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Kahenraz

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  1. I am trying to do a follower run, but I'm always getting caught up on their lackluster combat AI. While they are capable of running, when they draw their weapons they will sometimes *walk* into combat. And what's worse, they refuse to cross a puddle during combat to engage an enemy. Is there any way to encourage followers to be more aggressive? I'm not worried about them being smart about it. I just want them to get into combat and start soaking up damage as quickly as possible so that I don't have to. The fact they they refuse to cross bodies of water while in combat is particularly frustrating to me.
  2. I wrote a plugin that isn't compatible with TrueHUD's Recent Loot feature. This plugin has an MCM toggle to turn it on and off. Is it possible for my plugin to test whether this feature is enabled and selectively disable it temporarily? The problem I'm having is that loot messages are appearing for items appearing in the players inventory that are temporary and don't actually exist there for the player to access.
  3. I am trying to detect whether an item is being stolen by the player with Papyrus. This works fine for items that haven't been touched, but after they have been dropped and picked up a second time, the data I was using to determine if it is stolen (owner/faction) get set to "None". Even SKSE's IsOffLimits() function is returning "False". Is there a way to detect the stolen flag reliably with Papyrus? The flag still exists on the item in my inventory or on the ground and NPCs still react as if it's stolen.
  4. I am experimenting with the Activation Perk Entry Point. I am using this entry point to manipulate how an object is interacted with and to block interaction if necessary. To do this, I apply the perk with the option "Replace Default". If I do not need to do any processing on the object, I activate it with Activate(). This works fine... except that items activated (picked up) in this way do not stack. For example, with a fragment script that does only this: Function Fragment_8(ObjectReference akTargetRef, Actor akActor) akTargetRef.Activate(akActor) EndFunction Items stack in my inventory, but when dropped they are "unstacked". Here is a video of the default behavior. When I pickup a bunch of cabbages and drop them as a stack, they drop as a Cabbage (6) stack. Instead, if I drop cabbages picked up with ObjectReference.Activate(), they drop as individual cabbages and not as a stack. How do I manipulate object activation in the way that I want? I want to be able to override (block) activation but also allow the default behavior when I want it to continue with its normal processing.
  5. Is it possible to load Skyrim right into a particular save game (or the last save game/continue) for testing purposes? That way I wouldn't have to work the menu every time.
  6. I tried GetItemCount() but it doesn't work for world objects. It always returns 0. int stackSize = akTargetRef.GetItemCount(akTargetRef.GetBaseObject()) Debug.MessageBox(stackSize)
  7. I am modifying Pilgim and Pilgrim - Divine Restrictions. Each of these have a different value for Base Cost for blessings. Shouldn't this be 0? Does this value do anything?
  8. While patching Pilgrim, I found a missing condition. I want to copy this condition from one form to another instead of putting it all in by hand, which is especially annoying because switching between forms keeps collapsing the display trees. Instead of copying the data from left to right, how do I copy/paste it into an adjacent form?
  9. I am experimenting with BSA archives and was testing BSArch against the "BSHeartland - Textures.bsa" archive from Beyond Skyrim - Bruma SE. All I did was unpack and repack the archive: bsarch unpack "BSHeartland - Textures.bsa" temp bsarch pack temp/ ../repack.bsa -sse -z -mt -share What I found was that the new file was larger than the old one (2,135,412,736 bytes vs 2,167,792,265 bytes). Why do these sizes differ?
  10. I have been trying to figure this out on my own but have failed so far. I understand that it's possible to do this exclusively in xEdit, but I couldn't figure out how to locate new textures to revert with a patch. Then I tried loaded the mod into the Creation Kit, but when I go to SolitudeOrigin, I see the vanilla texture, not the modded one. And the whole area looks very different and has missing assets. What am I doing wrong and how can I revert this texture? The mod is Enhanced Solitude SSE and it has no dependencies, so this should be a simple patch. I don't like the new ground texture because the moss doesn't line up wit the stonework and appears to be "floating" in some places.
  11. I will need to learn how to use the CK properly before revisiting this in the future. Thank you for the advice.
  12. I had a lot of trouble trying to get either of these COTN mods to load in Creation Kit. They will crash the CK on load with the older 1.5.97 kit. I was only able to get it to load in the latest Steam release. Will patches made using the newer CK version work with the older 1.5.97 version of Skyrim?
  13. I tracked down a CTD bug with The Great Cities of JK's North - Patch due to the plugins it depends upon, Cities of the North - Dawnstar and Cities of the North - Morthal being updated. Since the plugin I want hasn't been updated in over a year, I think it's safe to assume that this won't be fixed by the original author. How can I use the Creation Kit to fix this CTD myself? I would like to learn how to solve these kinds of problems, in this case and for the future. How do I go about fixing this?
  14. If I save a file "new.txt" to my Skyim folder with either the following contents: coc RiverwoodSleepingGiantInn or cow Tamriel 0 0 And try to load them with a batch file from the console: bat new The game freezes. Both of these commands work fine when called from the console manually but not from a batch file. Is there any way to do this without freezing?
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