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Everything posted by scorrp10
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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.
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SSE How to Randomly remodel bandits through Leveled NPC?
scorrp10 replied to pxd2050's topic in Skyrim's Creation Kit and Modders
I took a brief look at your mod, and I am sorry, but it is a major mess. Missing textures, missing head parts, wrong texture paths.... It references non-vanilla resources from all over the place that your mod does not include. What the heck is skin_8? Head meshes are in test_RBQ.esp but point to tint masks under Ugly_Zodd? Requiring High Poly Head as master? Why two separate .esps? Anyone trying to install your mod as it is, a pretty much guaranteed game crash. My suggestion: read up/watch tutorials on properly creating and packaging an NPC (follower) mod. Then you can start playing with Levelled characters and Actor templates... -
A 'path' just describes location of a file or folder in a file structure. A path can be absolute, i.e.: C:\Program Files(x86)\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\clutter\Coin01.nif Absolute paths are generally a nightmare to work with, cause they can be quite long and offer no flexibility. So typically, relative paths are used. In Skyrim, a path to any resource file is location of that file relative to 'Data' folder in the Skyrim Special Edition(SSE) folder. So, for the above file, relative path would be meshes\clutter\Coin01.nif. And now the real important part: For the mod to install properly, every resource file must have exactly the same relative path in your mod folder as it has in SSE\Data. So if you want to make a mod that replaces meshes\clutter\Coin01.nif, you make a folder on your desktop, named, say, 'CoinMod'. In it, you create 'meshes' folder. Inside that , you make 'clutter' folder, and in there, you put your new 'Coin01.nif'. So relative to your CoinMod folder, your file path is now also meshes\clutter\Coin01.nif. How do you find a path(location) of a specific file? In CK, you need to look up the form of the item that interests you. I.e. if you look up 'Gold' in MiscItem category, there is 'Gold001', and it references a model 'clutter\Coin01.nif'. Note that it does not have the 'meshes' part. This is because that field describes a model, and all models are under meshes, so that part of path is implied. It will be same with textures. Now, about them textures. If you click 'Edit' next to Model, you can see that one can assign alternate textures to shapes in the model. If in 'MiscItem' you look up 'GlazedBowl' you can see that GlazedBowl01 and GlazedBowl01Nordic use the same exact model (Clutter\GlazedBowl01.nif), but Bowl01Nordic uses 'NorBronzePots' TextureSet. If there is an alternate texture, you can look up that TextureSet form. It will tell you the files. Otherwise, you need to look for that model file, potentially extract it from a .bsa, open it in NifScope, and check textures there.
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[SSE] A Skooma/Drug Warehouse would be cool
scorrp10 replied to HeyMrNoOdLeS's topic in Skyrim's Mod Ideas
If CK crashes every 5 min, it sounds like you don't have all the proper CK fixes installed... -
Proof of concept. What we got here: Added an extra branch of player dialogue to 'DialogueRiverwood_Revisited', with 4 random responses for Alvor and 3 for Sigrid. Each TopicInfo calls a script fragment, but you can see that only two scripts are included, illustrating two different cases. Alvor: All four responses call the same 'Fragment_0' function within same TIF_Multi_05005902 script, but each response loads the 'Ingot' property with a different item. Sigrid: All three responses use the same TIF_Multi2_0500AA06 script, which includes three fragments, and each response calls a different fragment. When you test it, remember - it is random, so it CAN be 'streaky'. Sigrid gave me the same response first 6 times before choosing a different one.
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Modding From Start - Steam or GoG Galaxy?
scorrp10 replied to EpiceneBlue's topic in Skyrim's Skyrim SE
It is not 'being broken all the time'. 1.6.353 was Jan'22, then 1.6.640 was in Sep '22, and no changes since. And if Bethesda decides to update again, pretty sure update will go out to both Steam and GOG - so neither platform is 'safe' from it. At least on Steam, you can block it from updating. -
Definitely can, but that requires some SSEEdit chicanery. Think about it. After adding a script fragment to a TI, you can go to advanced tab and rename the script to whatever you want. It is NOT tied to your TI fromid. And you absolutely should be renaming your fragment scripts to avoid conflicts. Say you added script fragments to your 6 alchemy topics and have 6 separate TIF pex and psc files. Each with a function Fragment_0. Create a script that extends TopicInfo and put all code from those 6 into it. For scripts 2-6, you rename functions Fragment_1..5. Consider looking at some QF_ scripts for example of how multifragment scripts look. If some fragments are exactly the same, you can get rid of duplicates. Compile in CK using script manager. Save/exit. Go into SSEEdit. In your plugin, go into your topic infos. You will see they have VMAD section indicating which script is attached, and which fragment is called. Here, you can change them to reference your combined script and to call a different fragment. You probably should avoid messing around those topic infos in CK after that.