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Papitas

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  1. After many months (yeah, months) fumbling in the dark and trying everything I could, I started to suspect that was the case after delving in the NiOverride and NetImmerse C++ code and finally starting to kinda figuring out what was happening. So I did another google search yesterday and I found this thread. So, what's the deal if even that isn't working? I even added all nodes by copying them from the *.nif itself and I get nothing. I made this little test function that tells if a node exists, but tries to set a texture regardless (no fuss; line 362 from PapyrusNetImmerse.cpp says nothing happens if node doesn't exist): Function tt(string node) TraceA(Player, "has node " + node + " ---- " + NetImmerse.HasNode(Player, node, false)) NetImmerse.SetNodeTextureSet(Player, node, ts, false)EndFunction When I run it, using the usual brute force approach I've been using with this, which is throwing everything I can and then see what sticks, nothing happens. In this case, I tried with the SOS body. I took all those nodes from the *.nif file itself by opening it in the notepad and copying them just to make sure I didn't make typos. The only node that seems could be useful is the MaleBody one, because it's the only one that actually has textures... and it's one of the few nodes NetImmerse couldn't find. Yes, I'm testing this while naked. ... my character is naked as well :tongue: And I know the code must be right because calling it with one of the body overlay nodes introduced by RaceMenu: tt("Body [Ovl0]") Works as expected.
  2. Hi. I'm the author of this mod. https://www.nexusmods.com/skyrimspecialedition/mods/32579/ I'll be intentionally brief because I just don't know what kind of info to provide. First versions of my mod worked well while packing things with Archive.exe, but last version (3.0) just gets me CTDs while loading a save. I (obviously) play with the loose files with no problem and I've been reported the loose files directly uploaded from my computer DO WORK, but if they extract them from the BSA provided they cause CTDs. People using the version with the BSA report me the MCM doesn't work; it doesn't apply or remember settings. By the way I implemented my mod, it seems to me that it acts as if scripts weren't working. I'll provide a little history of the mod development, so it could give you some insight? 2.0.x worked fine. Just some scripts and quests. 2.1.x was corrupted due to an oversight on my part. I added a new quest to an ESL and thought the CK would give me a valid FormId, but it didn't. That new quest was to control a meter widget. As far as I know the BSA worked fine and the mod worked fine when people compressed the FormIds. This BSA included the meter.swf. 3.0 I addressed the bad FormIds problem and introduced new items. Those new items point to standard Skyrim resources (some nif burlap sacks and nifs for bone meal and such). Other than that, it just adds some new scripts. 3.0 is the one where the BSA just refuses to work. No matter what combination of flags and files I use within Archive.exe, I can't manage to make it work. I tried packing only the scripts, packing only the old scripts, using a copy of the Data folder structure in my desktop, compressing, not compressing... nothing seems to work. As I said, strangely enough, the loose files seem to work well. At least they work well for me and the person that the reported me about the non responsive MCM in 3.0 I'm driving mad by this problem. I have no idea of what's happening here and why seemingly out the blue the BSA stopped to work. I don't use the CK to pack BSAs because it never worked for me. It just throw me an error but never tell me what it is. And that was since the first version, the one with a fully working BSA. Thanks in advance. I hope someone has an insight of what I can do.
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