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Everything posted by scorrp10
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House buying problem (Don't take money, don't give key)
scorrp10 replied to Alcaparre's topic in Skyrim's Skyrim SE
Technically, if USSEP is disabled, its .bsa should not be loading either. But USSEP being disabled is not a good thing. Would need to determine why... -
Frankly, a condition like that pretty much means "make it impossible". I.e. when debugging some of my dialog trees, I might set a condition like that to disable an option for a time. Especially considering that this quest does not HAVE any stages to begin with. But that condition is there for Skyrim vanilla, so I doubt that diaogue option ever worked. In fact, there is some lore dialogue under 'QuestDialogueMarkarth' quest, that is exclusive to Kibell - the local driver, and is completely different from the one defined under Carriage dialogue quest. I actually just installed Convenient Carriages (IC version), and frankly it has such a massive fomod that almost everyone's install is likely to be unique. Meaning you would have to debug it on your own setup. First item, check if this is an issue with your current game. Start game, and at main menu, open console and type 'coc whiterunstables'. Exit the stables and talk to Bjorlam. See if he got the lore option. Now for that debugging. The lore option topic for Whiterun is 000C41D3, and response is 000C41D4. The only conditions I have on it are: Player - IsInCombat - == 0 AND GetIsAliasRef (subject) WhiteRunDriver - == 1 OR GetActorValue (subject) Variable02 == 1 First one is self-explanatory. Second check it to be a specific Alias, and that alias is hard-locked to a unique actor, CarriageDriverWhiterun (Bjorlam) If you are not getting that option, it can mean that: > Somehow the owning quest is not running . (Try 'startquest 17F01' or maybe 'resetquest 17F01') > Quest Alias failed to load for some reason. Again, resetquest may help.
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Just to be aware, Nexus Mods is about hosting mods for PC platform. You might consider checking out Bethesda community. Far as the mod, I suggest you do stages. Step 1 - make a 'loose file' mod, zip it up and see if it works on a PC install of Skyrim. Find someone willing to test out your mod on their PC to make sure there are no grey faces. Can even be another PC in your house where you can install Skyrim. Heck, if you upload your mod to Google Drive and post a link here, I might be able to tell you what's wrong. Step 2 - same exact mod, same files, but now have them packaged into a .bsa archive. - so your zipped mod file literally contains just the .esp and .bsa files. See if that works on a PC. Once past that, you can actually try uploading it to Bethesda.
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HIMBO? https://www.nexusmods.com/skyrimspecialedition/mods/46311
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House buying problem (Don't take money, don't give key)
scorrp10 replied to Alcaparre's topic in Skyrim's Skyrim SE
All scripts are supposed to be in Data/scripts. If you have paths like that, I suppose you are using MO2. I am not familiar with how it does things, but I heard that it stores .bsa archives extracted. To dig a bit deeper: When a steward tells you 'Wonderful here is your key', that is done via following topic/response, and runs following fragment script: City Topic Response Script Markarth 000A7B0B 000A7B23 TIF__000A7B23 Riften 000A7B0E 000A7B28 TIF__000A7B28 Solitude 000A8518 000A851F TIF__000A851F Whiterun 000A7B18 000A7B1E TIF__000A7B1E Windhelm 000A7B08 000A7B2A TIF__000A7B2A So, to consider Whiterun, if you go into SSEEdit, expand Skyrim.esm - Dialog Topic category - scroll till you find 000A7B18 - expand it - click on 000A7B1E under it.It SHOULD be overloaded only by USSEP, and the principal difference is that Skyrim.esm calls Fragment_0 in the script, while USSEP calls Fragment_1. If you dig into Skyrim - Misc.bsa, it has TIF__000A7B1E.pex under scripts. Same if you dig into Unofficial Skyrim Special Edition Patch.bsa Since USSEP loads after Skyrim.esm, files in its .bsa should have priority. Thus, if it is not working, here are possible issues: 1. Some other mod plugin also has form 000A7B1E copied from Skyrim.esm, and is overloading it, pointing it back at Fragment_0. If so, you likely need to delete that form from that plugin. 2. Somehow, your game is using the Skyrim.esm version of TIF__000A7B1E.pex Either is got extracted from .bsa or vanilla version of TIF__000A7B1E.psc got recompiled. 3. If MO2 extracts .bsa files, maybe somehow USSEP version of TIF__000A7B1E.pex got deleted from wherever MO2 keeps extracted files. -
In console, click NPC, use command 'showinventory' It will list all that NPC has, also showing what's being worn. Next to each item will be its FormID (an 8-digit hex number) Find FormID of the item in question. If first two digits of FormID are 00, that is Skyrim's own armor, and some mod is just replacing the vanilla mesh file. If it starts with anything other than 'FE', it is from a regular mod. I.e if it starts with '4C', in your mod list look for a plugin with index 4C. If it starts with FE, it is a light mod, and you need to look at next 3 digits. I.e. if FormID is something like FE0568A0, you need to look for a plugin with index FE(056) Once you know the plugin, you know the mod.
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[SSE] Request: Turn this Preset Into a Standalone Follower
scorrp10 replied to 7izan's topic in Skyrim's Mod Ideas
Ah, thanks, but I opt out of donations. I do this just for fun. The mod still needs a fair bit of work before I publish on Nexus, and not sure when that will be - but it should be fairly usable in its current form. -
SSE Converting KS Hairdo to SMP KS Hairdo
scorrp10 replied to 7izan's topic in Skyrim's Creation Kit and Modders
I don't think OP is asking how to take a static hair mesh and turn it into an SMP one. That is rather advanced stuff that involves rigging, weighing and defining bone behavior, constraints, collision meshes etc. I have done it, rather time intensive stuff. I think the question is - how does one take a hairdo that is already available in RaceMenu in SMP form and put it on an NPC? The real real real easy way is to see if this hairdo exists in the form of a wearable wig. (If not, there are ways to convert) Then just make it part of that NPCs outfit. Of course, the big problem is that in any situation when NPC takes everything off, the wig comes off as well. The other option is making it part of NPCs 'naked' skin. You also need it in wearable wig form, you make its ArmorAddon a part of NPCs skin 'Armor'. You also need to go into the NPC's head .nif and set 'hidden' flag on Hair and Hairline meshes. Or else they will have both showing. Finally, the method when an SMP hair is made part of actual NPC head. I tried it on a number of occasions... and failed. Generally, the way it works you define the additional bones for the physics bits - some of those anchor to the skeleton, and the rest 'hang' from those. You weigh mesh sections to those bones. Then you create an xml file that declares those bones, how they behave, and all that. Link to this file is added in the .nif as StringExtraDate titled 'HDT Skinned Mesh Physics Object' When .nif gets loaded, HDT engine sees the xml, and knows what to do with those extra bones that are not part of the primary skeleton. So I get the head exported, all parts named properly, bones are present, HDT xml file included and edited to properly reflect mesh names, yada yada. But, in the game, the moment it tries to load that NPC, instant crash. And looking at crash logs, it appears that engine is trying to render the head before HDT plugin has a chance to 'see' it. So if anyone has successfully managed to incorporate SMP hair into an NPC Facegen mesh, I would really be interested to see how it is done. -
[SSE] Request: Turn this Preset Into a Standalone Follower
scorrp10 replied to 7izan's topic in Skyrim's Mod Ideas
My preference is CBBE 3BAv2. BHUNP at this point is kinda niche. Also, the recent V3 release kinda broke a whole bunch of presets. But as they say, pick your poison. And yes, if a given NPC is set up wit ha custom body/skin, switching just means body meshes/textures replacement. Anyways, Here is a preliminary version of the mod. A few notes: The mod at this stage is NOT light. Creation Kit has the option to compact existing FormIDs, but it will not conform for new ones. So compaction and ESP_FE flagging will be the final step. I coulda just stuck her into some inn, ready to go - but where's the fun n that? Look for her in Embershard Mine. She got a bit of a temper and a sad story to tell. As the quest is not entirely complete: Once freed, she might thank you and just run off. Might want to talk to her before she does. She runs to Sleeping Giant in Riverwood. At this stage, if you dismiss her without changing her home base, she might go back to Embershard. I did not test yet. About the body: The prebuilt body meshes are CBBE 3BA. However, I include BodySlide files for her body/feet/hands and her prison rags in both CBBE 3BA and BHUNP variants. If you decide to build the BHUNP versions you need to: Go to textures/actors/character/LilyFollower/Body Copy the 8 files under UNP folder into this folder (overwriting the CBBE textures) Weight: The preset file for her is weight 0, so on most body presets, she is quite skinny. If you want more voluptuous form, you probably want weight 100. For that, In meshes/actors/character/FacegenData/FaceGeom/LilyFollower.esp/, replace 00005900.nif with 00005900_100.nif. Then you need to edit Lily's Actor record in either CK or xEdit to state weight 100. In final mod version, CBBE/BHUNP and Weight 0/100 choices will be handled via FOMOD -
That dialogue is under 'DialogueCarriageSystem' quest (0x17F01) You could check vvia SSEEdit if somethin overloads that quest. The conditions for those lore bits are fairly simple: Player must be not in combat, and Actor they talking to must be loaded as ReferenceAlias for a driver from that town, OR their ''Variable02 " actor value needs to be set to a certain value (i.e 5 for Windhelm) So something must be broken with that quest.
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I use Vortex, it works for me. Another option is MO2, and supposedly it has some rather nice powerful features over Vortex, but so far I felt no need to switch. At least for SSE, the methods for getting mods are: 1. Manual download and install. You get the zip (.7z, .rar) file in your folder, and you can unzip it and do your copying manually. This method is ONLY for modding experts, typically if they don't actually want the mod itself, but rather to examine it, borrow resources etc. 2. Manual download but using mod manager. (This is pretty much how you install mods from places other than Nexus) You get the zipped file downloaded, drag-and-drop it into your manager, and it does the rest. 3. Automatic. You need to have your mod manager running and linked to your Nexus user account. You click the 'mod manager download' button, and manager gets the file and you can proceed to install it. Benefit of this is mod manager is 'aware' of the source of the mod, and can notify you, for example, when a mod you have installed has been updated. I would say 95% of the mods I got from Nexus have been installed that way.
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[SSE] Request: Turn this Preset Into a Standalone Follower
scorrp10 replied to 7izan's topic in Skyrim's Mod Ideas
Still got a bit to do there - you got any preference as to her combat type? A melee (1H/2H), archer, destruction mage, healer, conjurer? Also ok to make her a bit OP or stick closer to vanilla? Not a big deal - if you use any sort of follower manager (NFF, AFT) all of that can be edited anyway. -
On the Nexus Mods,, click your account icon in upper right, choose site preferences. Go to 'content blocking' tab. Switch to 'Show adult content.'
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SSE show only active (*) forms not working .
scorrp10 replied to ThomicStridon79's topic in Skyrim's Creation Kit and Modders
He is talkin about this field. Super mega convenient. I got CK SSE with Creation Kit Fixes installed. If you never seen it, I seriously got no idea what sort of ancient CK version you got. I mean, I have an Oldrim (LE) install as well, and also the 32-bit CK for it, and that ancient version does not have that checkbox. -
If a mod does not include a .dll file, (and does not require an outdated mod with a .dll file) it is guaranteed to work on AE.
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Looks like you are missing the 'HairLine' portion of the hair.
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House buying problem (Don't take money, don't give key)
scorrp10 replied to Alcaparre's topic in Skyrim's Skyrim SE
Do you have 'Unofficial SSE Patch" installed? Also, if you go into Data/scripts, does it have any of those files: TIF_PlayerHouseBuySold_000C5E28.pex HousePurchaseScript.pex QF_HousePurchase_000A7B33.pex If it does, delete those files. -
The order of parts by itself is completely irrelevant. But if game uses texture sets to create multiple color variations from the same mesh, those parts must remain in the same position in the list for the texture sets to apply properly. As to the number of various bits - In general, especially in Outfit Studio, it is easier to work with an outfit when it is broken up into its components. You can move/scale/rotate and sculpt individual pieces much more easily. However, the more separate shapes are there in a mesh file, the harder it is on performance. And that is what 's most likely messing you up. When you copy properties, it also copies the textures that mesh is using. If meshes use different textures, it is most likely they got different UV maps - and you will have a mess...
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SSE Detecting fire weapon enchantments on hit
scorrp10 replied to dafydd99's topic in Skyrim's Creation Kit and Modders
I would consider something like Bool function IsFireEffectWeapon(Form akSource) Weapon _weapon = akSource as Weapon If _weapon == none return false Endif Enchantment _enchantment = _weapon.GetEnchantment() If _enchantment == none return false Endif Int _idx = 0 While _idx < _enchantment.getnumeffects() MagicEffect _effect = _enchantment.getNthEffectMagicEffect(_idx) If(some way to check if _effect is fire type) return true Endif _idx+=1 EndWgile Return false Endfunction -
[SSE] Request: Turn this Preset Into a Standalone Follower
scorrp10 replied to 7izan's topic in Skyrim's Mod Ideas
Yeah, in a couple of days - as I said, mod still needs work.... You wanna keep the name Lily? Though gotta say, changing NPC name only takes about 2 minutes in SSEEdit... -
[SSE] Request: Turn this Preset Into a Standalone Follower
scorrp10 replied to 7izan's topic in Skyrim's Mod Ideas
Not 100% like in the screenshots, but that's likely cause I use different ENB (Patrician) Still needs a bit more work though... -
Hello, respected experts i'm a Chinese player
scorrp10 replied to CN020202's topic in Skyrim's Skyrim SE
Mismatched neck color on a single NPC generally means their body skin tone does not match their facegen tint mask. Mismatched skin on ALL males is about guaranteed that you default body and head textures are not in sync. data/textures/actors/character/male/ malebody* vs malehead* -
Yeah. Make AR global. Race Property WerebeastRace Auto Armor property WerebeastSkin auto Armor property WerebeastSkinNew auto Actor iActor Race OriginalRace EVENT OnEffectStart(Actor akTarget, Actor akCaster) iActor = akTarget OriginalRace = iActor.GetRace() ENDEVENT EVENT OnRaceSwitchComplete() Race NewRace = iActor.GetRace() If ( NewRace == WerebeastRace ) iActor.UnequipItem(WerebeastSkin) iActor.EquipItem(WerebeastSkinNew) ElseIf ( NewRace == OriginalRace ) iActor.UnequipItem(WerebeastSkinNew) EndIf ENDEVENT
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I really have no idea what is your work process for 'adding details from male version', but generally when you start, you should have something like this: Where you got your body mesh (CBBE) and one or more meshes comprising the outfit - female bits in this case. When you import additional stuff from another .nif, it gets added as additional, separate mesh(es). Like 'male bits' in this hack job: And these meshes have their own properties, and point to their specific textures. And unless you do some stuff like 'copy properties' from female bits to male, male bits ought to have their own textures, and not 'get textured with female variant'. Now when you create it in the studio, save the project, and then build it in BodySlide, now you can go into the Creation Kit and edit the ArmorAddon that uses that .nif. When you click the 'Select' button in the ArmorAddon window for Female Biped Model, you might see this: See that 'New Texture' column? That is where you can click and assign to a specific mesh a different texture set. That is how you can do a bunch of color variants on a single mesh. In fact, it has a texture set specified on slot 1 (female bits), making it red instead of black Now here is the fun part. Notice how in Outfit Studio, mesh order is: CBBE female bits male bits Now suppose that CBBE reference was a static one and you decided to replace it with a physics one. So you delete existing body, and load up 'CBBE Body Physics' reference instead. Now, the order is: female bits male bits CBBE Guess what happens in the ArmorAddon? slot 1 is now 'male bits', and the red texture set now applies to them, making the 'all wonky'. Moral of the story: if armors you are working on make use of texture sets to create color variants, you need to be very very careful to keep the original order of meshes intact and have any added meshes listed after original ones.