uninstall whichever mods over-wrote those records (probably something that adjusts inn and food costs like RD&D or Vitality Mode). The real solution is probably to start over with all mods frozen at the start of the playthrough but I'm not ready to give up yet on my save lol. Would rather just make surgical fixes like this and carry on.
  7. I had a fully repeatable crash-on-save as well. I dug into it. It looks like USSEP modifies some leveled lists via scripts in order to support retroactive fixes across versions and upgrades. One of the LVLI records was directly implicated in my crash. I went into Resaver, found the form ID in the .NET crash log and purged both the change to the LVLI record and the corresponding USSEP retroactive fix script. This cured my crash. I'm aware this is NOT ideal - rolling back fixes from USSEP is not a great habit. However, I'm willing to sacrifice a few minor fixes if it lets me continue a doomed save. To be absolutely clear, I don't think USSEP is directly responsible for breaking my save. I believe the problem arises with how I started my play-through off. I did not start with a fully "clean" save; my initial save includes USSEP before leaving Helgen. I stacked on the rest of my mod list (99% of them) on top of that save with USSEP. If I had to venture a guess, starting a save off with USSEP and then introducing the rest of a mod-list is a bad idea. The retroactive fix scripts might be binding to out-of-date form IDs & records, which somehow cause crashes when the game tries to serialize. Crash log Skyrim .NET crash log - Pastebin.com Relevant post on Reddit
  8. I have a number of changes to animal Faction relations, including the PredatorFaction. Faction information seems to be save-baked. I'd rather not have to make every relationship change through a script call; ideally, there would be a function to refresh FACT or any record based on a given Form ID. Otherwise, I'm going to end up having to duplicate all the changes my esp via Papyrus which- while possible- would be time-consuming. Just seeing if there is a better alternative before I start going down that route.
  9. There are certain Faction records that I want to update when my mod initializes at run-time. These records seem to be save baked and cached, so my mod has no effect unless applied to a new game. I don't want to enforce a "clean save" policy with my mod. Ideally, I could just call a Papyrus or SKSE function that takes in a form ID and completely reloads and synchronizes a FACT record from either my plugin or Skyrim ESM. Not so ideally, I would have to call a series of operations on Faction objects to synchronize them with my mod. Does such a function exist or not? Been Googling for a couple hours now and have found absolutely nothing relevant. Thanks much.
  10. If I tell an actor spawned via levelled list- critter, guard or child - to "Acquire" the nearest Flora - does this actually activate the flora, de-spawn it, and add a corresponding ingredient to the subject's inventory, as if it were the PC performing the action? In other words, does this actually work using AI packages? Or does it really just tell an NPC to move to Flora and "attempt" to acquire it, with no other changes to the game world. Tried googling this to no avail; it seems this pattern has been used in many mods but I can't confirm it actually works in my tests. Obviously acquiring items works, but Flora seem to have scripts associated with them. Tanks
  11. I second this. After perusing for hundreds of mods on skyrim nexus I am surprised at the number of authors that have been permanently banned. I am genuinely surprised that an author can be banned from such a venue only by expressing opinions. I find myself, as described above, looking for this mod which is truly a 'gem', and not being able to find it because the author was banned for speaking his/her mind...
×
×
  • Create New...