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sLoPpYdOtBiGhOlE

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Everything posted by sLoPpYdOtBiGhOlE

  1. You could use a Faction rank. eg: When the effect starts, check if the target is in your HitCount faction, if not then add them Use set and get faction rank as a count. Not as neat as using unused AV's, but you won't end up in conflict with other mods that may be editing those same actor values.
  2. Fire your quest with SM Event Node using Increase Level event. Basics of it (will require you to do some learning and mild scripting to make it all come together): Create a Quest add a Reference Alias that holds Lord Bormir, put a force greet package on the reference alias so he Talks to the player and gives the player your note. You can use a Package fragment script on Package end so he says what he has to say and then the script put's the note in the player inventory, triggering off a Read Note objective. On the quest data tab : Set Event -> Increase Level Uncheck -> Game Start Enabled In the Object Window -> Character -> SM Event Node -> Increase Level -> Right click ->Edit. Create a new Quest branch, add yhour quest and use Level Conditions on the branch/ quest so the quest is only fired when the condition is met. CK Wiki probably would be a good place to look at the basics of using SM Event Node events.
  3. I don't know the name of the quest but... But the pale blade sword quest, when you enter the area where the pale lady (wispmother) is. You'll find a dying bandit leader mumbling his last words as you enter the chamber. I'd imagine you could use one of the following functions: http://www.creationkit.com/Kill_-_Actor or http://www.creationkit.com/KillSilent_-_Actor
  4. I did an example of this for someone else on the forum a while ago. Apart from the destination using a door instead of a xmarker and statue to return to the source point. The example attachment to my post has long since been removed, but I may still have it on my old laptop drive somewhere.
  5. I'm using an Acer Aspire E5 -771G with HD4400 / GT840M. I updated the Nvidia video driver directly from Nvidia website (hard to believe that nvidia version driver is smaller then the recommended acer nvidia version). I uninstalled all Nvidia related drivers manually before installing new driver. In the new driver I removed the Nvidia phone home update crap before installing. When installing the new nvidia driver I checked the option for Clean Install. After installing the new driver... I selected in NV Control Panel -> Manage 3D Settings -> Global Settings (not Program Settings) -> Preferred graphic processor -> High-performance Nvidia processor. From that point on any game or 3d app uses my GT 840M (unless I configure the game or app not to use it). I did not screw with any of Skrim ini's. From my own past experience I've found trying to force a video card through skyrim ini's in most cases is futile. In most cases for most games I need to get the OS and Drivers to work the way I want for any game to reliably use the graphics chip I want.
  6. Yep you can consolidate multiple packages into one package by creating your own custom package with procedures and branches and conditions you want. Maybe start with having a read here: http://www.creationkit.com/Category:Package_Templates Plenty of info and links on the page to get you started.
  7. A lot what you read in papyrus as errors can be taken with a pinch of salt as some errors are intentional and it's how some mod authors check if something is available or true or false to decide on the course of action needed. When it comes to scripting and errors some returns of functions report to the log even though the error or warning is not critical at all. Arrays out of bounds errors in most cases is just bad coding that has not had enough exception checks before passing an index to an array, tsk, tsk tsk on those script writers as that is more a script writers responsibility to check the index is in bounds of an array before passing to an array...lol Basically to keep the papyrus log free of warnings and errors it requires a lot more error checking code or checking every value before calling a function on the value, which in the end bloats the script. For example: Say I want to set the MotionType on an object myObject.SetMotionType(4) That looks simple enough, but the log may get multiple warnings or errors spammed if I don't check things first. 1. I need to cheack the object exist If myObject != None myObject.SetMotionType(4) EndIf You would think ok no log spam if the object doesn't exist, but what if the object doesn't have the 3D loaded yet.. SetMotionType() will report to the log if the object does not have 3D loaded.. So I write another check If myObject != None If myObject.Is3DLoaded() myObject.SetMotionType(4) EndIf EndIf So just to stop papyrus spam instead of 1 line I now have 5 lines of code. Now when you look at an average script with multiple refs having functions called on them, your can see your short clean code turning in to a big bloated script full of nothing but error checks just to shut papyrus up...lol Most of this is due to papyrus functions that report to papyrus when they fail, even when that fail is what your wanting to check in your script to decide the next action. So to stop papyrus spam you turn a 1 line call into a multiple line checks on every step of the call, which is tedious.
  8. Room Bounds and Portals, in general optimization of your rooms will be required. http://www.creationkit.com/Bethesda_Tutorial_Optimization. If you duplicated an existing cell and then modified with your own creation of rooms then it more then likely has room bounds and portals that you will need to get rid of / unlink first before adding your own.
  9. I may be interpreting it wrong but to me... Indicates a save that has had load orders changed or mods removed and the form registered with MCM no longer exists [SKI_ConfigManagerInstance (21000802)].SKI_ConfigManager.OnModSelect() 21 Hex to Dec = 33 What was or is the 33rd mod in your load order? As I said I may be reading the log msg wrong. But a mod that was registered with MCM has been removed or changed in your load order.
  10. Every method will have pro cons be it creating custom static models or using strategically placed collision. The thing I don't like about creating statics of each individual items is more bloat added to your mod. If it was a case the items in question where actual custom made models, then fine. But in the case of a display storage container that is going to display the same crap the game already has I honestly can't see the point. Myself I create a combination of the 2 methods. i would create a new model that is a height of 8 units and is the size of the table top. This model would use a noncolidable invisible collision and layer using a bhkCompressedMeshShape. This Model would be my Container and Activator for storing the player items that can be Displayed. I would then create another Cube shaped model the is the size of the table top and a touch higher then the talest item that will be displayed on the table. This model would be collidable invisible and use Static collision layer and also hkCompressedMeshShape. This model will display the items in the container, while not allowwing the user to activate (pick up) the item. I would attach a script to the noncolidable invisible container / activator. The script would have some basic math functions to place items at for example 6 spots on the table. So when a user puts an item in the container, the base form is spawned on one of the 6 spots. Basically like a custom book case, apart from the user won't be able to directly take things from the table only via the container. I recently used a similar method to make invisible in game spawnable, movable book shelves that can hold books, ingots, scrolls, potions (updating shortly as I've added support for claws, paragons and Insect jars). A shelf is made of 2 models, does not need custom static models and the stuff sits on the shelves without it "exploding" because of havok. Even though what's on the shelf can be bumped or removed by the player without entering the shelf container. But the invisible collision model makes it so the items stay within the shelf.
  11. Most cases I've seen of that type of behavior in MCM is: A mod is calling latent functions or doing large loops calling latent functions from within the MCM control event. latent function == a function that has to complete before it returns. eg: myQuest.Start() (starting quest can not be done while a menu is open and it won't return until the menu closes == hung event == hung instance of MCM.) That's just one example of what I mean by latent. It may of been a case that the new mods have nothing to do with the MCM event, maybe an old mod is doing checks when you added new mods and it's now hanging MCM at certain times.
  12. I would like to see the priest live at the house as a servant to you and Molag Bal. eg: he looks after the house and the house becomes another player home. It always just seemed like a waste of a house. do mission and the house sits empty forever more.
  13. 2 options I can see: 1. Instead of using 1 cube to surround the table, use multiple thinner cubes to place around your table top so the items are sitting in a hollow and are not touching the collision. Like so:http://nsa37.casimages.com/img/2016/02/21/160221110243687971.jpg Or 2. Edit each item model in nifskope (to set the BSX flags and remove the old collision) Use chunkmerge to create a static collision (bhkCompressedMeshShape) of each model, then add your new models as static to CK object window. Sorry if your already doing one of the above as I can't watch your video due to bandwidth limitations. So I'm only going by what you've written.
  14. It's the reason I miss out on most the top end mods. I see the list of required mods for something I like and I just instantly lose interest in the mod and move on. There are very few exception I've made to not getting caught up in the dependency rubbish just for 1 mod. Any other mods I just write for myself and I try to avoid anything more then SKSE, SkyUI and PapyrusUtil as a dependency. There's really some awesome mods I'd like to try, but not at the expense of installing multiple other mods that require multiple other mods that require multiple other mods...etc My loss, but that's the way it goes.
  15. The glowing eyes look like Drauger eyes effect. I've had with the vanilla unmodded game before. Just randomly appeared for no reason that I could tell. I just gathered I caught it from those filthy draugers I'd been battling...lol You can try this to get rid of it by: Worth a shot. As for your load order or mods, no idea. If you have a save that your randomly having trouble loading, then load a different save, once loaded, load the save that was crashing. Niether of these suggestions are a solution, but a mere work around.
  16. Here's your basket back. The collision was about 5 times bigger then the basket. So I removed the collision and created a new one, made it based with more weight, basically makes the basket drop and sit quickly, instead of rolling around. Also removed the extra data blocks as they were not needed. Added INV block so it diplays at an angle when you view it in your inventory. Tidied up the stings in the header to reflect the differnt NiTriShape sections.
  17. The files at the bottom are the oldest. Tools RC_89.e.7z is the base file (Required) All other files there are updates and only contain updated scripts. The file at the top of the list (Tools RC_89_k_Upgrade.7z) is the newest update to the base file Tools RC_89.e.7z. I agree there could be a little more clarity and also a better packing convention for the files to make them easier to unpcak to the appropriate directory. But the file naming convention is pretty obvious. eg: The file name has the word "Upgrade" in the name, means it contains updated files only. If there is no word "Upgrade" then it is a complete version containing all required files. The alphabet letter in the name A = oldest Z = newestt in this case : E = oldest (Full base file required) K = newest (latest updated files to add/replace the base files of e) The lack of information on the site about install order of base and if the upgrades are accumulative then using logic one would.. (accumulative meaning newer upgrade contains all prior upgrades) Since unknown if accumulative upgrades, treat it as not accumulative upgrades and proceed by: Download the E version and unpack it. Download the F version and unpack it to the E version directory and yes to overwrite when prompted. Download the G version and unpack it to the E version directory and yes to overwrite when prompted. keep doing the same until you get to the newest version K.
  18. For a brief examples of SKSE SpawnTask functions... Open in in your text editor: \Skyrim\Data\Scripts\Source\SpawnerTask.pscYou can find a commented out example of it's use in the header. SpawnerTask.psc is part of SKSE 1.7.3
  19. Look up and read again, the Tools RC_89.e.7z contains python-portable.exe. Unpack the Tools RC_89.e.7z first. eg: C:\Tools RC_89_e\ Then unpack the contents of Tools RC_89_k_Upgrade.7z to the Tools RC_89_e directory and yes to overwrite. Note: when extracting RC_89_k_Upgrade.7z make sure you actually select all the files and directories inside the Tools RC_89_k_Upgrade directory in the archive. You don't want to extract the Tools RC_89_k_Upgrade directory from the archive, you need to extract the the contents of RC_89_k_Upgrade directory in the archive to your \Tools RC_89_e\ directory. (If you do it correctly you will be prompted to overwrite existing files, yes to overwrite).
  20. The reason the python-portable.exe was originally missing was you didn't grab the main Mesh Rigger file and only grabbed the upgrade. You need to download the base Mesh Rigger file first (which has the python-portable.exe) then add the upgrade. eg: Download and unpack the Tools RC_89.e.7z first (contains the python-portable.exe). Then download and unpack Tools RC_89_k_Upgrade.7z to where you unpacked Tools RC_89.e.7z (yes to overwrite existing files when prompted). Which results in when Mesh Rigger.bat is run: http://nsa37.casimages.com/img/2016/02/16/160216012749307663.jpg That's providing you have the other python requirements installed. (I already had PyFFI and Python installed due to using it for Blender 2.49b, even though the versions I have installed are older then the ones that Mesh Rigger said was required).
  21. I gather your using the vanilla follower dialogue and your esp doesn't contain any dialogue itself. That's the reason no SEQ file is generated for your esp. (I cant check that tuturial as I don't do video tuts, not enough bandwidth to waste). The reason your dialogue locks up (unselectable dialogue when it shows) is you've not added the voice type to follower voice type lists. Other reasons it can also happen is the race or voice type isn't flagged for dialogue with player. Quick in game workaround when the dialogue ismn't selectable is QuickSave and then Quickload, the dialogue will temporary work again until it does it again later. Most cases i've seen this happen is when the race or voice type isn't flagged for player dialogue. If using the vanilla follower dialogue then it also can happen if the voice type isn't added to the appropriate follower voice type lists. Basically I talk to any wolf in the game (or any other creature) and ask them to follow using the vanilla follower dialogue. i do this on the fly in game while playing without editing any vanilla quests, dialogue, actors, voice types or any other vanilla forms in CK. Editing the vanilla form/quests/dialogues to add a custom follower is not a good way to add a custom follower, specially if other mods are editing those same vanilla forms/quests/dialogues. Which at some point results in intermittent conflicts.
  22. I can share the code, but I doubt it'll do you any good unless you write it to suite your own needs. The bookshelf scripts I mentioned are for a custom in game spawnable and movable invisible bookshelf that is made from 3 pieces per shelf. i have my own managemnet to spawn, select, move or delete my invisible bookshelves in game on the fly as wanted or needed. eg: you spawn my shelf and it displays a translucent bookshelf custom marker just for visual indentifcation of where the shelf is. You move it to where you want (eg; on a table or an actual shelf etc) and deselct it. From there the shelf works pretty much the same as a normal bookshelf in appearance at least. There is no limit to how many sheves can be spawned and they com in 2 sizes, 11 books or 17 books. Also supports ingots and scrolls. i created the 3 nif models that make an invisible bookshelf in blender and then added custom collision in NifSkope. 1st nif is an invisible inside out box that houses the books and also allows the player to pick books up from the shelf without enter the bookshelf container. This would be the equivilent of the multiple Undefined layer collision cubes that you suuround the vanilla bookshelf when making it in CK. This custom nif makes it so you have a 1 piece collision surround to keep books on the shelf and can be spawned dynamically at runtime in the game. The bookshelf script is attached to this model. When the model initiates it creates the other components of the shelf. The script also contains functions that can be called to move the other components of the shelf while moving the main model. 2nd nif is a custom invisible, non colidable container which serves as the activator and storage for the shelf. This is created when the 1st nif spawned. 3rd nif is a invisible trigger box that sitts inside the 1st nif model and it is created when the 1st model is spawned. This is so when a user removes a book from the shelf without entering the container, so the items in the container get updated to reflect the book has been removed. So basically the code is tied in with what I'm doing and could not just be straight out used on a standard shelf without rewriting it to suite. Initially I made it as a part of another mod I had intended to release, but decided against releasing it. But that's another story...lol
  23. If SKSE had batch enable and disable and moveto and translateto it would be awesome, but alas it doesn't. The SpawnTask functions are their own entity, not related to parent/child relationship. They can cause a very slight frame freeze since it spawns all the items you have queued in 1 frame. But what ever you tell it to spawn in the queue it spawns reqardless in one go. I actually also us it in my own version of bookshelf script. Instead of books lining up one at a time, all the books plop on the shelf in one go together.
  24. I'm not sure if I'm understanding your question. But for spawning multiple items in game via script then maybe take a look at SKSE functions for SpawnerTask. They alllow you to que up multiple items to be spawned all in one go. For example I use it to spawn a Shack made up of around 30 pieces in one frame. All the pieces of the shack spawn at the same time in the game.
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