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Everything posted by scorrp10
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SSE Ground Object Meshes won't show in CK or in game.
scorrp10 replied to RatB0Y68's topic in Skyrim's Creation Kit and Modders
Chances are it will not. Dry dropping an item to ground in game. Ground meshes need to have a BSFadeNode type root. They should have a BSInvMarker and BSXFlags blocks, as well as bhkCollisionObject defining their havok collision properties. Generally, best option it to take one of Skyrim's own ground meshes for a similar sized mesh and copy those blocks over. -
SSE Ground Object Meshes won't show in CK or in game.
scorrp10 replied to RatB0Y68's topic in Skyrim's Creation Kit and Modders
You would have to upload one of those ground mesh files to where it can be downloaded and looked at. -
Installing a collection is pretty much same as if you installed all those mods individually yourself - with all the same conflict resolution rules. So you caan remove mods you don't want or update mods that havea newer version or add extra mods. You can even install multiple collections if so inclined.
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First off, I got zero experience modding for XBox. Only thing I sorta heard is it has to have all resources packed into a .bsa I take it you edited the NPCs via Creation Kit. Not really the preferable way anymore, but it'll have to do. Lets just do one hard example. Say you edited appearance of Ysolda from Whiterun. In the ObjectWindow, under Actor category, you click on Ysolda's record to highlight it. Then you press Ctrl + F4, which will generate her facegen files. What are those fiies? Ysolda is a core Skyrim character and her base FormID is 00013BAB. Her facegen files are (Under your Skyrim Data folder) meshes\actors\character\FacegenData\Facegeom\skyrim.esm\00013BAB.nif << the head mesh textures\actors\character\FacegenData\Facetint\skyrim.esm\00013BAB.dds << the tint mask texture Those are the files you need to include. So in the folder where you are assembling your mod, you will have: Your plugin (.esp) file meshes\actors\character\FacegenData\Facegeom\skyrim.esm\00013BAB.nif textures\actors\character\FacegenData\Facetint\skyrim.esm\00013BAB.dds Mod/DLC NPCs are treated a bit different. Suppose you made changes to Bujold from Soltsheim (Dragonborn DLC) CK will most likely show her FormID as 0401A511. You just need to replace the first 2 digits with 0's. Her facegen files are going to be: meshes\actors\character\FacegenData\Facegeom\Dragonborn.esm\0001A511.nif textures\actors\character\FacegenData\Facetint\Dragonborn.esm\0001A511.dds Suppose you make a mod where you create an entirely new NPC and her FormID in CK is 06000803 and the plugin file is called 'CuteFollower.esp' When you hit Ctrl+F4, the files generated are: meshes\actors\character\FacegenData\Facegeom\CuteFollower.esp\00000803.nif textures\actors\character\FacegenData\Facetint\CuteFollower.esp\00000803.dds
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SSE Compiling script function error
scorrp10 replied to Deleted3576383User's topic in Skyrim's Creation Kit and Modders
Umm, from original post error messages: C:\Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(195,15): SetInputText is not a function or does not exist C:\Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(228,15): RequestInputDialogData is not a function or does not exist In the Rukan version (which frankly looks like it was SKI_ConfigManager.pex, decompiled) 19: SKI_ConfigBase _activeConfig 195: _activeConfig.SetInputText(a_strArg) 228: _activeConfig.RequestInputDialogData(optionIndex) SKI_ConfigBase.psc from SkyUI SDK has neither of those. Hence compilation error. -
SSE Compiling script function error
scorrp10 replied to Deleted3576383User's topic in Skyrim's Creation Kit and Modders
OP is trying to compile _SPN_ConfigSkyUIScript.psc but is getting a compile error for SKI_ConfigManager.psc Something in that script references something in SKI_ConfigManager A typical MCM extends SKI_ConfigBase and should NOT be touching SKI_ConfigManager. The compiler is not going to actually generate a new .pex from SKI_ConfigManager.psc, but it WILL verify that it can compile. And SKI_ConfigManager.psc is NOT included in SkyUI SDK, nor is it contained in SkyUI_SE.bsa. One place to get it is from SkyUI GitHub, but those files are VERY outdated. So not sure how, but OP got a 'rogue' copy of SKI_ConfigManager.psc from Rukan's GitHub. Which calls functions NOT defined in the SDK version of SKI_ConfigBase.psc What options there are: 1. Get that ancient (2013) version of SKI_ConfigManager.psc from SkyUI github, and see if it is sufficient to get _SPN_ConfigSkyUIScript.psc to compile. 2. Go further down the rabbit hole and replace the SKI_ConfigBase.psc with Rukan's version as well. It has those two functions defined. 3. Simply comment out lines 195 and 228 in SKI_ConfigManager.psc. After all, it only checks that it CAN compile - without actually compiling it. -
SSE Edit/Delete fast travel locations
scorrp10 replied to LusterCab's topic in Skyrim's Creation Kit and Modders
No example really, but possible solutions: A. Attach a small script to each of those markers. Have it monitor for an applicable event (OnTriggerEnter might work) and call EnableFastTravel(false) on self. Scriptname TravelDisabler extends ObjectReference EventOnTriggerEnter(ObjectReference akActionRef) Utility.Wait(1.0) ; give game time to enable the marker for fast travel EnableFastTravel(false) EndEvent B. Make a FormList of all the map marker references you want disabled. Have a running quest with a script attached to it. Something like: Scriptname TravelDisabler extends Quest FormList Property MapMarkers Auto Event OnGameLoad() RegisterForMenu("MapMenu") EndEvent Event OnMenuOpen(String akMenuName) If akMenuName == "MapMenu" Int _idx = 0 While _idx < MapMarkers.GetSize() (MapMarkers.GetAt(_idx) as ObjectReference).EnableFastTravel(false) _idx += 1 EndWhile EndIf EndEvent -
SSE Edit/Delete fast travel locations
scorrp10 replied to LusterCab's topic in Skyrim's Creation Kit and Modders
https://ck.uesp.net/wiki/EnableFastTravel_-_ObjectReference To clarify: It is a built-in game mechanism that once you approach a map marker, its 'can fast travel to' property is set. You setting that in xEdit or CK only affects initial state of those markers. If you want them permanently unavailble for fast travel, you need to set up a script that would monitor for these markers being discovered and disable fast travel on them. -
SSE Compiling script function error
scorrp10 replied to Deleted3576383User's topic in Skyrim's Creation Kit and Modders
This is not SDK. Somehow, you ended up with SKI_ConfigManager.psc from Rukan. https://github.com/Rukan/Grimy-Skyrim-Papyrus-Source/blob/master/ski_configmanager.psc But It looks like your SKI_ConfigBase.psc is from the SDK. Make sure all you SKI* .pex and .psc files are indeed from the SkyUI SDK. -
I got to say, I never managed to get multiple adoptions working. Not that I ever was terribly determined. I.e. I would cast 'bless home' in a mod house (say, Riverwood Keep), go to adopt Lucia, and even though 'I have a house' was in the dialog, she'd never move. Or if I got two adoptions at Lakeview, I did not seem to get option for adopting more. Might take time to figure it out someday, but it is not high priority...
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Well, it is not like GoG wrote code for their version of SkyrimSE from scratch - they would have gotten it from Bethesda. Papyrus log is indeed no crash log but it can help if the crash was brought on by something done in a script. For most scripts, it is entirely up to script author if they want to add Debug.Trace statements in case they encounter an error. Or to even validate objects before using them. If you see a lot of stack tracing in the log, that's sloppy scripting. More often, however, crashes are brought on by problems with meshes, textures, morphs, bad skeleton nodes and such. For old SE (1.5.97), NetScript Framework would provide a rather comprehensive crash log, but NetScript was never updated for 1.6.* For AE, there is: https://www.nexusmods.com/skyrimspecialedition/mods/59818 You get crashlogs but they are pretty much a dump of everything the game had in memory at the time.
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[SSE] Body texture that matches 40-50 year old face complexion
scorrp10 replied to gyashaa's topic in Skyrim's Mod Ideas
Make a search for 'Mature'. A fair few skins should come up. The question really is how to apply those. Skyrim has a 'complexion' slider which selects texture set to apply to face, but it does not affect body. Vanilla body textures made all bodies look old. One can create a bunch of texture sets, put them in a form list, and set that list as 'Skin Texture Swap List' on the 'NakedTorso' ArmorAddon. But unfortunately, that list is tied to weight slider, of all things. More suitable for muscle definition than age. One option would be to say, create texture set for 'mature' skin', create a 'MatureNakedTorso'(Feet/Hands) ArmorAddon, and create 'MatureNakedSkin' armor. Then assign that as skin for 'mature' NPCs' But I, personally, opted to go the other way. -
Why is there no mod for visual equipment and inventory bar?
scorrp10 replied to swokpk's topic in Skyrim's Skyrim SE
double post -
Why is there no mod for visual equipment and inventory bar?
scorrp10 replied to swokpk's topic in Skyrim's Skyrim SE
That is not from Skyrim for sure. Some other game. About seeing self as you change gear: Show Player in Menus As far as showing equipped items in a grid - not certain if it is possible. Skyrim uses a 'slot bit' system where any given item can occupy any number of those bits. Vanilla gear is just body, hands, feet, head, ring, amulet, shield, weapon. But technically there are 32 wear slots, 2 hand slots, an ammo slot, a shout slot. A full-face helmet might occupy head, hair, long hair, face, ears and circlet slots all at once. Or you can have a wig in hair/long hair, earrings, mask and circlet as all separate equips. Typical vanilla body armors are body/forearms/calves, but you can also wear three separate items in those. Not to mention that various mods often take liberties with non-vanilla slots. What one mod uses for a pauldron, another may use for cloak or a left-hand ring. -
Why would it mean starting new game? You should install 'More Informative Console' and examine all effects and active scripts on your character. Whatever is killing your magicka regen should be listed there.
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Why is there no mod for visual equipment and inventory bar?
scorrp10 replied to swokpk's topic in Skyrim's Skyrim SE
Immersive Equipment. -
I think it's a sarcastic comment when game thinks you are cheating. Not sure exactly which script does it - could be even something within game engine itself. For example, if you use a console command to give you a lot of gold: i.e. player.additem f 100000, this line immediately pops up: Info: *Achievement 36 awarded - a winnar is you!* (in that exact spelling)
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Updating resource files while staying in game?
scorrp10 replied to anjenthedog's topic in Skyrim's Skyrim SE
If you rebuild a mesh in Bodyslide or otherwise edit it while game is running, you just need to unequip/reequip the item. Same goes for HDT-SMP xml files. Textures - if you edit the mesh file to use a different texture, same thing. But if you edit a texture, it will not get updated unless this texture is unloaded from the cache. And it will not get unloaded unless it starts running out of memory space. Case in point: Here, Ivy is initially sporting a top using yellow-striped texture and built to TNB preset. With game running, I edit the top in outfit studio to use a different (purple striped) texture and rebuild both top and pants to CT77 preset. In game, I have Ivy re-equip her stuff, and it all applies. Then I edit the top texture itself to add a bit extra decoration. Unequip/reequip does not work. I even had her unequip the top, went to a different cell, then reequipped - still showing old texture. I got an RTX3080Ti 12GB, so plenty of texture cache space. I had to quit and restart the game for it to show the changed texture. -
[SSE] Request - Removal of Frame The Dawnguard Radiant Quest
scorrp10 replied to kimota720's topic in Skyrim's Mod Ideas
Well, as long as such mod is not around, you should be able to kick that quest via setstage DLC1RV03 255 -
Can I reapply a downloaded collection to a new install of Skyrim?
scorrp10 replied to ScottCha's topic in Skyrim's Skyrim SE
II am not entirely familiar with how collection downloads are handled - if they are a single file or a bunch of individual mod files. If you use Vortex, you can go to Settings- Download - is indicates which folder. So anything you downloaded, via Vortex, will be there. (Even files you downloaded manually from elsewhere and dropped into Vortex) -
Starting to sound like broken record.... More Informative Console Scroll out to 3rd person, open console, click self. In the extra info window in upper right, examiine what effects and scripts are on you. You scroll the window by highlighting the arrow with pose pointer and pressing PageDown. You select a category by putting mouse pointer over it and pressing Shift.
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Spells is the wrong category to check - you need to examine 'Effects' and (if present) Scripts. In console, after you click self, you highlight a category with mouse pointer and press Shift to open it. (do not click) To scroll you highlight the down arrow and press Page Down
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Do you have Papyrus logging enabled? If not, enable it, see if something shows up in log. Get More Informative console. Be sure to read instructions. Target self, examine what effects and scripts are running on your character.
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Starting to mod again after some time not playing
scorrp10 replied to Icefish77's topic in Skyrim's Skyrim SE
Things got updated. The new content in AE is now needed by many new mods. Most of the new plugin development - if not all - is for AE. SKSE has some new functionality and there are mods that make use of it. Unless you absolutely 100% gotta have NSF, I would go for the latest (1.6.640)