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Syntia13

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  1. YES! Success, thank you very much, have a lovely day (or night, whichever applicable in your part of the world). :)
  2. Hello All. I've been on hiatus from Skyrim for some time, so I'm a bit rusty and might be missing something obvious. I'm still on Skyrim LE, using notepad++ for scripting, except it won't compile. Here's my script: ObjectReference Property climbingring Auto Event OnTriggerEnter(ObjectReference akTriggerRef) akTriggerRef.AddItem(climbingring, 1, true) akTriggerRef.EquipItem(climbingring, false, true) Endevent Event OnTriggerleave(ObjectReference akTriggerRef) akTriggerRef.removeitem(climbingring, 1, 1) Endevent If I remove the line akTriggerRef.EquipItem(climbingring, false, true) it compiles, if I add it back, it won't. The message is that 'equipitem' is not a function or doesn't exist. I do have vanilla scripts/source unpacked in Data folder, and I unpacked it again just to be sure. What else could be the problem? Thanks.
  3. As the title says - yesterday I was happily working on my mod, today I can't open CK. I'm on Win10 64, I very recently started using MO2, and until now I had no problem running CK through it. The only thing I couldn't get to work was scripting - CK wouldn't compile neither for love nor money, but it did recognize ready scripts I compiled with notepad++, so that didn't bother me all that much. However, as of today, when I try to open it, CK starts loading, then after 20 to 60 seconds it disappears and MO2 unlocks. Tes5edit, Loot, and pretty much any other programs I run through MO2 start without problem, it's just CK. Annoyingly enough, when run outside MO2 CK starts just fine, but, obviously, it can't see any of the mods I have installed in MO2. Is anyone else experiencing this? What could be the cause and is there a way to counter it? I'd appreciate any help.
  4. Good to know. I turned it on before coming here, because for the longest time the first thing you were told in asnwer to any question was "show us your pap logs". That changed, I guess. [edit: huh, the pinned How to ask for help : The proper way to make Skyrim support topics post even says you should do that... is that outdated info?] I do use XPMSE skeleton, but only the nifs, not the plugin, since none of its functionalities really appeal to me, and if I had it on, I'd have to register dozens of animations that come with it that I'd never use (I want my companions to run around being my sword and shield, not to high-heel cat-walk across the battlefield); since FNIS has upper limit for number of animations, I prefer to save it for werewolf and sexlab anims. For mods that don't appear in load order, I have: HDT physics extensions, Activate Button Away, Better dialogue controls, Fuz Ro Doh, bug fixes, crash fixes, load game CTD fix (...hm...........) MfgConsole, Optimized Vanilla Textures - HD (twice? why, self?) Papyrus Util, JContainers, Papyrus Util - scripting Utiliy Functions, quest Versioning, SafetyLoad, UIExtensions. Oh, and enboost, but no actual ENB My usual loadorder is a nightmare to describe: It worked for me more or less ok for a time. I say for a time and more or less, because I recently switched from CoT to Vivid weathers, added Audio Overhaul and Real Shelter, and didn't get to finish testing the new set-up properly, because Solitude Crashing started - but not immediatly after the changes, I got to run around Solitude and Katla's farm for a bit. I got some CTDs, but they happened in random locations. The loadorder in my original post probably looks weird, because for testing I turned off all mods except the ones I was certain couldn't be the problem. I since followed your advice and eventually turned off everything except: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Alternate Start - Live Another Life Started new game at the docks of Solitude, and CTDed as soon as I got halfway up the stairs towards the city (roughly same place as all the previous times). So... Either the problem is in Alternate Start (unlikely), in one of the plugin-less mods (maybe) or one of the loose files in my data folder (maybe, I have tonnes of them, most of them I don't even remember the purpose of) Having to look at and list all the things I hoarded over the years, I'm beginning to think that it's high time to go with 'salt and burn it and start over' attitude. Might be less work in the end...
  5. I use Nexux Mod Manager (v 0.63.14). Are you telling me I need to do a completely fresh install, learn to use a new mod manager, reinstall all the mods I want, and recreate all the customizations I added over the years? (Please don't be saying it... I might cry). On a more serious note, Open Cities mod only includes 4 files, and none of them are in my Skyrim/data folder, so... what is telling the game to look for it? And why only near Solitude? I can approach other cities just fine.
  6. Long story short, I started getting CTDs everytime I came close to Solitude. Nothing I tried to fix it worked. In desperation I turned off majority of my mods, started a new game with 'Live Another Life', and it's still the same - whenever I get near Solitude, be it on foot or by cart, I get CTD. I turned on papyrus logging (although apparetnly it's no longer done?), and while I have no idea what most of the text in the log means, one thing cought my attention: [05/11/2019 - 03:13:53PM] ERROR: File "Open Cities Skyrim.esp" does not exist or is not currently loaded. I only played with Open Cities for a few months several years ago, it's not even installed anymore. Why is the game looking for it? (I repeat, I started a new game with very few mods). I looked closer, and apparently the game was looking for a whole bunch of mods which weren't there, including the individual unofficial patches that I replaced with Legendary patch months ago. There are also lines about vampire quest and adoption quest, which I don't know what to make of. My load order on the last three tries was: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Patch Skyrim Suplemental Patch Unofficial Skyrim Modder's Patch dD - Realistic Ragdoll and Force SkyUI UIExtensions RaceMenu RaceMenuPlugin RaceMenuOverlays FNIS VanillaHairVarietyPlus KS Hairdos Alternate Start - Live Another Life Does anyone know what is going on?
  7. YES! Ahem. I mean, yes, that worked for me on the first try, thank you ever so much. I'm fairly positive that this little quirk of CK was not mentioned in the official tutorials, and I would never figure it out on my own. The fragments compile, and it is beautiful. :laugh: Thank you again.
  8. I've been trying to do this for days now and at this point I just want to scream in frustration. I don't understand script fragments, they are mean and evil and are out to destroy my soul. Please help me before I set something of fire. Dramatic preface aside, here's my problem: I've recently made a very simple ferry mod. Someone asked to add a 'pay for the ride' feature. So, I added a family of ferrymen, and tried to make them activate the ferry through dialogue. Tried. I searched far and wide, but I couldn't find a script command that would tell the game: when this dialogue fires, do this' I gave up, and instead created an activator with this script: Scriptname SNT_Ferry_pay_in_the_mug extends ObjectReference MiscObject Property payment Auto Actor Property PlayerREF Auto ObjectReference Property xMarker Auto GlobalVariable Property howmuch Auto Event OnActivate(ObjectReference akActionRef) PlayerREF.removeitem(payment, howmuch.value as int) xMarker.Enable() EndEvent Short and simple - I put some money in a moneybox, a ferry activator appears. It compiles, it works, it's great. But then I decided to try to make the dialogue work as well, and I just can't. I watched few hours' worth of tutorials on youtube, read through relevant tutorials at www.creationkit.com, and I got exactly nowhere. So apparently there is no equivalent of Event OnActivate(ObjectReference akActionRef) for a dialogue, I must use the script fragments instead... except they don't work. So far the only line of script that compiled for me was GetOwningQuest().SetCurrentStageID(10), which would be great if I wanted the game to set a quest stage. But I don't. I just want the game to shut up and take my money (and to enable one object). It doesn't wan't to do that. At all. Various tutorials give slightly different versions of the relevant line: Game.GetPlayer().RemoveItem(Gold001, 5) Game.GetPlayer().RemoveItem(GoldBase, 5) Game.GetPlayer().RemoveItem(Gold, 5) - none of those work for me. Even if it did, it wouldn't be enough, as I want to actually get something in return for the money, but I figured I'd start small. As it is, I didn't start, I'm stuck. tl;dr: Please for the love of Talos, what do I have to type in the script fragment window to get a script that would have the same functionality as the pay_in_the_mug script above? Sincerly (very frustrated) Syntia
  9. Is there even a non-English version of CK? When I download it from Steam, I don't see the option to pick a language. And I've always played Skyrim in English, (because awkward voice acting is way less awkward when it's in foraign language :wink: ) So yes, they are both English, so that's one more possible reason/solution off the list. :sad: What bothers me the most is how abruply it happened - one hour everything was working, the next one nothing did.
  10. Huh. There's only one line in that file, and it reads thusly: MASTERFILE: =========================================================== O_o I have no idea what to make of it, and uncle google is not very forthcoming either. I have a suspicion that it might translate to "your CK is dead, deal with it" :(
  11. Thanks for answering; I'm sad to report that un- and re- installing CK didn't help me. (As for disabling audio, I already had it done, as mentioned in the original post). I tried running CK as administrator and as not-administrator. I tried running it as compatible with win8 and win7; I added "bBlockMessageBoxes=1" to the skyrimeditor.ini; Each and every time I try to load any plugin, I get the 'Creation Kit stopped working' message almost immediately after clicking OK, and the program shuts down. As far as I can see, there wheren't any updates to Win10 or Nvidia drivers in the timeframe when the problems started. What else could I try?
  12. Hey guys I have the 'old' Skyrim (not SEE), and windows 10. I was happily modding for the past few weeks, when yesterday, out of the blue, pretty much one moment to another, CK started crashing the second I try to load any plugin. Initially I thougth I went overboard with the mod and it was something in it that caused it, and tried to load several backup versions of it, but then I tried loading different plugings, and they all caused CK to crash, even just skyim.esm. The popup box says the generic 'creation kit stopped working'. Validating files through Steam only reslted in resetting the skyrimeditor.ini file, and didn't help at all. (I tried running CK with the 'validated' ini file, then edited it to include changes I know I need - like "bAllowMultipleMasterLoads=1", "bEnableAudio=0", and " hearthfires.bsa, Dawnguard.bsa, dragonborn.bsa" in SArchiveList=Skyrim and SResourceArchiveList2=Skyrim lines. Neither version fixed the crashing issue). Running CreationKit.exe as an administrator doesn't help. Was there any 'downdate' to Steam or Skyrim or CK that could have caused it? Does anyone know the solution?
  13. Thank you for suggestion. I checked, and it doesn't work - NPC ignores the collision box and sinks into the hay as usual. What does work is taking a normal bed (in CK), turning it into a marker and putting it on top of the hay bale - I can sleep on it, and NPC can sleep on it, and it looks just right. However that solution doesn't serve my purpose, as it requires putting in the additional object in by hand every time. My end goal is to turn every hay bale and hay mound in skyrim into a makeshift bed. If I can create a new working furniture, then I can use 'wildcard replace' function to replace every normal hay bale with a 'bed hay bale' - it would take only a few clicks of the mouse. Otherwise I'd have to search for every instance of haybale and put a bed marker on it. I... don't have quite this amount of patience.
  14. I'm pretty sure that in one of the TES5edit tutorial videos I recently binge-watched it was stated that you can remove items by selecting them, rigth-cliking and choosing 'remove record' (or something like that) command, but don't quote me on that - I was half asleep at the time and can't find that videos now. As for 'replacing' the unwanted items, I can help you with that. I don't know how used to messing with mods you are, so I'll try to do it as 'step-by-step' as I can. First go to the folder where you store mods, find the one you want changed, and open it. Depending on your system and type of the file (zip, 7z, rar, etc...) you do this just by doulbe clicking, or by using a program such as 7zip, winrar or similar to open archive. Copy/extract all the files you find to a location NOT the Skyrim folder; I find that a new folder on the desktop is most convinient. Let's call that folder NF. Now you can see what's inside the mod: if it's and esp file and a bunch of folders (meshes and textures for sure, possibly more), you're golden. If it's .esp and .bsa file, you'll need a 'BSA browser' to open the bsa file. Inside the browser, select all the files you see and use an 'extract to' command (not just 'extract'), and extract the files to the NF folder. Now that you have access to the files, go into the meshes folder and look for the items you don't like. Most modders name they files almost identically as the ingame objects, so that shouldn't be hard. If you have any doubts, open the .nif files in nifskope and have a look. Once you've located the items you want to get rid of, take note of their file names and folders they are in. If the mod is using loose files, all those folders are already in your Skyrim folder. If the mod is using bsa file, you will need to recreate the folders in your Skyrim folder. Example: in a mod there are files: uglyarmor01_0.nif and uglyarmor01_1.nif; they are inside folders: meshes/moddedarmors/ebony/ You need to go to your meshes folder, and either find or create moddedarmors/ebony/ folder. Download a mod with an armor you like. Extract it like described above to a new folder on your desktop, let's call it NF2. Find the files prettyarmor_0.nif and prettyarmor_1.nif. Copy them to the Steam/steamapps/Common/skyrim/Data/meshes/moddedarmors/ebony/ folder. Rename them as uglyarmor01_0.nif and uglyarmor01_1.nif; (delete the original files if they are there) Now use Nifskope to open one of them and check what textures they use. (how: )If the custom armor uses vanilla textures (which happens suprisingly often), you don't need to do anything else. If it uses cusome texture, go to the NF2 folder and look for 'textures' folder. Open it and look the texture file you've seen in nifskope. Let's say it is: prettyletherblue.dds and prettyletherblue_n.dds, and they are inside folder: textures/mymod/letherarmor/. Go to your Skyrim folder, create Steam/steamapps/Common/skyrim/Data/textures/mymod/letherarmor folder, and copy those two files there. Now start the game and see if ugly armor was replaced with pretty blue armor. If everything works fine, you can delete the NF and NF2 folders and enjoy the game.
  15. Or, you could create multiple recipes, one for each existing book, using the same ingredients (ruined book, paper, ink) and add them to the enchanting table. Or you could even create a separate crafting station, if you were feeling fancy. It wouldn't be too realistic that you can pick which book you wish to 'recreate', but in a world where it takes the same amount of metal to create a dagger or a ring... it'd fit. :wink:
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