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Everything posted by scorrp10
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SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Just remember a couple things about using xEdit: 1. When xEdit is running, all plugin files are considered 'opened' and are therefore locked. Which means you cannot save changes to a plugin in CK when xEdit is up. 2. Even when you click 'Save' in xEdit to apply changes you made, it does not actually write those changes out - they are 'stashed'. The changes are applied to .esp files only when you exit xEdit. So if you make changes and save, and launch game without closing xEdit, you will find your changes are not there. That is because xEdit did not actually write them yet. -
SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Arrays are also easy. Make an array in CK, add a bunch of 'None' items to it. Save. Load up xEdit, whatever your script is attached to, the properties will be in the VMAD section, array will be listed out conveniently. Just click the FormID field and start typing in. You can type in Editor ID or the FormID itself. -
The Mikasa preset comes from the same guy, so not much hope there either. Let's see... You'll need high poly head from vector plexus, the eyes of beauty, Sg hair, diamond textures basically Looking at .jslot: "Cherry's Eyes.esp", Eyes of Beauty my ***. At least this one does not have any 'exotic' makeup textures. Skin tint color: "color" : 4291743180, That's 0xFFCECDCC or 206/205/204 Which should be a decent color. Ok, lets load her up. Well, well. I'd say that's about right on the money. Sure, the skin is different (Fair instead of Diamond) Specifically, the glossy version of Diamond...
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Ok, that Dagonet preset is gotta be one of the absolutely WORST packaged presets I ever seen. You see, when you create an NPC mod, and select whatever makeup/tintmasks you got install in your game, all of it then gets baked into a single facegen texture. On a preset, that texture is useless. When you package a preset , you have to specify which makeup mods everything came from. This one lists NONE. Let's see the requirements list: You'll need high poly head from vector plexus, the eyes of beauty, ks hairdos, kalilies brows. HPH - ok KS Hair - ok. This preset does NOT use Eyes of Beauty - the Eye are from 'Improved Eyes Skyrim' High Elf variants of the eyes in that mod have horridly yellow whites. This preset does NOT use Kalilies Brows. It actually uses vanilla. The skin tint in this preset is listed as 183/186/125, which makes her skin look yellower than American cheese. Even the baked tintmask (useless for a preset) has base color of 182/173/152. Still yellow, but it is an acceptable Altmer yellow. But the mod screenshots don't show even a HINT of yellow. Admittedly, I use Fair skin, the preset specifies BnP skin, which can make a fair bit of difference. But not THAT much. Now, back to those makeup textures. Looking into the .jslot, some of the textures listed are: Actors\\Character\\Overlays\\FMS\\EyeShadow\\Lid 2.dds < this one I got Actors\\EmpyreanCS_F_9_B.dds < I guess from Empyrean warpaints Actors\\makeup by kai\\kai-kaiShadow layering upper.dds < I think from Oldrim Actors\\makeup by kai\\kai-kaiShadowLower.dds actors\\character\\Overlays\\Koralina\\Lips\\lips_08.dds < got that Actors\\Character\\character assets\\Overlays\\ZMD78MAKEUP\\cracks 1.dds < guess those are freckles, no idea where from So, no mention of Empyrean, Koralina, FMS, and whatever sources of the other textures. And yeah, after loading preset and importing the head, she looked like this: I tweaked her skin tone a bit, chose some random blue eyes from (actually)the eyes of beauty, and dropped in a few makeup tint masks. Still not quite the look from the mod page. But that's cause about the only thing in the preset that does match the mod page is the head scuplpting.
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SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
Problem is, if you declare your property as ObjectReference, to fill it you need to specify an actual reference in some cell. Which frankly sounds like what OP is already doing. Which is fine if you want to use a script to say, enable/disable something in a particular dungeon. But if you need the base object, not the best solution. -
You really should not need to change any of those settings. Tell you what, link me 2-3 presets that you can't get to look right, I will see if they work for me.
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SSE CK Source cannot be saved.
scorrp10 replied to ppcl106's topic in Skyrim's Creation Kit and Modders
When you define a 'SexLabFrameWork' property in your script, It needs to locate Data\Source\Scripts\SexLabFrameWork.psc. And while it is not actually trying to complie it, it verifies that it is compile-able. Which meens it needs to verify that any scripts it depends upon are also compile-able. For example, SexLabFrameWork.psc defines a property: sslActorLibrary property ActorLib auto hidden Which means that sslActorLibrary.psc must exist and be compile-able. And it apparently exists, but in line 295, it calls a function 'GetWornForm' on an Actor class object. And looking into MY Actor.psc, it has: ; SKSE64 additions built 2021-11-10 05:57:47.902000 UTC; returns the form for the item worn at the specified slotMask; use Armor.GetMaskForSlot() to generate appropriate slotMaskForm Function GetWornForm(int slotMask) native Which tells me that GetWornForm is an SKSE function. Which also tells me that you got your SKSE scripts in a wrong place. For whatever reason, SKSE bundles its source in Data\scripts\source rather than Data\source\scripts. What you need to do:Locate your SKSE64 download file.Extract it to some temporary folder.From the extracted files, copy everything under Data\scripts\source into your SSE\Data\Source\scripts. Let it overwrite existing files. -
I dunno, only 'NPC on a slab' I can see is on in front of a small bridge right before the boss falmer shaman.... unless you mean NPC lying on a bedroll. There are several of those, but I could not see a configuration similar to the picture. One thing you could try is open console, click on those specific eggs, and post here the 8-digit hex number that appears in middle of screen... One thing it might be, is that thing among eggs is actually Chaurus hunter cocoon - and yes I occasionally see that 'goo' left hanging in mid-air after a hunter bursts from cocoon.
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Do not mess around with those settings. A lot of HPH presets have 2 files: the .jslot preset file and a head .nif. Assuming you got High Poly Head 1.4 installed: In Racemenu: 1. If you load one preset and do not like the results much, it is often not the best idea to try and load another over it. You can get leftovers from prior preset messing things up. Which means if I want to create a new character, I will start the game, and at main menu, use 'coc qasmoke' to load into test area as a brand new character. 1. You generally want to set the NPC to proper NPC race and sex. I.e. if preset says she is a Breton, you really best off making her a Breton. You can usually interchange between humans (Nord/Imperial/Redguard/Breton) but Elves are different. 2. Then you go to Presets, and F9 to load the preset. Oftentimes, the result will look quite deformed. Oh, and if you don't have requisite head parts installed (eyes, brows, hair etc), those parts will stay default. 3. Next, go into 'sculpt' tab and use F9 to import the head. Ideally, all parts should be green and have same names. Green means they are vertex compatible and can be morphed. Once you load the head, you should be close enough to mod page look. Note that it is still very much dependent on which skin you use and which ENB.
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Creating NPC actions in CK during a quest/scene?
scorrp10 replied to MayhemMistress's topic in Skyrim's Skyrim SE
Package: MQ102IrilethForceGreetPlayer. (can't get more descriptive than that, eh?) If you look at that package, in Flags tab, 'Weapon Drawn' is checked. And really should consider studying in detail the scenes in TG05SP Quest. Scene with Mercer in Karliah where she 'poofs' at the end of conversation. The idle is actually to drink a potion, and then she get invisibility added. But can easily do other stuff there. -
I can generally think of two cases: 1. The object on which this splatter is supposed to be, did not render properly.... but the splatter did. 2. That splatter was supposed to be on the eggs. If you could tell where that image is from exactly, I can check the place in CK.
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SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
As long as property name EXACTLY matches the EditorID of the form, Auto-Fill should work. But what If you want to use same script on a number of objects, loading same property with different form each time? Go into that script properties page, add whatever Form properties you need, named however you want, leave them unfilled. If you attach same script to any other object, you at least need to go onto their properties. and click OK. Then go into xEdit, locate whatever the script is attached to, (in my case, it is attached to a quest alias). Find the property, and under Value, just type in the FormID of whatever you want to fill it with. (You can also start typing the editorID, it will find it) Once you put values into all the properties as needed, save and exit. You got your properties loaded, Can verify it in CK It might sound a bit cumbersome, but once you are in xEdit, it should be pretty quick to click through objects and get them filled. Especially if they are different properties on the same script. -
SSE MovableStatic in a property
scorrp10 replied to Sirgallyhave's topic in Skyrim's Creation Kit and Modders
I dunno, I just started CK, randomly selected a MovableStatic: BFXFireVol01 (000D61B6) . I went into one of my existing mod scripts, and added a Property type Form, named 'BFXFireVol01' 'Edit Value' button did not offer anything valid. But when I clicked 'Auto-Fill', it populated the property with FormID 000D61B6. -
Assuming you mean the furnished Breezehome. Looking in CK at vanilla 'WhiterunBreezehome' cell, dining table reference is CA133, base C07F2, 'NobleTableLongBench01' And in vanilla Skyrim world, there are a total of 5 of those, 1 in Breezehome, 1 along the wall in Jorrvaskr basement, one in Winterhall college Hall of Attainment (one of side rooms on 2nd floor), and 2 in College Hall of Countenance. So if you got any College-altering mods, chances are the 3 tables there are replaced. The mesh is in Skyrim - Meshes1.bsa meshes\Furniture\Noble\NobleTableLongBench01.nif, and it primary texture (diffuse) is textures\furniture\noble\NobleFurnTable01.dds, which is found in 'Skyrim - Textures5.bsa' In my case, I have Rustic Furniture, which among others, includes replacement textures for that table. But if that table missed texture, either Your Skyrim - Textures5.bsa is somehow corrupt or You have some mod that overrides the vanilla textures\furniture\noble\NobleFurnTable01.dds with something invalid.
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Racemenu?
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SSE NPC dialogue not working - this is driving me nuts!
scorrp10 replied to dafydd99's topic in Skyrim's Creation Kit and Modders
The bib big question is - is it because the dialogue quest you made for innkeeper is not being started - or because the quest simply fails to start on its own. I.e. if you add a Debug.Notification("Starting quest X") fragment to stage 0 of quest, and then use 'startquest' console command - do you get the notification? Cause I recently had an issue where a quest I am working on was not starting, and I thought something was wrong with the started method. But then I noticed that quest would not start even via console commands. Finally, I noticed that somehow, in the course of changing this quest, I cleared one of its alias assignments. As a result, quest would just not start - silently - with no mention of the error in the log. Once I restored the alias reference, everything worked again. Now if you are able to start this quest manually - and get confirmation that it is running - then I guess something is wrong with starting mechanism. Personally, I prefer not to rely on the 'Start Game Enabled' flag much. Say, you can set up a wrapper quest that uses a StoryManager Location Event, and have Stage 0 fragment of that quest run a function that launches all the other dialogue quests. And that function can also verify that quests have indeed started. (By checking the Start() function return value) -
SSE Add craft items to iron category
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
I dunno. TRY it. -
SSE Add craft items to iron category
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
Keywords. Armor items: add 'ArmorMaterialIron' keyword. Weapon items: add 'WeapMaterialIron' keyword. -
My followers skin is being put onto NPCs in game...
scorrp10 replied to MayhemMistress's topic in Skyrim's Skyrim SE
In CK, get your esp loaded. In ArmorAddon section, find the NakedTorso/Feet/Hands you edited. Open 'NakedTorso' (one you edited) change the ID, click OK, say yes to create new form. Same for Feet/Hands. In the Armor section, locate the naked skin form you created for your follower. Make sure it is indeed a different form, that you did not just edit 'SkinNaked' itself. In the models section, delete everything, then add the new ArmorAddon forms you just made. Save and exit. In xEdit, locate entry for your plugin, expand its ArmorAddon section. It will likely have 6 items: 3 of them the new ones, overriding nothing, 3 of them overriding forms in Skyrim.esm. Just right-click the overriding ones and choose 'Remove'. While there, click on the new ArmorAddons you made and check their properties. In the 'DNAM' section, they should have entries for 'Weight Slider - Male' and 'Weight Slider - Female'. Make sure 'Weight slider - Female' has 'Enabled' under it. CK seems to have an annoying habit of losing that flag when creating new ArmorAddon forms. Just in case, expand ALL categories, make sure your mod is not overriding anything in Skyrim.esm - except for the Cell where you place your follower. What you should have: 2 TextureSets for body and hands skin 3 ArmorAddons for torso/feet/hands (feet AA uses the body texture set) 1 Armor for the skin. Save and Exit. -
My followers skin is being put onto NPCs in game...
scorrp10 replied to MayhemMistress's topic in Skyrim's Skyrim SE
It works like this: Pretty much all regular human NPCs get their skin from their race record, and that skin is 'SkinNaked' (0xD64). Specifically its ArmorAddon component called 'NakedTorso' (0xD67) And if you look at that ArmorAddon record, you can see that its 'Skin Texture' field (for female) is populated with TextureSet 'SkinBodyFemale_1' (0x3EDE7) And Normally, that texture set points to textures in textures\actors\character\female\femalebody*.dds So, if your custom tattooed skin shows up on regular NPCs, you either: Replaced the femalebody* textures in textures\actors\character\female\ with your own. Changed SkinBodyFemale_1 to point at your tattooed textures. Changed NakedTorso ArmorAddon to use a different skin texture set. Changed SkinNaked to use different ArmorAddon. Changed Race record (Nord?) to use different NakedSkin armor. It does not matter which textures the actual body mesh specifies (in NifScope) The proper way of putting a custom skin on a specific NPC: I will just give an example from a mod I am working on: I put the custom skin textures under textures\actors\character\LilyFollower\Body. I created a textureset form, Lily_SkinBodyTS, that points to those textures. I created an ArmorAddon form Lily_TorsoAA (as well as feet/hands) that uses that texture set as skin texture. Created Lily_SkinNaked Armor consisting of those ArmorAddons. In Actor record of my NPC, Traits tab, I assigned her skin to be Lily_SkinNaked. -
SSE Merchants sell random number of desired items?
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
Yeah just take a look how most merchant chests are organized. -
SSE Follower folder structure
scorrp10 replied to GoldenDragyn's topic in Skyrim's Creation Kit and Modders
There are a few hard rules, but other than that, it is basically however you like. 1. Each resource MUST be under proper sub-tree. That is, every texture must be somewhere under Data\textures, all 3D models and animations are under Data\meshes, all compiled scripts under Data\scripts etc. 2. Certain files follow a very rigid folder structure requirements. For example, voice files must be structured just so to be properly found/recognized. And FacegenData files. Now, about facegen: When you set up a follower in CK, you can specify the head parts, tweak various facial feature sliders, skin tone etc. and then have CK generate the head mesh and tintmask. Vast majority of modders today do NOT use that feature as it generally produces very bland looks. Heads are usually created by other means. Now, as far as I recall, a CK without Fixes will automatically generate facegen files for any Actor that your .esp file includes or overrides. Which can potentially overwrite the beautifully sculpted Racemenu/ECE head you mat have created for them. A CK with fixes will not do that. You need to select the Actor records for which you want CK to generate heads and press Ctrl+F4. Placement and naming of those file is crucial. Mesh: Data\Meshes\actors\character\FacegenData\FaceGeom\<plugin name>\<formID>.nif Tintmask: Data\Textures\actors\character\FacegenData\FaceTint\<plugin name>\<formID>.dds <plugin name> is the plugin in which actor primarily defined. <formID> is the ID of the actor WITHOUT the mod index. Example: You are creating a mod where you give Valerica (Dawnguard) a serving girl. As part of this mod, you also want to tweak Valerica's looks a bit (new hairdo, etc) Your mod plugin name is ValericaServant.esp When you open Valerica actor record, its FormID as shown in CK is most likely 02003B8B That '02' is the plugin index. If you tweak Valerica's looks and then use Ctrl+F4 to facegen, the generated files will be: Mesh: Data\Meshes\actors\character\FacegenData\FaceGeom\Dawnguard.esm\00003B8B.nif Tintmask: Data\Textures\actors\character\FacegenData\FaceTint\Dawnguard.esm\00003B8B.dds Your mod is just overriding a form defined in Dawnguard.esm, so the files go there. And note the naming - especially the leading zero's. If you want to design a better looking head in Racemenu or ECE, that is how it MUST be named and placed - no exceptions. Now, lets move on to that serving girl. She is a brand new NPC, defined in just your mod. If the only masters you selected for your plugin are Skyrim.esm, Update.esm and Dawnguard.esm, your active plugin index in CK is likely 3, so the serving girl's Actor FormID may be something like: 03000D64. Once you are happy with her looks, you select her record and press Ctrl+F4. The generated files will be: Mesh: Data\Meshes\actors\character\FacegenData\FaceGeom\ValericaServant.esp\00000D64.nif Tintmask: Data\Textures\actors\character\FacegenData\FaceTint\ValericaServant.esp\00000D64.dds This actor is initially defined in your mod, hence the placement. And again, note the naming. Now, with those files out of the way, most other resources can be placed how you fancy. But you should keep in mind that you want to avoid potential conflicts. A lot of people, when they make a follower mod, they make folders either directly under textures and meshes, or under actors\character in those folders. I.e. if you named that serving girl Jenny, and dumped all her textures under Data\textures\Jenny, you are frankly asking for it. Data\textures\actors\character\Jenny is not much better. What, IMHO, can be considered good structure: Under Data\Textures\GoldenDragyn\ValericaServant\Jenny (and under that, sections for say, Body, Hair, Eyes, Clothes) -
SSE Merchants sell random number of desired items?
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
You use Levelled Items. That is what is used to randomize chest loot, mob drops, merchant inventories - and to make loot/sold items get better as you level up. A levelled item is essentially a list of chances to generate a certain amount of certain item at certain player level. And you can nest them. For example: you want merchant to sell 10-20 ingots when player is level 10+. You create a levelled item that contains an entry for that ingot, level 10, count 1, chance None = 0. Call it 'ingotGuaranteed' Create another item that is set up same way, but you put 'Chance None = 50, and check 'calculate for every item in count'. Call it 'IngotRandom' In the merchant's chest, you add 10 of 'ingotGuaranteed' and 10 of 'IngotRandom'. -
Add my items to Merchants sell inventory.
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
No, you do not create a new chest. You add items to the EXISTING chest that the merchant uses as their inventory. (It is just a formlist, so if any other mods also add stuff to same merchant, those just get merged) How you find it? Easy option - under 'WorldObjects', select 'Container' section and in filter window, start typing the merchant name. I.e. I type 'Belethor' and it finds 'MerchantWhiterunBelethorsGoodsChest' (0009CAF8) Slightly more difficult - I start typing 'Lucan' in the filter and get nothing. So I try 'Riverwood', and there you go: MerchantRiverwoodTraderChest (00078C0C) But suppose that did not work either. The linking of a merchant to a chest is done via a Faction. This is what allows other NPC to take over the store if original merchant dies. So I look up Lucan's Actor record, and in the list of his Factions, I look for something suitable. Typically, it will be something with 'Services' in the name. In case of Lucan, there is: ServicesRiverwoodRiverwoodTrader Right-click on the faction that looks likely, click 'Edit'. and in the Faction window , go to 'Vendor' tab. If the Vendor box is checked, you got the right faction, and it will tell you cell and reference of the chest. Another example: Balimund. Faction list includes: ServicesRiftenTheScorchedHammer, faction Vendor tab says Merchant Container is: 'MerchantRiftenScorchedHammerBlacksmithChest' in 'RiftenBlacksmith' cell. In Cell view window, find 'RiftenBlacksmith' in the list of interiors, and in it list of objects look for that container. Right-click it, choose 'Edit', and then 'Edit Base'. -
I never bothered with .bsa much, preferring to just arrange loose files in a work folder and zip it up. Kinda have to do it if you include BodySlide files. That said, I got a suggestion. Not sure why your archiver window is showing no files. I just tried doing 'create archive' on my in-progress follower mod, and it pulls a TON of stuff, a lot of it cause I use custom head parts. Definitely needs cleanup, but one thing I notice is that it does NOT include my follower facegen either - neither mesh nor texture. I also notice, by the way, that it does not pull any of the custom voice files. So what I can do is 'Export List' to dump the list of files into a file, which is just a text file. I open that file, edit it to remove any stuff that does not belong, and add stuff that does. Once I do that, I go back to CK and in Archiver window, I use 'Import List' to import the edited list file. Looks a lot cleaner, and the facegen mesh and texture are now there. That said, this built-in Archiver in CK looks rather suspect. I mean, I got 100+ voice files in that mad and CK just ignored them. And what if I had 30 custom facegen NPCs, not one? My general suggestion would be: create a work directory where you copy all the resource files that comprise your mod (in proper folder structure). Basically the way you would for zipping up as a loose file mod. And then get it processed in Cathedral Asset Optimizer. which has a 'Create BSA' feature.