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rkkn

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Everything posted by rkkn

  1. not *exactly* what you're asking for but it will almost certainly help you out: Animation Catcher: https://www.nexusmods.com/skyrim/mods/38382 Whenever I want to do anything with animation events I pull up the character script from this mod and start Ctrl+F-ing, or load it up in game. Or both at once. It's got a list of animation events for every creature type, including 2033 of them for the playable "character" type. I say it's not exactly what you're asking for because these are the animation events that the game sends during the animations rather than the ones that you send to start the animation, but they usually match up pretty well. Thus this usually gets me what I need, and if it doesn't it usually gets me close enough that I can quickly find the correct event in the CK or TES5Edit. Pair it with Copy and Paste in Console https://www.nexusmods.com/skyrim/mods/100543 if you aren't already using this so that you can quickly try out animation events in game to see which ones do what. Also, as a final note, there is a console SendAnimEvent command, which is handy, but... it sometimes doesn't play animations that the papyrus Debug.SendAnimationEvent() will, so I also make use of ConsoleUtil https://www.nexusmods.com/skyrim/mods/66257 and wrote a script that will read my copypasted animation event and play it with Debug.SendAnimationEvent() I also do remember seeing a list somewhere on some page with a weird URL but I never managed to re-find it edit: writing this prompted me to upload the tweak I made to Animation Catcher a while back
  2. Well, if you are using LE skyrim, use the LE SKSE. aka classic. so the one that says "Current classic build 1.7.3". and you can delete the other one. skse64 ain't gonna do anything for ya
  3. it sounds pretty neat. I'd play it I got no experience making followers, but would be down to help with the other bits
  4. it certainly sounds possible. just perhaps not very easy, unless someone has already made a tool for it you could have something that scans the cell for all FF objects and collects the relevant data and writes it out to a json. then you can read this file to load in the house on a different playthrough
  5. it's already uploaded. it's the blue link near the bottom of the long post
  6. Specifically, redrawing one of the glyphs What tools and such are needed?
  7. It's an interesting proposition. I do have some interest.
  8. well I know there are animation mods that let you cast while jumping or move while power attacking or attack while swimming. casting while blocking is a very similar deal, so it's almost certainly doable. dunno if it exists though
  9. best guess is that it adds an ability, and the ability is never removed afterwards and thus can't be re-added but yeah, there is no way to know without seeing the setup
  10. it's right there, in the post. the zip file unless you want the spell version, which I don't got
  11. well, the spell option is a little involved. You have to find the right VFX and SFX for it (you'll need to pick out like 10!? different assets in all, or find a spell that most closely fits to copy. Though this is of course optional. VFX aren't needed to make it function.) and then write a small script too. but the other two are certainly easy if that's all you need. The first is just a console command, and that's it. but has to be done every session. The plugin option is easy too: open TES5Edit (you have to OK the module selection before you can do anything) if you've never used TES5Edit, downloading it and pointing it to your Skyrim folder will be the only "hard" part Then expand Skyrim.esm, scroll down to Game Setting and expand that, and then right click on any of them and pick Copy as new record then OK the warning and a box asking you to change the editor ID pops up. Put in fFastTravelSpeedMult Then it'll ask you where you want to add this new record. Near the bottom, pick <new file>.esp Then it'll ask you for a filename. Put in whatever you want. Then it adds your new plugin at the bottom. Expand it and its lone Game Setting category to find your new setting. Select it and it'll show up on the right side where you can now change the value. Set it to 999999, and you're done. Close TES5Edit and give it the OK when it asks to save the new file. You now have the world's smallest plugin and can add it to your load order. it's so small that zipping it up so that I can upload it actually makes it bigger.
  12. You can do setgs fFastTravelSpeedMult 999999 in the console to make fast travel not pass any game time. (it resets to default every time the game boots up) Or to make it thematic, have a self cast spell that sets it for a few seconds and then when you load in, sets it back and plays some flashy effects. Or to just make it permanent, set it in an esp plugin.
  13. TES5Edit has no idea what your file structure looks like. you could put something totally bogus into the texture path and it wouldn't give you any errors. (Skyrim of course would fail to load the texture at runtime) the texture field on an armor takes a texture *form*, not a filepath. The filepaths go in the texture form. So it's complaining about not a valid integer because a form ID is an integer
  14. That would make sense, but even when a script throws repeated errors and it and its object are still very much loaded, the line number is still "?" I have never seen it actually have the line number for any Papyrus errors I have ever seen in my log.
  15. It's not. I meant exactly what I said in the post. HOWEVER, I see that one of your messages does have a line number! "CritterSpawn.psc" Line 472 What makes that case different? How is the number there but not for the rest of them.
  16. the papyrus log I am not talking about any specific errors, so I don't think one would be helpful to post, but here's an example anyway [10/19/2021 - 08:05:46AM] warning: Assigning None to a non-object variable named "::temp7" stack: [None].REQ_ConditionalSubEffect.OnEffectFinish() - "REQ_ConditionalSubEffect.psc" Line ? And again I am not trying to troubleshoot any errors at present, so please don't talk about this particular warning message. The point of interest is at the very end there. The "Line ?" bit. It's at the end of EVERY runtime error or warning message that Papyrus prints. It always prints that as though it's supposed to normally have a line number, but it never does.
  17. nvm it's super huge and complicated and has no MCM and I can't even get it to work in the first place despite disabling every plugin on a new game, so I can't figure out what they did
  18. hm, indeed, if I ran into something while time is slowed, I would expect it to ZOOM super fast once normal time is resumed, since from its perspective it got hit by something that is moving super fast. If you are saying that that does not happen, that is quite unfortunate. However, I do have a related question. perhaps it would be better to make a separate topic for it, though.
  19. that's a rather egregious oversight that the game engine can't handle altering the attack speed of monsters
  20. oh, yes, that's what I meant. sorry I have yet to do any explicit testing to make sure it's fine, however
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