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scorrp10

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  1. Well, one thing I know for sure is that a mismatch between head mesh and its morphs is a guaranteed CTD. But here, it is rather pointing at an issue with the shader, so more likely a texture issue. Still, I would try reinstalling HP Head, as well as whatever textures you are using for Argonians.
  2. Ok, here's the thing - once you have produced the mod, and released it, it is generally a rather bad idea to drastically change any forms. You maybe add additional stuff - such as more quests, more dialogue, more items and what-not. But you do not remove or extensively change what is already there. Or at least, you explicitly state that the mod should be updated only when starting a new playthrough. As to working with the mod in CK - from my experience, it is rather random. CK does not really seem to honor that 'next ObjectID' and it does not care if a plugin has an esl flag. Whenever I open an esl-flagged plugin in CK, and try adding more records, more often than not, the new FormIDs are NOT esl-compliant. So yeah, after an edit, I will load it up in SSEEdit, check for errors, and if it shows any, I unflag ESL, compact and re-flag ESL (Compact function is not available on an esl-flagged plugin)
  3. Holy smokes - all of that just from trying to load a save? What is going on in there? I do see a bunch of errors there, such as: meshes\evgnnsmp\xmls\evgsmpreinforcedbackpack.xml(88,2):Node named evgsmplanternpole doesn't exist, skipped, no bone created Or meshes\DX\StLouis\StLouis.xml(305,3):constraint fs3l br 7 <-> hdtSSEPhysics_AutoRename_Armor_00000000 fs3l bc 7 : bone for bodyA doesn't exist, will try to create it meshes\DX\StLouis\StLouis.xml(305,3):Node named fs3l br 7 doesn't exist, skipped, no bone created Whatever that 'StLouis' stuff is, it is not working well. But frankly, it looks like your SMP is massively overloaded.
  4. Well, if you don't have that log file, it means that your Fast SMP is not installed right/not working. What does your skse64.log say about hdtSMP64.dll?
  5. Well, it looks like those beast eyes are organized very differently from regular eyes, having separate left ant right eye meshes and morph files. Got an hdtSMP64.log from trying to load one of those older saves?
  6. Have you checked Documents\My Games\Skyrim Special Edition\SKSE\hdtSMP64.log? Oh, and specifically which hair is that? From which mod? Is there same issue if you go into Racemenu and try selecting a different SMP hair? Did you try player.showinentory to see what exactly the player has equipped in what slot? Both when wearing armor and when not?
  7. Ok, so if you start a brand new game, go into racemenu and try to recreate your player look, it crashes when you select a specific eye color? Do you have any idea WHICH eye color it is? As in, its source plugin and name? Do you have a saved preset with it? Or, if you have FSMP installed, Documents\My Games\Skyrim Special Edition\SKSE\hdtSMP64.log might list the name of the head part being rendered. Once you can pinpoint the problem part, check with mesh and what morph (.tri) files it uses, and what textures - then you can check if you got a corrupt texture.
  8. When you compact via SSEEdit, it only changes formIDs that are not in ESL range. So it will no change aleady compacted ones.
  9. ERR, dxSigrid is the quest that I altered in my setup to illustrate what happens when a property is not filled...
  10. At this point, about only recommendation is to have you upload the files (the .esp and the relevant script(s)) for someone to take a look, to see what is wrong.
  11. If you had a game in progress where that quest was already running, so the script instance was already in memory/save then yes, adding a new property to it would be problematic.
  12. Ok, something there is extremely off. Are you saying that in the fragment attached to the dialogue, the script is: (GetOwningQuest() as _000_Ar_Main_Script_01).Start_T() Var_A.SetValueInt(5) Debug.notification(Var_A) Or those lines are actually in different order? You are saying that you 'modify it beforehand'? Even supposing that the fragment actually looks like this: Var_A.SetValueInt(5) Debug.notification(Var_A) (GetOwningQuest() as _000_Ar_Main_Script_01).Start_T() So you set the value, you print it out, it shows 5. But then, after you have JUST printed that global, and it showed 5, the first line in your function is to print it again, and it now shows 0? Are you SURE the property (in the quest script) is indeed filled? Do you have Papyrus logging enabled? Cause here, I just did a little experiment - I added a script fragment to a quest stage. Relevant part of the script looks like this: Scriptname QF_dxSigrid_0C05BA6A Extends Quest Hidden GlobalVariable Property VAR_A Auto Function Fragment_0() Debug.Trace("Sigrid quest stage 20") Debug.Trace("VAR_A value is " + VAR_A.GetValueInt()) VAR_A.SetValueInt(5) Debug.Trace("VAR_A new value is " + VAR_A.GetValueInt()) EndFunction And in game, I just use 'setstage dxSigrid 20' to force this stage. Caveat: VAR_A property is not filled in the Script properties: The output I get [06/05/2025 - 01:42:28PM] Sigrid quest stage 20 [06/05/2025 - 01:42:28PM] Error: Cannot call GetValueInt() on a None object, aborting function call stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 30 [06/05/2025 - 01:42:28PM] Warning: Assigning None to a non-object variable named "::temp0" stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 30 [06/05/2025 - 01:42:28PM] VAR_A value is 0 [06/05/2025 - 01:42:28PM] Error: Cannot call SetValueInt() on a None object, aborting function call stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 32 [06/05/2025 - 01:42:28PM] Error: Cannot call GetValueInt() on a None object, aborting function call stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 34 [06/05/2025 - 01:42:28PM] Warning: Assigning None to a non-object variable named "::temp0" stack: [dxSigrid (2D05BA6A)].QF_dxSigrid_0C05BA6A.Fragment_0() - "QF_dxSigrid_0C05BA6A.psc" Line 34 [06/05/2025 - 01:42:28PM] VAR_A new value is 0 The important part to notice is that even though 'GetValueInt' on an unfilled property fails, it still returns a 0 for Debug.Trace to print - just like it happens in your case. Then I went back, and actually filled the property. Now, I get: [06/05/2025 - 01:57:56PM] Sigrid quest stage 20 [06/05/2025 - 01:57:56PM] VAR_A value is 0 [06/05/2025 - 01:57:56PM] VAR_A new value is 5 As expected.
  13. It's like saying "My car doesn't start after I unscrewed a bunch of random parts from the engine".
  14. If the notification message is displayed, it means the function is being called. However, because of the way Papyrus engine operates, there may be a slight delay between calling SetValueInt and the global's value actually being updated. So when you make the GetValueInt() call, the update has not yet been applied. Try following: After Start_T is called, and you get the notification that global is still 0, open console and use command 'help Var_A' (assuming that is your Global's EditorID) to check if its value is still 0 or has, in fact, been updated by now. Or, try adding Utility.Wait(0.5) between SetValueInt call and printing the value in the function. In general, you should not treat a GlobalVariable property like a local variable. If you immediately want to use the updated value, it is best to do something like this: int var_a_value = Var_A.GetValueInt() var_a_value += 1 Var_A.SetValueInt(var_a_value) if var_a_value > something ; use var_a_value through the rest of function rather than Var_A.GetValueInt() ... About your other question regarding formulas - please clarify. If you simply want to have a line like that in your script in order to calculate Var_A, then sure, you can do that. However if you want to set up a kind of automated formula like in Excel, such that Var_A will get automatically updated if Var_B, Var_C or Var_D is changed, then I am afraid not.
  15. Practical Female Armors has a FOMOD installer. I very strongly recommend just not checking vampire armor in Dawnguard section when installing it. The two mods literally work in opposite direction. Practical changes the more revealing version of the robe to use the 'covered up' variant, thus reducing variety, where as Variant aims to produce a higher variety of vamp armors.
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