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So lately I've been delving into the Skyrim executable and on these ventures I found something quite interesting. It seems that during development Bethesda used a structure called hkDescriptionAttribute (from my understanding it functions similar to an attribute in .net as the name implies :D ) to tag their new Havok class members, these have been left in the executable thanks to quite an extensive reflection framework. They aren't anything special but it may clear up some ambiguous members when you're deciphering the asset files. I will keep an eye out in my ventures for more of these descriptions but until then I'll dump what I've found so far here: It is a bit messy, but I'll try to come back every once and a while and tidy it up a bit. Enjoy! Although I do realise this is a pretty niche thing in the modding community, if it helps even one person I think it's worth posting. EDIT: This definitely isn't it, but these are the 'undocumented' Bethesda ones.
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Is there a modelling/rigging tutorial for custom skeletons?
Arocide replied to ZeroCore's topic in Skyrim's Skyrim LE
You can include new behaviors, skeletons and races in creation kit. The problem lies in Bethesda using Havok Animation Studio, and how much of the information was exported by their own plugins (looking at you AnimationData, AnimationSetData and SpeedData). We don't have access to HAT (at least anymore you could get a version from the Havok Anarchy project if you so wished, but that projects ended now) and we don't have access to Bethesda's plugins for HAT (or to the applications/plugins that exported the Havok Data) so we can't just export the data, you would have to make it from scratch. Creation Kit does however have everything you need to get custom creatures(races) into the game provided you can give it the files and Data it needs, they did not strip Creation Kits ability to read Havok Behaviors/AnimationData nor are the skeletons/races/'idles' hard coded. We are just missing a key component in their Character Creation pipeline which makes it much more difficult for us to create new ones. I haven't seen a tutorial detailing how to do so though, but I am quite certain it's possible. Probably not the best idea to try it with blender though anyway since without Havok Content Tools (which doesn't have a Blender Plugin) you'll have a really.... terrible time trying to create a Havok skeleton or hell, even Havok animations. So what Di0nysys suggests would probably be your best bet at getting what you would like. -
LE we need new link havok content tools
Arocide replied to abdelrahman0's topic in Skyrim's Mod Ideas
I don't believe it's legal to do so. I'm afraid if you didn't get it while the PCXS program was active you cannot get HCT or the free sdks legitimately anymore. Microsoft bought Havok from Intel, PCXS was an Intel sponsored venture so its been stopped. Maybe Microsoft will start up a new program in the future (and I hope they do) but until then we'll have to live without HCT or SDKs. A damn shame. -
Also, "GetStage" returns "no viable alternative"
Arocide replied to Willowran's topic in Skyrim's Skyrim LE
You're not calling it correctly mate :D. You'll need to change your if statement to the following: if (ParentQuest.GetStage() == 32) If statements are still code statements they just contain an expression that results in a boolean (True or False, this is typically auto casted so no need to cast it yourself in most cases). So treat them as you would any other statement except the expression must evaluate to a boolean, that's the only difference. -
It never recognised them in the first place :laugh:. The original error masked the rest there was no point in the compiler continuing since it knew it was already invalid. The problem now is that an Activator is not a ObjectReference, an Activator is a Form. You'll need to change its type to ObjectReference and link the property to the ObjectReference of the Activator you want to perform the functions on, or use a second Variable to point to the Activator Form so you can place it and then assign the PlaceAtMe functions return value to a ObjectReference variable and use that instead. You've also declared ActivatorRef twice in the script (once as a property and again as a field).
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Event OnEffectStart(Actor TargetActorRef, Actor PlayerActorRef) When declaring an Event or Function you'll need to include the types of the parameters in its signature otherwise papyrus won't know what type each parameter should be. Currently the compiler is assuming TargetActorRef is the type of the parameter and so it is expecting the ID to come after, which it's not so it's throwing that error. There's no real use for the: Actor TargetActorRef Declaration currently, unless you intend to use it outside the Event in which case you would need a different identifier for it or the parameter. Leaving it in would make the variable ambiguous (Since you've already declared it), I don't remember if the compiler throws an error for that or not.
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Well that page size limit is due to papyrus being limited to 128 index arrays :D
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Not that I know of, you would need to seperate them into two magic effects on the same enchant to do that, text replacement is fairly.... limited. I think beth only do it once in their descriptions and just simply say 'does twice as much' to the second value. You may need to use an absolute value in your description if you wish to keep it the same effect (obviously that would only work if the magnitude was never to change :D ).
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I agree the CK Wiki is not user Friendly but no one has ever suggested an alternative or don't wish to go through with an alternative due to a lack of support from other contributors (Of which there is only a few active ones.) I've contributed under two aliases 'Bot Owned' back in 2013 and 'Arocide' over the past few months and I've only ever seen one major change to the papyrus section of the Wiki which was reversed a few months later by the same user (It introduced tables into the script object pages). There is a concept template for a new tabled solution to script objects that a contributor was working on but so far only two of us have cared to comment. Anyway while I think there are changes that should happen on the Wiki many aren't of the same opinion or care and a wiki is about collaboration if people don't wish to collaborate then there isn't much you 'should' change and trying to drum up support for a change when it appears people don't really care or are in a 'it anit broke don't fix it' mindset is a pain. So I doubt much will change it hasn't for at least 2 years so I don't see it doing it now.
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I believe they shouldn't be sold directly as they aren't large enough typically to do so not at the prices that are asked. I don't see myself buying anything that is on there currently cause to me it is just not worth it but I don't see it being revoked Valve will try their best to make it work (by make it work I mean figure out a platform that will work in rolling in the funds for them and their developer clients... and maybe by extension the community?). It is supposed to be rolling out to other games on steam in the coming weeks too whether or not that is delayed due to the 'backlash' who knows. Personally I think it should have been a donation button to start with at least but Valve and developers would never agree to that since it's their platform or IP. I almost think a subscription service would have been a better fit subscribing to an author or team or mod for I don't know a low monthly fee? At least it would give authors a reason to continue support beyond good will (I don't doubt authors would continue supporting their work but a trickle can be more beneficial then a lump sum)... I don't know the whole thing is Rotten but like I said I doubt it will go away Valves too invested now and will be even more invested as more developers pick it up... unless this somehow turns a loss which I doubt as well. Maybe my view will change in time if the quality of mods on the paid WS increases to something I consider 'worth it' till then I will probably stick with this view.
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The path should be 'Scripts\Source' you have it as 'Scripts\Scripts\Source' move it into the next folder up and you should be golden.
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Scripts are attached to w/e you attach them to in the Creation Kit. They don't attach to just anything that script you are referring to is probably replacing (Loose files override BSA files) a script file in a BSA with the fixed version. Sean mentioned this already but can't hurt to say it again :tongue:, Magic Effects only run on loaded objects as soon as they are unloaded the effect is stopped (which triggers the OnEffectFinish Event in the script too) and it will start again if needed when that object is loaded again (triggering the OnEffectStart) so in a sense I guess you could say its default filter is if it is loaded or not which is dependent on where the player is in the world.
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Be careful you don't develop carpel tunnel :D Joking aside, you've been pretty open the past 48 hours, even worded and logical... it is a shame people are on this wild crusade against Paid modding, Nexus and Mod Authors with Paid mods (Personally I think Valve and Beth should cop a bit of flak for keeping it under wraps for so long) hopefully it dies down a bit in the next few days and I don't know people actually talk cause the rants that are going on now aren't very constructive.
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...Well with the current model Bethesda has to actually give the go ahead for a mod to be monetized anyway they can't be sold (or even downloaded) without them being reviewed by Bethesda. If they reject it I believe it is automatically hidden (or taken down? one of the two) so the chances of Bethesda allowing a major slip like ripped content is pretty unlikely unless it was well hidden. EDIT: I stand corrected it is an Automatic approvals process, if while a mod is under review it doesn't get any challenges then it will go up for sale, or so I have been hearing... can't say for certain.
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Sorry big that was an oversight on my part... I was posting in reply to you and sorta changed what I was saying and forgot to remove the quote.