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scorrp10

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  1. The helmet should be weighted 100% to 'Head' bone. You likely just used the bucket world object .nif, which is a BSFadeNode with a collision object - none of that should be in a wearable (Skinned) helmet mesh. To give you some idea, This is the structure of a 'world object' helmet .nif - this is the mesh as it appears in one's inventory, and one that can be dropped in the world, as it has a collision shape and such. Of note: BSFadeNode root; BSInvNode and BSXFlags nodes; bhkCollisionObject that provides collision for havok engine; No Skinned flag in Shader Flags 1 And here is the structure of same helmet, but this is the 'wearable' model that is rendered when the item is being worn. Of note: NiNode root; has NPC Head and NPC Spine2 bone nodes (it really should not have any Spine2 weight, but I guess it is not overly noticeable) BSTriShape has a SDismemberSkinInstance which supplied partition info; and Shader has a Skinned flag. So what you basically want to do is: If starting with a bucket world model, edit it in NifScope, delete everything but the BSTriShape under the root, and convert the root to NiNode, then save it as a new file. Then in Outfit Studio, import the edited .nif, go into mesh properties, check the 'Skinned' flag, load a reference (i.e. male head nif), weight the bucket to head bone, set it to a partition 31 if you want it replacing hair, or 42 if you want to keep hair, then Export this NIF. Use the resulting file as model for ArmorAddon record, use the original world model in the Armor record.
  2. Any files that have been provided by SKSE, MUST overwrite the original ones. As to your errors: Line 27 from ObjectReference is a call to shakeCamera function in Game. Same issue - missing default parameter (default duration is 0). This means your Game.psc is likely a decompiled one. Line 152 in ReferenceAlias, ActorRef in an Actor type object. Which tells me that your Actor.psc is also not right. Personally, I would take ALL the .psc files that came with SKSE, and copy the entire thing over to Data/scripts/source.
  3. Memory space to hold a script's global variables and properties is allocated when an instance of the script is created. In this context, 'global variable' means a variable scoped to entire instance. A global function in a script is not associated with any instance of the script, and thus has no access to any variables or properties that would be specific to an instance. A global function is more or les an equivalent of a static function in a C++ class. However, C++ also has a concept of static class member variables, which get a specific memory location and can be accessed by static class functions. No such thing in Papyrus. Any parameters passed to a global function, and any local variables declared during its execution, are allocated on the call stack, and exist only while this function code is executing. So, what you can do: Option 1 - create a Global form for this variable. Then, in any script that needs to access it, you declare a 'GlobalVariable Property NinaDebt_Paid Auto', fill this property with the Global form you created, and you can check it or change it using NinaDebt_Paid.GetValueInt() or NinaDebt_Paid.SetValueInt(_value_). You can also use this Global in any conditions (dialogue, package, scene, perk, effect, you name it) Option 2 - designate a script instance that will be attached to some object persisting throughout your mod. Most likely, it will be a quest object that is either start game enabled or triggered by some event. Attach a script to it, declare the property in there. A good idea to make this script conditional, and this property as well, so that you can access this property in conditions.
  4. Well, we already have race-specific models of hoods/helmets for Khajiit and Argonians. So technically, if this NPC is of a custom race, you can add a custom model to an armor specifically for that race. Problem is, if you want this NPC to be able to wear anything else, you would need to alter all the other ArmorAddons to include this custom race (or alter all Armors to include that race-specific ArmorAddon). This solution would be a mess. Another option would be to have some sort of script, probably attached to a permanent effect on the NPC, which would monitor for 'OnItemEquipped' events, and if applicable, immediately replace the equipped item with an alrernate one.
  5. Now you see, CBBE and UUNP base shape meshes are NOT UV-compatible. Meaning you try to apply a CBBE skin on a UNP body, you are going to get weird seams and stuff. So the choice is very much binary. The relationship of hairstyle mesh to head size is a bit more ambiguous. A sleeker hairstyle version designed for a smaller head size might show a bit of clipping on the vanilla/HPH. Or a more voluminous 'big head' hair might look oversized on a smaller head - whatever that might be. If you consider what is available in the Western world, it's vanilla, HPH, COTR, UBE, all of which really use the same sized base mesh. And hairs designed for them (KS/Apachii/SG) generally have no big/small distinction. However, if you start digging on the Asian, there is a fair bit of stuff there that never made it to Nexus or such. So most likely, they got a larger head size variety and the distinction is more important.
  6. No matter. Base scripts are mostly the same. The word "use" here means your compiler is referencing that file in order to compile your script. So if you have a wrong version sitting in your scripts\source, you get compile errors. If you unzip whichever SKSE version is proper for your game, it has Data subfolder. Its contents needs to be copied to Data in your Skyrim install directory, and NOTHING should be overwriting those files.
  7. I already said in my prior post. This is NOT your ReferenceAlias.psc The problem is with ObjectReference.psc. I have no idea where you got the defective one, but you should be using ObjectReference.psc that is in Data\Scripts\Source in the SKSE64 download.
  8. Killng game via task manager should not affect anything, I do that quite often. That said, installing more mods after your game froze up and had to be aborted, was a bad idea. And what do you mean by "Vortex will not launch it"? Describe exactly what happens when you try. I suggest: get rid of those new mods. Reboot PC. Verify game file integrity via Steam.
  9. The only hair mod where I really seen this has been Tullius hair packs, and in general, big head variant is the one to use with vanilla/HPH. Little head has almost all hairstyles clipping. I suspect there might be a smaller head mod around somewhere, or maybe it is for some of those anime races mods.... But yeah, if you decide to get Tullius Hair 3 SMP, you should get the big head variant.
  10. This really is not rocket science, but you definitely got something real wrong. First, to begin with, the way Vortex works, you need to have it installed in a way so that its staging folder is on the same physical disk as Skyrim. If you Skyrim is on D:, then so has to be Vortex. Next, if using Windows 11, make sure your Documents folder is not being 'hijacked' by OneDrive. Disassociate Documents from OneDrive. I, in general, would try starting from a completely clean slate. Remove Vortex and everything under AppData/Roaming/Vortex/SkyrimSE, everything in Documents/My Games/Skyrim Special Edition, and everything in Skyrim install folder. Do a completely clean reinstall of Skyrim SE. Then launch it to make sure that it runs ok. Now, you install Vortex and set it to manage Skyrim SE. I recall that when updated my PC in 2022 and needed to install everything clean, Vortex itself noted that I do not yet have SKSE64 and referred me to silverlock.org. In the .7z archive that you get from there (make sure you get one for 1.6.1170), you basically need to copy the .dll and the .exe into Skyrim install directory, and stuff under Data gets copied into Data under SE install. In Vortex, SKSE is defined as a tool, its target is skse64_loader.exe in Skyrim SE install directory. It should 'Run detached', and not 'Run in shell' Then you launch SSE from Vortex. Have you looked at the SkyUI install guide that I recommended?
  11. First of all, you just set the desired color directly in the NPC's head mesh. The 'hair color' parameter will only come into play if this NPC equips a wig. But indeed, if you wan to assign a hair color to an NPC via Creation Kit, you need to jump some hoops. You need to add this color to 'HairColorList' formlist, and then you need to change the Race record by adding that color to list of allowed colors for that race, and only then you can assign that color to an actor. Far better solution: Create a ColorForm. Assign it as Actor's hair color using SSEEdit. One thing to remember is that if you edit this mod in CK again and specifically touch this actor's record, CK will zero out the hair color if it is not one of 'allowed colors' for that race. So you will need to go into SSEEdit again and reassign the color.
  12. 'Anniversary edition' is just an expansion pack for Skyrim SE. So yeah, you are adding mods to Skyrim SE on steam.
  13. This is from the Racemenu forum, addressing this specific issue:
  14. If you have Steam version of Skyrim, do not bother with downgraders, get the latest (1.6.1170) See this guide about SkyUI.
  15. Which version of the game? Where exactly is it installed? If you go to game install directory, locate SkyrimSE.exe, right-click, select 'Properties' and go to Details tab, it should have 'File version' Which version of SKSE64? If your SKSE64 is properly installed, in your game install directory there should be skse64_loader.exe. Check it version same way. After you start the game and load a save, if you go into SYSTEM menu, your game and SKSE version should be in the lower left corner of the menu. Have you installed Address Library? Under SE install directory, Data\SKSE\Plugins, locate skee64.dll and check its properties. What is the File version? Documents\My Games\Skyrim Special Edition\SKSE\skse64.log - what does it say about skee64.dll?
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