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Everything posted by scorrp10
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Yes, I been using QUI instead of AddItem pretty much since AE launched. It has some quirks. I.e. AddItem had a feature where you could search for specific item names across all installed mods. In QUI you kinda need to know which esp to look at. Also using QUI inside of an interior not owned by player, is kinda considered stealing. Oh, and invoking QUI while in free camera mode (tfc) bugs your camera something awful. But those are minor issues. That said, I dont' seem to be aware of any hair brushing animations available. Although there are some few posers I did not sample yet. Kinda sucks having the items with no use animation. As to the items themselves, if not maybe in vanilla, some definitely can be found in more opulent mod homes. Those toiletries from Karlov Manor can't really be picked up, but they ARE separate models and thus can be easily made into hand-held items. But again, not much point without proper animation.
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More informative console is a .dll plugin, nothing to do with papyrus. And I suggest keeping it, it is exceedingly helpful. When trying to examine the actor, did you actually click that actor while in console? As to your script dump: 'FF' formIDs are reserved for 'spawned' object instances. And apparently that script has Form FF0014E7 as a target. And whatever the heck it is, that form is not an Actor, but code is passing it to a function (GetActorSoulSizeString) that expects an Actor argument.
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You compressed that mage to such an extreme that it is really hard to tell what problem are you talking about.
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SSE Fishing-Creation-Club Draugr Weapons
scorrp10 replied to LusterCab's topic in Skyrim's Creation Kit and Modders
Just FYI: Loaded up CK with ccBGSSSE001-Fish.esm checked as a master. In Weapons section, looked up ccBGSSSE001_DraugrMace, checked its Use Info. It is a member of 'ccBGSSSE001_LItemJunkDraugrWeapons', but that leads nowhere. But it is also used by quest: ccBGSSSE001_DLCDetectionQuest. (Loaded as a property into script). Quest itself has no scripts, but its Player Alias does. -
SSE Fishing-Creation-Club Draugr Weapons
scorrp10 replied to LusterCab's topic in Skyrim's Creation Kit and Modders
ccBGSSSE001_DLCDetectionQuest (0x8BF) in ccBGSSSE001-Fish.esm, Start game enabled. Has Player Alias. This Alias has script attached: ccbgssse001_DlcDetectionScript. I could not find source for it, but I extracted pex from the .bsa and ran it through Champolion. Of interest: scriptName ccBGSSSE001_DLCDetectionScript extends ReferenceAlias ... weapon property ccBGSSSE001_DraugrMaceHoned auto weapon property ccBGSSSE001_DraugrMace auto weapon property ccBGSSSE001_DraugrWarhammer auto weapon property ccBGSSSE001_DraugrWarhammerHoned auto ... leveleditem property LItemDraugr02Weapon1H auto <<< filled with 000242FC leveleditem property LItemDraugr02Weapon2H auto <<< filled with 00024300 ... function RunSetupBaseGame() ... LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMace as form, 1, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMace as form, 1, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMace as form, 1, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMace as form, 1, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 12, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 13, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 14, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 15, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 15, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 21, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 22, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 23, 1) LItemDraugr02Weapon1H.AddForm(ccBGSSSE001_DraugrMaceHoned as form, 24, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammer as form, 1, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammer as form, 1, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammer as form, 1, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammer as form, 1, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 12, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 13, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 14, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 15, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 15, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 21, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 22, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 23, 1) LItemDraugr02Weapon2H.AddForm(ccBGSSSE001_DraugrWarhammerHoned as form, 24, 1) ... -
SSE Hello topics during follow package?
scorrp10 replied to scorrp10's topic in Skyrim's Creation Kit and Modders
Well, one thing for sure, Say() definitely has no conflict with player-initiated dialogue. Worst thing happens if I talk to her in mid-sentence is she repeats the line from beginning. .. I guess if it causes problems during combat, I will add a not in combat condition... -
SSE Armour craft conditions on book read.
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
Insanely simple. On the 'Quest Stages' tab, When you check a box that specific stage completes or fails a quest, there is a 'Next quest' field right there. -
SSE Armour craft conditions on book read.
scorrp10 replied to a topic in Skyrim's Creation Kit and Modders
Many armor mods (such as DX Succubus ) simply require that the book is in your inventory. Just need to add a 'GetItemCount' conditional to the recipes, no need for any scripts. But if you want it as stated initially, you can just look at any book that starts a quest, I.e. in CK 'Book' section, look for 'LegendofRedEagle' You can see that it has a script attached that sets stage of a quest. So you can: Create a small Quest of type Miscellaneous, run once, not 'start game enabled' Add stages 0 (start up) and 10(shut down, Complete Quest). Add quest objective (10):'You have gained the knowledge to forge Armor of Bandit' On stage 10, add a new log entry (can be empty) and add a fragment: SetObjectiveCompleted(10) on your book, attach same exact script as the Red Eagle book, fill its properties with your Quest, and stage 10. Then on Constructibles, you can set a conditional: GetQuestCompleted (your quest) == 1 -
SSE Hello topics during follow package?
scorrp10 replied to scorrp10's topic in Skyrim's Creation Kit and Modders
Most certainly NOT what I observe. If she is sandboxing, and is just sitting in a chair and I stand next to her not going anywhere. she says all her Hellos eventually. I already tried putting those lines into Idle category, and conditions are already, literally, that it is that specific Actor, and current quest stage is the one I am on. I don't see how adding more restrictions (walking/running/distance)would be of help. It is like she is not even evaluating her dialogue stack when in Follow package. And what's wrong with .Say()? It is not even an SKSE function, and is used in plenty of vanilla scripts just fine. -
SSE Hello topics during follow package?
scorrp10 posted a topic in Skyrim's Creation Kit and Modders
I just wonder if I am missing something obvious here... So I am making a quest where at one stage I can tell an NPC to either wait around or follow me (Not follower-follow, more like freed captive follow) Wait option engages Sandbox package, follow option engages FollowPlayer package. Now I have a bunch of 'Say Once' Hello topics defined and I want NPC to say them if I am around - whether I talk to her or not. If I tell her to wait (Sandbox) and then hang around, she goes about the place, and will occasionally say one of those topics to me - just as I want it. But if I tell her to follow, she just stays silent. If I do talk to her, she starts conversation with one of those Hello topics. But she will not say them to me on her own. I tried setting up those same topics as Idles - same result, she will not say them. I did go over the FollowPlayer package (which actually includes sandbox while waiting) with a fine toothcomb, and made sure all the proper flags are on. No dice. And when I test this, I do load a save I had before this current mod of mine was added. I finally ended up setting a script on her Alias to engage a 'RegisterForSingleUpdate' loop, which keeps firing about every 8-10 seconds while Follow package is active, and has her say a Hello topic. Which does work just like I want it. But I am pretty sure there's gotta be a way to get NPC to say Hello topics to player during a 'Follow' package... Any insight would be welcome, thanks. -
Good luck getting all the modded in stuff tagged. Heck, lots of folks don't even bother with proper ground meshes, let alone keywords. Not that it is of much use anyway. I know for certain when I am crafting something, 9 out of 10 I craft several outfit pieces from same collection. So the VERY last thing I need is those pieces stuffed into separate categories. There is already a name filter window, where I can type 'Elvenia' or 'Succubus' or 'Primrose' or whatever - and have just the pieces from that set conveniently listed, so I can craft legwear, headwear, armwear and buttwear from same list without any spinning wheels.
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- melee weapons
- ranged weapons
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Case in point: Manticore armor as imported over HIMBO reference into Blender: After a little bit of this and that: (I have various body parts colored brightly to easier see if something unwanted pokes out) Reimported to .nif, weighted, conformed, yada yada. As they say, no need to thank me, just enjoy it.
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That is an interesting one. Rather than trying to form the mesh to fit the skeleton, the author altered positioning of skeleton nodes within the armor. Each vertex is weighted to specific bones, meaning it will retain its relative position to the bones it is weighted as they move... I added this mod to my LE install. It works, but I would say there is something off in the angle and movement of the arms. Compared to vanilla shrouded: The difference is subtle, but there nonetheless. It looks like forearm bones are curved. What I would do is import this armor into Blender along with a HIMBO body mesh, and shape it to fit the body. Then reimport it back to Outfit Studio and re-weight it on a HIMBO reference.
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SSE Change bed ownership with script
scorrp10 replied to ThyPride's topic in Skyrim's Creation Kit and Modders
Here is a most excellent resource about properties and how to deal with them. Now that solution that I gave you is a bit heavy-handed. That is, Game.GetFormFromFile call is supposedly rather heavy, and it will get invoked any time you rent a room. Which admittedly, is not too often. But having something like that in a script executing every time you swing a weapon.... can be bad. To that extent, you could, for example, do this: Faction PlayerBedOwnership = None function RentRoom(DialogueGenericScript pQuestScript) If(PlayerBedOwnership == None) PlayerBedOwnership = Game.GetFormFromFile(0xF2073, "Skyrim.esm") as Faction EndIf Bed.SetFactionOwner(PlayerBedOwnership) ... Yet another nice way to handle this: as RentRoom gets DialogueGenericScript as a parameter, you could:In Quest section, find DialogueGeneric, and in its script section, in DialogueGenericScript Properties, add the PlayerBedOwnership Faction property, and fill it there. Then, in RentRoom, it is just: Bed.SetFactionOwner(pQuestScript.PlayerBedOwnership) -
SSE Change bed ownership with script
scorrp10 replied to ThyPride's topic in Skyrim's Creation Kit and Modders
Faction Property PlayerBedOwnership Auto You added this to the script, but have you filled the property in the script? Cause if you did not, your 'PlayerBedOwnership' variable is 'None' (null). I.e. in CK, if you open actor 'Hulda', she has RentRoomScript assigned, and selecting that and clicking Properties, you would see that specifically HER script Bed property is loaded with the specific bed in Bannered Mare. Now, in your case, with the changed script, you will see that RentRoomScript now has 3 properties, and the extra one (PlayerBedOwnership) is unfilled. Your options would be to either: 1. use CK to go through every single innkeep in the game, and fill the PlayerBedOwnership in their scripts. 2. Do something like this: Remove PlayerBedOwnership Property, and instead: function RentRoom(DialogueGenericScript pQuestScript) Faction PlayerBedOwnership = Game.GetFormFromFile(0xF2073, "Skyrim.esm") as Faction Bed.SetFactionOwner(PlayerBedOwnership) ... -
The old adage goes... you get what you pay for. That 'Premium' next to my icon means I get full speed downloads. Just tried a 220MB mod, about 20 seconds.
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Are other games running fine? Any recent Windows updates? Video drivers up to date? Certain that game runs on primary video card and not on CPU integrated? How are your thermals? Did you check if GeForce Experience is trying to 'manage' your settings?
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Take a look at how Meridia quest (DA09) is set up. It is not Start Game enabled, but is tied to an 'Increase Level' SM Event Node. If you go into that category, open the 'Increase Level', and double-click Stacked Event Node there, you can see a DA09 entry there. Its condtion is (run on Player) GetLevel >= (global value) So, at the top level, you 'Add new Quest Node', in the properties give it a name, check 'Shares Event', add a Condition (Player - GetLevel - >= X) Then you right-click your node, choose 'Add Quests' and select the quest you want to add. Now, once player's level increases to X, game's Story Manager will start the quest.
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Help Regarding XP Gained Per Skill Level Up
scorrp10 replied to Anduric312's topic in Skyrim's Skyrim SE
(Regular) Skyrim level system IS like that. You do something that uses a skill, you gain XP into that skill. You get enough XP into a skill, the skill increases. 10 skill increases, your character levels up. If your Skyrim does not works that way, it means you have some mod that alters its leveling system. -
Could be just about anything. Without seeing actual .esp and scripts, I doubt anyone can help.
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[SSE] Improved closefaced helmets patch for master nightingale
scorrp10 replied to JaSalJakub2's topic in Skyrim's Mod Ideas
Here... -
SSE Conditional spell effect
scorrp10 replied to greyday01's topic in Skyrim's Creation Kit and Modders
Another option is double-effect. The spell applies an invisible effect that checks conditions, and if met, it applies another effect - one with shaders. -
Just FYI, there is a Papyrus-based SoS .dll replacer by Erstam floating around LL. The only thing about (vanilla) Jarrin Root is that it adds a magnitude-100 AlchDamageMagickaRate' effect that lasts 5 seconds and has a script attached to apply a PoisonEndIMod effect when it runs out. So if you get your crash 5 seconds after eating it, there may be an issue with that. That said, Nightshade and Spider Egg (and a few others) got exactly that same effect on them. Have you tried eating those? If not, then the problem lies somewhere in your specific tangle of mods, and you are pretty much on your own...
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- jarrin root
- poisonous as all hell
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To go down this rabbit hole... You open any Actor record in CK, Traits tab, if the 'Skin' field under the 'Race' field says 'NONE', that NPC is using their Race default skin. We will return to that 'Skin' field a bit later. If you open any humanoid Race record (NordRace, RedguardRace, WoodElfRaceVampire etc) Body Data tab, both Male and Female, the 'Skin' field says 'SkinNaked' which is Armor form ID 00000D64 Opening that up, and playing with the 'Race' dropdown you can see in the 'Model' box that for all humans + Orcs, the models (ArmorAddon) are : NakedFeet, NakedHands, NakedTorso. Elves, Argonians and Children use others. Lets look at 'NakedTorso' ArmorAddon (Form ID 00000D67), Female section. (Male is similar) Specifically: Skin Texture: SkinBodyFemale_1 Skin Texture Swap List: SkinFemaleHumanBody Of note: whenever worn clothing/armor shows some skin, it includes the 'body' mesh that uses 'Skin' type shader, and for that type shader, game will use textures from the TextureSet specified in the 'Skin Texture' on their 'SkinNaked' "armor". SkinBodyFemale_1 is a TextureSet that typically includes textures from actors\character\female. Feet use the same set, hands have their own(SkinHandFemale_1) Now about that Skin Texture Swap List: That is a FormList, and if you open SkinFemaleHumanBody (0007BBB2), you will see that it contains only one TextureSet: SkinBodyFemale_1. In other words, body texture swapping is NOT a used feature - by vanilla. But how does it work? If that swap list contains more than one texture set, it splits the Weight range (0 to 1) into same number of chunks, and applies texture sets according to weight. I.e. if that FormList had 5 sets, it would use 1st one for weights 0-0.2, second one for 0.2-0.4 etc. There are mods like ShieldMaiden Muscle Slider CBBE which actually make use of it to make higher 'Weight' (a.k.a. Body size) actors have more muscle defining skin normals. Btw, do you currently have something like that installed? Problem is, NPC weights are all over the place. Sure, Ria is 0.9 and Ysolda is 0.2, but Njada is 0.0, Aela is 0.2, Ingun Black-Briar is 0.5, Riften's Haelga is a 1.0 and so on. And these weights are not changed easily - you need to regenerate the head mesh or you will have a gap.... Now about this one: Not sure which overhauls you mean, but just 'including their own body textures' may not be sufficient. Lets go back to line 1 of my post. An overhauled NPC 'Actor' record can specify their own custom skin 'Armor', different from their race. Say, I open CK, and load up 'Bijin Warmaidens' . I can see that 'HousecarlSolitude' (Jordis) now has 'JordisBodyArmor' skin, which uses 'JordisTorsoAP' Addon, which lists 'JordisTorsoTex' as its Skin Texture, and that uses textures from actors\character\Jordis. So if I go into textures\actors\character\Jordis, and replace the femalebody_1_msn.dds there, it SHOULD change her normal. However, JordisTorsoAP still lists SkinFemaleHumanBody as its skin swap set. Most mod authors know that vanilla makes no use of it, and do not bother changing it. But if you got a mod that adds more sets to SkinFemaleHumanBody, the game will pick a set based on the NPC weight.