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rkkn

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Posts posted by rkkn

  1. The topic lists look awful at least on desktop. There is a huge empty space between the title and date of creation on the left, and the latest post and number of replies/views on the right. Trying to view both sets of info for a topic feels very awkward and unnatural.

  2. that is correct. it is indeed a global script, and the source for it isn't included in the mod

     

    CK and SKSE are separate mostly unrelated things. Editing a plugin is a separate matter, unrelated to your issue. It won't help you compile Papyrus scripts. But for completion's sake, plugin editing is done with a C++ editor and compiler, such as Visual Studio.

  3. Mod Organizer can override loose files with mod files

     

    iirc to move the dagger node you have to edit the nodes that come *before* the dagger, because the translation properties get ignored in game, so you need to edit the rotation and scale of the previous nodes.

    I don't remember if that is exactly it, but it was something like that, and it was definitely annoying to do, so I opted to instead use NiOverride https://www.nexusmods.com/skyrim/mods/37481

  4. the game might be using a file in a different location, or the character's race might use a different skeleton, or your mod loader might be overriding it with a file from a mod, or you might have the wrong node or be editing the wrong node parameters. some parameters show up in nifskope but are ignored by the game

  5. If you want it to be AoE and work without hitting an actor, you need to set the Delivery on both the spell and magic effect to Target Location. There's also an Area property on the spell to set for the size of the AoE.

     

    That will work most of the time, but I find that it can still be a little finicky and fizzle for unknown reasons.

    If you want it to work a little more reliably (like Fireball) then give the magic effect a projectile and set the delivery to Aimed.

     

     

    Additionally, I noticed that while akTarget.resurrect() works, akTarget.recycleactor() does not. Recycleactor is not a native function, so how does the console know it, and can I make it into a function?

    A lot of console commands don't have native Papyrus functions. However there's a utility for that: https://www.nexusmods.com/skyrim/mods/66257

  6. oh I did this as part of my (unreleased) perk mod. enabling you to dash (in any direction) as a dodge, with a perk that enables doing it in midair, as well as ability to cancel it early to stop short and start attacking or whatever

  7. you just attach a script to the magic effect that the spell applies, and put your functions in the OnEffectStart event in the script

     

    Event OnEffectStart(Actor akTarget, Actor akCaster)
    ; do whatever
    EndEvent

     

    and fwiw you don't actually need to use the CK to create the script itself. I don't. I never do. I just create a .psc file in the scripts folder manually. As long as you compile it it'll work

  8. Even if a perk is bugged, the console won't say that it wasn't found. It'll still add the perk and it just won't work. So it's more likely that your hex isn't correct or the esp isn't loaded or something like that. you can check that with help "spicedvenison" or whatever your perk's name (not editor id) is.

     

    Another note is to make sure Num Ranks is at least 1. If it's 0 the console won't say anything and the perk also won't work.

  9. Vanilla Skyrim places random invisible lights all over the place in interiors. The only way to get dungeons and caves to be realistically dark---and in a way such that bringing a bright light source still makes it bright---is to go through and remove all these random lights.

    Fortunately this mod takes care of that, and then some.

     

    https://www.nexusmods.com/skyrim/mods/27043

     

    I consider it one of the game's most essential mods. You'll also want the enhancer in the install options. This reduces the ambient light.

    There's also a hardcore option, but I think it's a step too far since it removes *all* the lights, including braziers and whatnot. But that may be what you're after. Instead I made a personal-use plugin to further reduce ambient light.

     

     

    there are other mods that darken things, but most of them just darken the imagespace. Which darkens *everything*, including light sources. So you go into a cave and it's kinda dark... but you break out a torch or cast Magelight and it's not much different. still pretty dark. Not realistic. (and not fun)

  10. Ok, I made a very barebones version of this. (and I'll be using it in my own games from now on)

     

    edit:

    https://www.nexusmods.com/skyrim/mods/116019

     

    I'm open to suggestions for (simple) additional features.

    Also it looks like there is one that already exists. An old one. "Give Gifts to anyone in Skyrim".

    However, it is always-on (every NPC always has the dialog options), while the simple one I just made isn't, and it needs a bit of cleaning. It's otherwise more complete, I think.

  11. ah, I thought you meant moving the camera in or out

     

    I don't think you can get it to not touch the FoV, but you can get it to set the FoV to something more to your liking.

    Try setting those values to larger numbers, like 200 or 250. I play with FoV 100, and 250 makes it pretty much not change the FoV at all.

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