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chaospearl

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Posts posted by chaospearl

  1. The thing with adding new trees is that I have to account for all situations because I can't predict where a player's savegame might be, or which cells are going to be loaded. I could just tell everyone to make sure they save in an interior location, then purge the cell buffer before going outside whenevr I update the mod. But I personally dislike mods that force you into a complicated update procedure, particularly when it feels like every time I open NMM I see that stupid yellow exclamation point indicating that I need to update AGAIN. I don't want to make people do that when I can script around it with a couple extra lines.
  2. Hmm, what's an example of a static item you wanted to make inventory-able? I'm looking for the form ID so I can find it in the CK, not just "you know that cool gold statue of the god that's in some shrine." I'm curious now too, I might give it a whirl just to see how it's done.
  3. I simply assumed that you wanted the apples to reset every time the cell loaded, because you used OnLoad in your original script.

     

    Ah, okay. No, the OnLoad was there because I didn't write my own script at first. I used a vanilla script, the one that keeps beehives on trees until you shoot them down. I'd never written a script before, didn't even know where to begin. I didn't see a need to do so if there was already a vanilla script that did exactly what I needed it to do. Unfortunately as it turned out, it didn't do EXACTLY what I needed because of that OnLoad so I had to make my own anyway. Took me a bit to figure out where the scripts are kept, the difference between psc and pex, how to compile a script. It's not hard, obviously, just one more thing I'd never done before. I'm not stupid but I am very ignorant when it comes to this.

     

    As it turns out I ended up doing exactly what you said anyway. When I was using OnInit instead of OnLoad, it worked perfectly every time UNLESS you started a brand new game. In a new game, the OnInit wasn't firing, I don't know enough to understand why not. It's ironic because with the OnLoad, the only time it DID work was with a new game.

     

    So I added another block to the script as you suggested and now it appears to work no matter what complicated combination of loaded cells and new or saved games I throw at it. Finally, huzzah.

  4. Does it always CTD at the exact same place whenever you go there?

     

    Looking at your modlist, I'd guess that the culprit will turn out to be one of the SkyRe mods, or Radiance. Most likely EncounterZones, or EnemyAI. I'd start by removing those as a test; it'll save you a lot of time if I'm right. I'm looking at those because they're the only mods in your list that edit particular places in the game, or rather things that appear in particular places. Everything else changes the way a system works or the way an item appears.

     

    It is possible that something totally unrelated has a dirty edit that's causing issues, too. But try the more likely possibilities first.

  5. Are you taling about the original Dovahkiin Hideout mod, or one of the spin-offs? Did you download the mod here from the Nexus, or subscribe to it on Steam? What do you mean by "old" and "new" hideouts? More info, more info!
  6. It sounds like he's hoping for a 3rd option -- not both of the mods, not neither of the mods, but rather just one. Only with a little part of the other glued onto it.

     

    He wants to continue using House Mod A in its entirety, but wants it to have a small extension on it that's part of House Mod B. He doesn't want most of what's in Mod B, just that one little part. So he's trying to open both mods at the same time in the CK, with Mod A as the active file, then copy the extension from Mod B, and paste it onto Mod A. Save Mod A. Then uninstall Mod B and continue using Mod A with its new extension.

     

    (I'm assuming "he" just based on probability, I apologize if you're a she!)

     

    I'm sure it's possible, just depends on how much work it'll be to do it. That tutorial has a lot of great information. Also, your English is better than a lot of people around here for whom English is a first language. :P

  7. Steve, thanks... again. I'm sorry for all the time you seem to be spending following me around the forum fixing my various messes. :( Modding's a learn as you go endeavor, I guess.

     

    Using OnInit works nicely, since it seems to do exactly what I need it to do -- run the script (well, the block) once and then go to sleep until the cell resets.

     

    The way you explain cell loading\reloading in savegames makes perfect sense NOW that you put it that way. I was thinking that when you exit the game, everything would unload itself, because... well, no game, nothing can be loaded if there's nothing. So I thought that when you booted up your savegame, the cell would have to load again, isn't that what "loading" a savegame does, loads the game? I just didn't understand how the process actually works. I do now, thanks to you.

     

    Whenever I update the mod to add new trees, the new ones are typically a good distance away from the old ones. I don't want trees littering every other cell, it would make them less neat to find. As of the last update, there are two trees in Riverwood and a few more behind the Honningbrew Meadery. I don't want to burn out on modding, so I normally spend my morning actually playing the game and wandering about the world. Keeping an eye out for good places to plant an apple tree, also looking for vanilla plants that would make good harvestables.

     

    What would the difference be between using the OnInit block as I am now, and changing it to use two blocks, one with an OnLoad, as you said? I mean, I understand the difference in how it works, but could you explain why the two blocks option would be a better idea?

     

    I really appreciate all the help you've given me.

  8. Okay. I've figured out that it isn't working because the cell's not loading -- it's already loaded. OnLoad and OnCellAttach both do their thing when a cell first loads. If that cell is already loaded, neither one will work. If I go a disstance away and purge the cell buffer to force the cell to reload, THEN it works.

     

    Apparently, the script runs once when you first enter a cell. It will not run again until the cell is unloaded and reloaded, and evidently that doesn't happen when you start up a savegame. Go into a cell, save, exit the game, then restart the game and luse that save. Your cell doesn't reload. It treats the cell as being already loaded, so even if you've placed totally new objects in there with that script on them, the script won't function because it wants the cell to reload first.

     

    Basically, anytime I place an apple with the script in a cell the player's already visited, that script will not work. Doesn't matter if it's a brand new object, doesn't matter if it's a clean save without ever having had that mod running. No cell load = no script worky.

     

    How do I make the script do what it needs to do, when the cell may already be loaded? OnLoad and OnCellAttach both assume the cell will be loading, but if it's already loaded... no go. There must be a way to make this work? And how is a cell possibly already loaded when you're just starting up the game now? If I start up a savegame, evidently that does not count as loading the cell, because the script's not working. Somehow the savegame remembers which cells were already loaded.

     

    This mod is making me cry. :( Every single time I go through hell and finally "fix" the apples to stay on the trees, next time I work on it I find that HAHAHAHAHA that didn't fix it after all, serves you right for thinking you could mod with the big boys! What an idiot.

     

    Edit the 2nd: Well, it does seem to work (tentatively -- seems like every time I say that, it turns out only to work under very specific circumstances that I somehow stumbled upon and will never see occur again) if I change OnLoad to OnInit. Of course I have no idea what I'm doing here... is OnInit a safe, viable way to do this? No resource hit, no unintended complications?

  9. I tried Googling this, but I don't know much about Papyrus so I'm in over my head. From what I can tell it appears that the OnLoad function may be a bit buggy? Some people have suggested replacing it with OnCellAttach. Does that apply to this situation?

     

    From the creation kit wiki:

     

    For interiors, it often looks like this event fires whenever the player enters the cell. It doesn't. If you leave a cell, the cell may or may not have unloaded by the time you return, which means this event may or may not fire again. If you need a reliable event every time the player enters a cell, try the OnCellAttach Event instead.

     

    Why not just give it a whirl?

     

    Okay, gave it a shot. It doesn't work.

     

    If the cell has been loaded already, the script does not work. Doesn't matter if it's a clean save that has never included that mod before. Anytime I put an apple in a cell that the player's been to already, the script doesn't fire, using either OnLoad or OnCellAttach. :( I mean... I'm assuming the script itself runs, but it doesn't do anything under the OnLoad or OnCellAttach lines. It acts as if the cell's not loading, when it clearly is.

  10. I'm running into another issue with my apple trees. Yeah, again.

     

    I am using the vanilla beehive script to keep the apples on the tree. It's a simple script that enables Havok when the object is hit.

     

    The problem is, when I start a new game and go check out my trees, it works beautifully. But when I make an update to add new trees, and go to test it, the script doesn't work and my new apples all start out Havok-enabled and fall right off the trees. Apparently, the script runs once when you start a new game and disables Havok on everything with the script attached, but then it doesn't run again when you load a savegame. How do I make it do that?

     

    This is the script:

     

     

     

    Scriptname BeeHiveHavokOnHit extends ObjectReference

    {Stops the beehive from havoking until hit.}

     

     

    Event OnLoad()

    ; Debug.Trace("This object is loaded, playing animations should work now")

    self.SetMotionType(Motion_Keyframed, true)

    endEvent

     

    Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)

    ; Debug.Trace("I just got hit by something")

    self.SetMotionType(Motion_Dynamic, true)

    endEvent

     

     

     

    I tried Googling this, but I don't know much about Papyrus so I'm in over my head. From what I can tell it appears that the OnLoad function may be a bit buggy? Some people have suggested replacing it with OnCellAttach. Does that apply to this situation?

  11. I know there's no way this is going to happen... but I figured it never hurts to ask.

     

    I'm about to release a mod that introduces new edible plants to the game, and also changes some of the vanilla static plants to be harvestable. Trouble is, while I've finally managed to wrestle NifSkope into submission, I'm rubbish at creating new models. I just need two models for the ingredients produced by harvesting the plants.

     

    An onion, and a fiddlehead. I hope I don't have to provide a picture of what an onion looks like... I really couldn't care less what kind of onion, right now I'm using a yellowish colored apple and it looks awful.

     

    This is a fiddlehead:

     

    It doesn't need to have a long stem like that one, either:

     

    Just something remotely resembling that would be wonderful. I don't care if you're the world's worst modeler; it cannot be worse than what I've got now. Even somebody who could retexture the vanilla apple to look like an onion, I'd love you forever and dedicate the mod to you. The apple's the right shape, a new model wouldn't be needed, but my PhotoShop skills are nonexistant.

  12. I'm a fan of Arthmoor's Live Another Life mod, and always use it to start my games. A while ago I was loading up a brand new game to test something and chose the "camping in the woods" option. The very instant I pop into the game and take a look around my campsite, here's what I see...

     

     

     

    Yeah. That's a Stormcloak soldier sleeping on my bedroll in my tent. Apparently the player isn't the only one who wants a fresh start!

     

    I have no idea where that guy came from, either. LOL. I've used the camping option at least a dozen times before and never had to deal with intruders. What makes it especially hilarious is that this spot is right near the cave you exit from at the beginning of the game; that is to say, just a skip away from Helgen. What on earth is a Stormcloak doing here? No, it's not Ralof; this happened right when I first started the game and I haven't rescued him from the cave. It's a vanilla Stormcloak soldier. I do use the Immersive Patrols mod, but there are no Stormcloak patrols or camps near the area that I've ever noticed. It isn't even near a road.

     

    My best guess is that it's actually an Imperial soldier from Helgen who realized too late that he picked the wrong allegiance, and he's sleeping in the bedroll to "live another life" as a Stormcloak.

  13. All right. I finally managed to replicate the problem of my Havok'd apples falling off the trees. I've got some apple trees with regular apples hanging on them, placed there with Don't Havok Settle checked so that they stay hanging until something hits them. It seemed to work fine for everyone except one person, who said that his apples were never on the trees when he went to check, they were always falling off immediately.

     

    It took me awhile to replicate the problem because it never happens when I'm standing near the tree. Apparently, it only happens when the player isn't in the area. I can load the mod, coc myself to Riverwood, and the apples are fine. I can "wait" for hours or days and the apples are fine.

     

    However, if I start the game in a different area, then walk to Riverwood... some of the time, not a single apple has fallen. Other times, every single apple -- all 2+ dozen -- has come off the tree and rolled into the river.

     

    Clearly something is jostling them but since it refuses to happen while I'm standing there, no matter how long I wait, I can't figure out what.

     

    Anyone have any ideas?

     

    What I wanted to do is script the apples to not be Havok-enabled, and thus not move, until they're touched. Like the beehives. But the beehive script does not work; it just makes the apples totally intangible, and the player's hands as well as any projectiles just fly right through. I'm not a scripter, so I have no idea why the script works on beehives but not apples. :(

  14. Here's one that adds an extra piece to armors, the greaves. What you're asking for is armor that's split into head, shoulder, chest, waist, hands, legs, feet.. Skyrim armor is already head, chest, hands, feet. So basically we need something that adds back the separate legs, shoulders, waist parts. If it helps you to search, the leg armor is called greaves, shoulder armor is called pauldrons. The waist I'm not certain of. You might also try searching using the term Morrowind, because in that game all the armor pieces were individual; that's likely where your mod author got the idea from, regardless of what he named his mod. Just trying to give you some extra search terms to try.

     

    Anyway, here's a mod that adds greaves. Greaves Return

     

    Here's one for the UNP body that does have separate armor pieces, but I don't think Dragonbone is one of them: Combination Vanilla Outfit for UNP

  15. A few more things I noticed: ScenicCarriages is not compatible with Dawnguard. You'll have to ditch one of the two. You have bouncy bodices for UNP, Barbarian Armor for UNP, and Sweet Sexy Lingerie for CBBE. You cannot have both CBBE and UNP at the same time, they're two different body mods. You have Headbomb's Weightless Potions, Lightweight Potions, and Half Weight Potions all at the same time. Pick just ONE. Same with the Headbomb's Food esps. Pick one, lose the other three. That's just what I see off the top of my head. I would bet money there are other totally incompatible mods in there too.

     

    Just the fact that you said you had read the BOSS logs and made the adjustments, but you very obviously had not, makes me think you haven't done any of the other stuff either. Your mod list is still a huge incompatible mess. That makes it important to figure out exactly which ones are conflicting.

     

    You stated that you tried removing mods one by one and had "very little result" ... what was the very little result? Did you just give up halfway through and not want to do it anymore? Unfortunately, there is no choice. That is usually a surefire way to figure out which mod(s) is causing an issue. Yes, it is tedious, but there really isn't an easy way. You can make it easier on yourself than doing the one... at... a.... time... method, though.

     

    Start with a vanilla game. No mods. Does it freeze? If no, then you know this is a mod issue.

     

    Add back in about half of your mods. Does it freeze?

     

    Remove the mods you just added. Add back in the OTHER half. Does it freeze?

     

    If it froze up with only one of the chunks of mods, then your problem is somewhere in one of those mods. Start the whole process again, but this time just use two halves of the chunk of mods that caused the problem. Put aside all the others for now. Essentially add them a bunch at a time and when the freezes start, then you try again but this time only add half of that bunch, and so on, narrowing it down until you find the issue. It's quicker than one-by-one.

     

    If it froze up with both totally different sets of mods, it's more likely to be that you're simply running more mods than your system can handle. Get rid of some of the more intensive ones.

     

    Either way, you shouldn't be starting with a load of mods and removing them one by one. Start with an unmodded game and add them one by one until the problem crops up.

  16. I don't know much about voice files, but if I were you, I'd try process of elimination. If you're worried it might be a Dawnguard issue, remove Dawnguard as a master and see if it works then. Try it with a non-Khajiit. When I run into issues where something is just not working and every indication says it should be, I typically start with a vanilla thing that works, and then just go through and change every single property one at a time until I find the one that changing it makes it not work. At least then I know which battle to fight.

     

    Start with a vanilla NPC. Swap out one of its .wav voice files with one of yours. Still work? Change the NPC's race. Still work? Create a duplicate of the NPC and try with that. Add in a new line of dialogue. Change the filename. Use a different file format. Keep changing one thing at a time until it stops working, then you know what the problem is. Solving the problem is another matter, but it helps if you're at least beating your head against the correct brick wall.

  17. No one cares about sorting? Nonsense.

     

    I for one would love a mod that added sortable inventory containers. I don't even need something that requires you to drop the backpack and click it; I'd just like to have DS Storage Sacks (an Oblivion mod) for Skyrim. It allowed you to add an object to your inventory called "a sack" -- though you could rename them in the config file -- and when you clicked on the sack from within your inventory, it opened into a new inventory window. This way you could stuff all your clothing into one sack, all your armor into another, all your rings into a third, or whatever, instead of having the armor tab of your inventory filled with 50 things you had to scroll through.

     

    It also had an option to have each sack reduce the weight of its contents by a specified amount. So anything you put into the sack would weigh only .5 of its normal weight, or however you chose to configure it. Excellent mod, I can't play Oblivion without it now, I'm spoiled.

     

    The absolute best feature was that you could put quest items or mod config items into a sack and never have to see them again. A ton of mods come with a custom item that you use to configure the mod's settings, and while some of those items are given lore-friendly names, some are not. I loved being able to stuff things named "Ring of Console" or "Hotkey Torch" into a sack and never have to see them again while still having them in my inventory in case I needed them.

  18. When you first create a new esp in the CK, it automatically appears at the very end of the load order when you load NMM. If your esp isn't at the bottom, and you didn't move it after you created it, then you must have something else that's determining the load order. Do you use BOSS? Is it possible you inadverently named your esp file something identical to another esp file that's in the BOSS masterlist? There are a ton of "make Serana pretty" mods out there.

     

    Another possibility is that you somehow created your mod as an esm rather than an esp, in which case it will get moved near the top of the mod list automatically. It is completely possible for a mod to have the esp extension but actually still be a master esm file. It'll be under Skyrim esm and Update esm (and any other esm mods you have) but before all the esp files. If that's what happened it would also explain why some of your other mods stop working. The Serana mod (as an esm) is overriding them because it's a master file.

     

    Can you post your load order, including your mod, in the position that it keeps reverting to? Where it keeps ending up in the load order should give us a big clue as to what's putting it there.

  19. Tree kelp should be just fine. Though if the grass kelp and tree kelp look exactly the same in-game, I'll have to reskin the harvestable kelp model otherwise I'll wind up wandering around Skyrim trying to harvest every kelp I see and never knowing if it's a harvestable one until I try, which is irritating to say the least. Not to mention it'll cause everyone who downloads it to come back complaining that only certain kelp plants are harvestable and the mod is broken. Easier to just say "pink kelp is harvestable, other colors are not." Hmm, pink kelp.

     

    Thanks again for all your help, Steve. You're fantastic.

  20. After an intense two-day battle with NifSkope, I've finally succeeded in creating a mod that turns all the static fiddlehead ferns in the game into harvestable plants. Harvesting the fern gives you a new ingredient, a fiddlehead. Currently I'm using the vanilla taproot model as a model for the fiddlehead because I don't know how to create a new mesh, but that may change.

     

    I've never released a mod before in my life... I would really appreciate if somebody could test it out in their game, so I can be sure I didn't accidentally do anything stupid. Mostly, I'm nervous about whether I have the texture paths correct. Any brave souls up for it?

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