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dizietemblesssma

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Everything posted by dizietemblesssma

  1. So you can't remove a collection from the Nexus, that's ok, I don't have to visit the page; but not being able to delete from the workshop? I can 'remove' it, but then it is simply replaced with the same picture and an option to install. No way to actually get rid of the entry. So... is this a bug in the latest beta, or intended? Because I won't be making any more collections if i can't help but slowly fill up the collections tab with huge pictures I don't want:) diziet
  2. I'm trying to troubleshoot a situation where an animal NPC (from a mod) alters their appearance when I fast travel if they are not following me. I've been trying to find a comprehensive list of what the game engine does, what is reset etc. when the player character fast travels, changes from exterior to interior or vice versa, or enters a new world space; my suspicion is that this knowledge might answer my question as to what is happening. Can anyone point me to a resource please? diziet
  3. Thanks but I've already seen that:) I use Vortex though and so I don't have the MO2 vfs issues. All the searching I've done results in no description of what the 'validation' is looking for beyond successful compiling. diziet
  4. I'm experimenting with an edit to the bittercup creation. To start I'm testing if I can stop all the activators on the altar from disabling in this quest fragment: ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE Alias_AltarFORTUNE.TryToDisableNoWait() Alias_AltarPOWER.TryToDisableNoWait() Alias_AltarNOTHING.TryToDisableNoWait() game.GetPlayer().DamageAV("Health", 0.900000) utility.Wait(2 as Float) SetObjectiveCompleted(5) SetObjectiveDisplayed(30) actor PlayerREF = game.GetPlayer() actor bDanica = Alias_DanicaBackup.GetActorRef() if Alias_Danica.GetActorRef().IsDead() || T03.GetStage() < 20 bDanica.EnableNoWait() Alias_Danica.ForceRefTo(bDanica as objectreference) objectreference myNoteB = PlayerREF.PlaceAtMe(ccKRTSSE001_QuestNote08b as form, 1, false, false) Alias_DanicaNote.ForceRefTo(myNoteB) WiCourier.AddItemToContainer(myNoteB as form, 1) else objectreference myNoteA = PlayerREF.PlaceAtMe(ccKRTSSE001_QuestNote08 as form, 1, false, false) Alias_DanicaNote.ForceRefTo(myNoteA) WiCourier.AddItemToContainer(myNoteA as form, 1) endIf actor Rulnik = Alias_Rulnik.GetActorRef() Rulnik.EnableNoWait() Rulnik.EvaluatePackage() Rulnik.SetGhost(true) Rulnik.BlockActivation(true) ;END CODE EndFunction ;END FRAGMENT by removing the top 3 TryToDisableNoWait lines, but even though the compile button in the quest dialogue reports no errors, the edit dialogue shows a successful compile and the script can be saved, when I click ok on the quest dialogue I get an error about the script failing validation, but the backup created gives no clue as to how the validation failed. This is all being done in the CK, no external editor is being used. how do I find out how a script is failing validation? diziet edit: are comments allowed in quest fragments? At first I tried commenting out lines and got the failure message, so I assumed that commenting was the issue, but now I don't know.
  5. The racemenu mod page has a link to Lovers Lab for a download which is not everyone's cup of tea so here is the link from LL: https://1drv.ms/u/s!AnjD_1wmUEoGgjicTdM0nX2LP7OU diziet
  6. So if I only backup archives that aren't on nexus then the combo of staging folder and the database will allow me to re download the nexus provided files if i wanted to re-install? The database will still have the nexus mod page details? diziet
  7. I don't see the need to backup both my staging and downloads directories, but if I just keep the downloads and the database will this be enough to reinstall from the downloads with the same FOMOD settings? Would it be necessary to backup the database and staging folder instead? diziet1
  8. Preview now seems to work for me:) diziet
  9. I'm using SkyUI with Dear Diary, is there a way to script opening the inventory with a filter already applied, rather than have to type in the filter in the box? diziet
  10. Yes, that is what I did first, but that didn't work, even after choosing engine_injector, it works with other mods just not this one I made for me. Does it matter if the zip file has a top level directory like this: or if it just looks like this: diziet
  11. I have made my own little mod to install creation kit and source on a profile; the folder layout is: as you can see there is a data folder and in that are the scripts and dialogue view folders, I zip this and install manually in Vortex, but even after choosing engine injector mod Vortex show the contents of the staging folder as: diziet
  12. The latest steam version comes with creations that are updated, I believe some of the updated versions will be version 1.71 where they used to be version 1.7, this is the version of the file made by the creation kit which has also been updated to now create that version of esp/esm. You might try the Backported Extended ESL Support - BEES-1_2 mod: https://www.nexusmods.com/skyrimspecialedition/mods/106441 and see if that helps. diziet
  13. I'm adding custom inis to the ini editor extension by Picksaurus, but they are not being saved, when I restart Vortex the list is just the standard bethesda game inis. I have edited the index.js file of the extension to add .bat and .toml files to the list of files that the extension sees, could this be the reason the custom inis aren't being saved? diziet
  14. The latest CK version according to the one I just downloaded with steam is 1.6.1130, the scripts included with that don't have it. I installed SSE 1.6.1170 just to look in the resource pack bsa and there isn't a pex for it either. diziet
  15. The patch notes for version 1.6.1170 mention a script 'calendarday' but I can't find it in the resource pack bsa, has anyone seen this script? I was wondering what it did. diziet
  16. I'm trying to make a patch for Helgen Reborn and Smart Harvest. SH uses the keyword LocTypeTown as one of the keywords it uses to control whether to loot or not. Helgen doesn't have the keyword attached to its location in the vanilla game. I could add it in a patch to that location but then Helgen would be subject to no looting rules at the beginning of the game when it is a ruin. I have worked out how to make a small quest that has the quest stage of HR where construction of houses begins as a condition, when the stage is reached I have successfully attached a keyword using PapyrusExtender to the Helgen location and then shutoff my quest. Unfortunately the keyword - while the console says it is there - select a ref and do "locationhaskeyword". The SH mod doesn't respond to that, unless I save, exit the game and restart. I thought this might be an SKSE thing since SH is an SKSE dll so I found myslef going down an enormous rabbit hole to set up an SKSE dev environment so I could take a look, and gave up very quickly:) It's not a big deal, this was just to be a patch for me, I'll save and restart when the time comes, but it would have been nice to have something I could publish:) diziet
  17. I've managed to get the condition you mention to fire. I'm trying to get my quest to notice that Helgen Reborn has started the construction phase and then add a keyword to the Helgen Location. I successfully got papyrusextender AddKeyWordToForm to do this (according to the console anyway). But the SKSE dll based mod that this is a helper patch for (Smart Harvest) only reacts to the new keyword if I save, exit and restart. Save and reload doesn't do it. I'm trying a locationalias in the quest with a keyword and filling that at the appropriate stage with the actual helgen location, but I can't make it work yet. I can't find a way to debug in my script whether the alias has a keyword, HasKeyword function doesn't sem to apply to a locationalias:( diziet edit: it seems that I got confused when reading about aliases with keywrods that were referencealiases, the keyword on the locationalias doesn't mean what I thought it meant. seems i can't use this way to add a keyword to a location.
  18. I want to make a patch for Helgen Reborn such that at a certain stage in the HR quest my patch script does something. However there is no source for HR and decompiling a quest fragment doesn't seem wise. Is there a way to have a quest of mine monitor/ be informed when another quest (in this the HR one) reaches a certain stage and would this be a hog in the background? I thought to use the conditions in the 'quest stages' tab of a new quest but although the HR quest is listed I can't find a way to reference its quest stage. diziet edit: ooh, I may have found it, I was looking at the conditions called GetQuest etc. but I just found one called 'GetStageDone' which looks promising. Still have the question about performance, since I would have to make my quest start enabled, right?
  19. Yes I'd realised that:) GiftMenu is only one way, even if I got to work. So will have to do without! diziet
  20. I want edit/create a script so that when a container is activated and the player and container's inventories are listed, the player's inventory will only show certain items, I've read the wiki page for addinventoryeventfilter but I don't find it very clear. I would like to identify the items to show by keywords attached to those items. Is this a thing and if so would some kind soul give me some pointers? diziet edit: I've got this far: Scriptname dz_fate_card_store_script extends ObjectReference FormList Property DBM_AllFateCards Auto Actor Property PlayerRef Auto Event OnActivate(ObjectReference akActionRef) self.BlockActivation(True) debug.trace("DBM_fatecardstore activated") AddInventoryEventFilter(DBM_AllFateCards) self.Activate(PlayerRef,True) EndEvent the block activation seems to work if I comment out the self.Activate(PlayerRef,True) line but the container menu is not filtered, the property is set edit2: after further reading it seems that the filter doesn't do what I thought it does, it doesn't affect what is shown in an inventory at all. neither can it prevent certain items from being added or removed; it only filters out items that _have_ been added or removed and blocks the OnItemAdded and OnItemRemoved events if the filter doesn't apply. ah well:)
  21. Vortex doesn't always enable the plugins properly in the 'Plugins' tab, at least for me. I often have to check there that the plugins for and enabled mod are actually enabled. diziet
  22. In this post: https://forums.nexusmods.com/topic/10031308-ways-to-refresh-menus-crafting-barter-inventory-etc-through-papyrus-without-closing-and-opening-again/ the author discusses ways of refreshing menus while in them. Is there a way to refresh the Giftmenu without leaving it. I've tried looking through the actionscripts for the giftmenu using JPEXS, but it's pretty much Klingon to me:) diziet
  23. Thanks I shall try that edit, cheers:) diziet
  24. I'm getting myself confused with 'Return' Does the call 'Return' exit out of all nested function or just the one function it is in? In the following: Event OnTriggerEnter(ObjectReference triggerRef) ;this is triggered when entering the trigger box dbg = mcm_script.toggle_debug DEBUG_TRACE(triggerRef As Actor,"undress triggerbox entered") If triggerRef == PlayerRef && dz_player_is_undressed.getValue() == 0 && dz_player_changes() == True ;checks to see if the trigger is the player dz_undress_player() ;if so call the function to undress the player dz_undress_marker.DisableNoWait() DEBUG_TRACE(PlayerRef,"calling player clean function") mcm_script.dz_player_clean_function(PlayerRef) Return EndIf If triggerRef as Actor && !dz_undressed_NPCs.HasForm(triggerRef) && dz_NPC_changes(triggerRef As Actor) == True ;is the trigger an actor (NPC)? dz_undress_NPC(triggerRef as Actor) ;then call the function to undress the NPC DEBUG_TRACE(triggerRef As Actor,"calling NPC clean function") mcm_script.dz_npc_clean_function(triggerRef As Actor) Return EndIf EndEvent does return from the first If/EndIf statement prevent the second from being evaluated? I think perhaps it doesn't and this will explain why the PC is appears to be getting caught by both. diziet
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