Jump to content
⚠ Known Issue: Media on User Profiles ×

azazellz

Premium Member
  • Posts

    36
  • Joined

  • Last visited

Everything posted by azazellz

  1. Dunno. No flickering with .349 or older binaries. Only with .366 Good balance between immersion and playability (1st person hands + 3rd person body). So, it's more like bug in latest ENB binaries.
  2. Well, it was a combination of .366 ENB binaries and first person geometry from this mod. If you use older binaries all look completely fine, or if you don't use that mod - you still may see some flickering, but it will be less noticeable. I hope Boris can fix it (I sent this error to ENBDev forum too).
  3. What? You can install 20 texture mods - but only last one will be used. Already capped.
  4. I've noticed strange visual bug with ENB - flickering ice surfaces. Why it's strange? Because of the way how it appears. 1. Only on static ice surfaces. Ice creatures or non-ice objects is OK 2. Only with SSAO and Reflections enabled Without SSAO and Reflections all look fine 3. Only in first person. 4. Only if character run forward. If character walk or sneak - bug does not appear. Strange bond with movement speed, maybe? I'm using 2070 RTX, 0.366 ENB binaries with Rudy preset (but it appear with QIRE preset too). For first person view I use this mod: https://www.nexusmods.com/skyrim/mods/57859 Location is Castle Unslaad from this mod: https://www.nexusmods.com/skyrim/mods/80425 (coc zzzCrbCastle01), but flickering objects are common ice from Dawnguard - so, flickering appears in other places too. Does anyone have any idea why this is happening and how to fix it?
  5. Even without cutting unnecessary data it works at an acceptable level... But with some bugs. And in order to get rid of these bugs, I want to delete all the data of the second actor from the animations, use FNIS for making new "animation events", and call them through the script.
  6. I just need animations for special attacks, and those that are in the vanilla killmoves are acceptable for my purposes.
  7. I want to make a new animation (some kind of "special attack") from vanilla paired killmove by cutting all data of "target" actor from this animation. Is this possible? Can anyone tell me what I need to do for this?
  8. Ok, after some testing with AnimCatcher I found that "JumpLandEnd" and "JumpDown" is used together (JumpLandEnd usually goes first), and "JumpFall" and "JumpFallDirectional" don't used together, used only one of them. So, I think, it is safe enough to remove part of AE from script. Event OnEffectStart(Actor akTarget, Actor akCaster) registerForAnimationEvent(akTarget, "JumpFallDirectional") registerForAnimationEvent(akTarget, "JumpFall") registerForAnimationEvent(akTarget, "JumpLandEnd") endEvent Event OnAnimationEvent(ObjectReference akSource, string EventName) If (eventName == "JumpFallDirectional") || (eventName == "JumpFall") afJumpFall1 = akSource.GetPositionZ() debug.MessageBox("# 1\nResult1 " + afJumpFall1) ElseIf (eventName == "JumpLandEnd") Float afJumpFall2 = akSource.GetPositionZ() debug.MessageBox("# 2\nRResult1 " + afJumpFall1 + "\nResult2 " + afJumpFall2) Float afJumpFall3 = afJumpFall1 - math.abs(afJumpFall2) Float afJumpFallAbs = math.abs(afJumpFall3) debug.MessageBox("# 3\nRResult1 " + afJumpFall1 + "\nResult2 " + afJumpFall2 + "\nResult3 " + afJumpFall3 + "\nResult4 " + afJumpFallAbs) afJumpFall1 = 0 EndIf EndEvent
  9. As I can say, game do not have special AnimEvents for "walk of a cliff". But if you fall from high enough attitude, standart AE will fire (JumpDown and JumpLandEnd). In this mod scripts tracking animation state of the player (GetAnimationVariableBool("bInJumpState")) each 0.1 second for starting Z coordinate (moment when player enters into bInJumpState). I do not think this is a good idea.
  10. I use "togglable" lesser power for this. Use power - add spell with script - register events. Use again - remove spell - unregister events. Btw, in formula "afJumpFall3 = afJumpFall1 - afJumpFall2" Fall1 and Fall2 can be negative. So, I think, we need to use math.abs() for second value. Because, for example, "-500 - (-500)" give us a zero, but "-500 - math.abs(-500)" give us -1000. And also, I think it's be better, if result also be "positive" number, so we need to use math.abs() on afJumpFall3 too. Also, event "jump fall directional" uses only during directional fall. If you just jump up without moving - it's not fire at all. And, I think, it's be good to add "land" events to script (JumpLand, JumpLandEnd, JumpLandDirectional), but when I do so, script fires multiple times, as it fires twice if you change direction of your jimp while mid-air. Interesting, in which conditions Skyrim uses "Land" and "JumpDown" events? Now script looks like Event OnEffectStart(Actor akTarget, Actor akCaster) registerForAnimationEvent(akTarget, "JumpFallDirectional") registerForAnimationEvent(akTarget, "JumpFall") registerForAnimationEvent(akTarget, "JumpDown") registerForAnimationEvent(akTarget, "JumpLandEnd") registerForAnimationEvent(akTarget, "JumpLand") registerForAnimationEvent(akTarget, "JumpLandDirectional") endEvent Event OnAnimationEvent(ObjectReference akSource, string EventName) If (eventName == "JumpFallDirectional") || (eventName == "JumpFall") afJumpFall1 = akSource.GetPositionZ() debug.MessageBox("# 1\nResult1 " + afJumpFall1) ElseIf (eventName == "JumpDown") || (eventName == "JumpLandEnd") || (eventName == "JumpLand") || (eventName == "JumpLandDirectional") Float afJumpFall2 = akSource.GetPositionZ() debug.MessageBox("# 2\nRResult1 " + afJumpFall1 + "\nResult2 " + afJumpFall2) Float afJumpFall3 = afJumpFall1 - math.abs(afJumpFall2) Float afJumpFallAbs = math.abs(afJumpFall3) debug.MessageBox("# 3\nRResult1 " + afJumpFall1 + "\nResult2 " + afJumpFall2 + "\nResult3 " + afJumpFall3 + "\nResult4 " + afJumpFallAbs) afJumpFall1 = 0 EndIf EndEventBut we still need to improve it.
  11. Nope, this works only for third person view. If we use first person - then, for example, if char jumps to 250 points and then land on that place from that he jumped - "landing spell" do not fire. But if char jump onto rock with 240 points of height - "landing spell" will fire, despite the fact that the character fell by only 10 points. And "JumpUp", I think, is very first moment of the jump - we don't need this moment. because at this moment character goes up, not down.
  12. Yep, it kinda works, but no so stable as I intended. Glitches appears mostly in first person mode. Looks like while you play in first person mode, theese events works different from 3rd person (it seems that they are sent with a delay). Here my script. Scriptname JumpFall extends activemagiceffect Spell Property LandingSpell Auto Actor Property PlayerRef Auto float Zpos1 float Zpos2 float Zpos3 Event OnEffectStart(Actor akTarget, Actor akCaster) registerForAnimationEvent(PlayerRef, "JumpFall") registerForAnimationEvent(PlayerRef, "JumpDown") endEvent Event OnAnimationEvent(ObjectReference akSource, string EventName) if (eventName == "JumpFall") Zpos1 = PlayerRef.GetPositionZ() elseif (eventName == "JumpDown") Zpos2 = PlayerRef.GetPositionZ() Zpos3 = math.abs (Zpos1 - Zpos2) if (Zpos3 > 250) LandingSpell.Cast(PlayerRef, PlayerRef) endif endif endEVENTMaybe I missed something?
  13. You can look at mods that make similar things. Like AddItemMenu - this mod add items on first load. For such type of action you need to make one-time running quest with attached script and player alias. For adding shouts to player you can use AddShout or TeachWord scripts.
  14. It be better to use OutfitStudio for changes like this. If you did not change vertices count in blender, you can import your .obj when you have un-edited body loaded into OS, and if imported obj has same vertices as already loaded, then BS allow you to "merge" them.
  15. So, for one of my scripts, I need to determine how high the character is falling from. We have several game parameters and a formula by which we can calculate the damage from falling. falling damage = ((height - fJumpFallHeightMin) * fJumpFallHeightMult)fJumpFallHeightExponent * modifiers fJumpFallHeightMin, fJumpFallHeightMult and fJumpFallHeightExponent coded into game settings and can be changed via scripts. But how we can get height from this formula? Any ideas?
  16. Yes, I already found how to do it. At one time new dialog lines simply did not appear, but I solved this issue too - by generating SEQ files for my new quest with new trainers dialogs. This was my first time when I made a quest with dialogs =)
  17. So, I making NPC trainer using this guide, but I have one question. It is possible to make trainers dialogs with new quest, not vanilla "DialogueTrainers" quest? I tried some variants, like duplicate and edit "DialogueTrainers" quest or make brand new one, but nothing works. Does anybody know this?
  18. After some testing I found next things: 1) Testing was performed with a passive racial ability (spell), which increased bow stagger bonus (like vanilla perk in bows tree, but constant). 2) Deleting spell and effect in CK removed them from the effects list. But the parameter "BowStaggerBonus" remained the same, as if the effect is still present on the character. 3) Renaming spell and effect Editor ID left this renamed effects on character, and did not give a doubling of the "BowStaggerBonus" parameter strength. So deleting anything, constantly persisting on a character is a very bad idea =) And it does not matter if it's added by mod, or was present in the game from the beginning.
  19. I just do a cleaning in one of my mods. New EditorID's for some spells for better navigation and better systematization. Mod does not have vanilla effects or spells, they are all made by me. And they are all passive abilities. So I'm thinking now, how do I do it better: remove all old spells and make new ones instead, or change the old ones without creating new ones.
  20. 1. What happens if I change EditorID of a spell (passive ability, that increases some stats like health, or attack speed) and it's MagicEffect EditorID? Will this spell be present on the character after the game is loaded? What happens to the effect of the spell? What happens to the stats of the character? 2. What happens if I delete such type of a spell completely? Will this spell effects be present on the character, if spell effect goes from vanilla game? Or if this spell effects goes from mod, and I delete them? What happens to the stats of the character in that case? Thanks for answers. P.s. and sorry about my bad english =)
  21. Well, this is not acceptable. Maybe there is a way to "freeze" a player in animation, and perform a weapon change during this animation? Because the alternative to "changing weapon in the hands during combat" is the "changing weapons after it is sheathed" - and I would like to avoid it. But, of course, it's much simpler.
×
×
  • Create New...