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scorrp10

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Everything posted by scorrp10

  1. 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 One place to get it is from SkyUI GitHub, but those files are VERY outdated.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.
  2. 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
  3. 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.
  4. 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.
  5. 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...
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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)
  11. 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.
  12. Well, as long as such mod is not around, you should be able to kick that quest via setstage DLC1RV03 255
  13. 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)
  14. 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.
  15. 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
  16. 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.
  17. 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)
  18. Interesting oocurence... So in my current playthrough, I need to visit Windhelm. This character has already been there, done all the quests, got the T-shirt, etc. But it has been a while since last visit. So, open the map, fast travel to Windhelm, loadin screen, then black screen, music playing, ambience sounds, and that's it. Game frozen. Wait a minute, open Task manager on second monitor, kill the game. Start again, fast-travel to Windhelm Stables, cross the bridge, click n gates... black screen freeze. Again, coc windhelmpalaceofthekings - this works. Try to exit from palace - freeze. Try loading one of my 'mod-testing' character saves, coc windhelmorigin ... freeze. Start game, and from main menu, open console and do 'coc windhelmorigin' (completely new game) ... freeze. I try Markarth, Whiterun, Riften, Solitude - no problems there. Starting to remember what may have changed since I last been to Windhelm... I changed a mod script or two that should not affect it at all, done some outfit work - again, nothing anyone in Windhelm wears.... nothing. As game freezes and not crashes, there are no crash logs, and none of the existing logs hint at any problem. Start googling about, come across this one: So, I did not bother with compatibility stuff, but I did go into task manager and set Skyrim process priority to 'Realtime'. First, tried via coc in main menu with new game - and it loads just fine! Exit to main menu, load up my current playthrough, fast-travel to Windhem - no problem. Enter Palace of Kings, exit back to town - no issues. So now I am kinda puzzled. My PC is not exactly a potato - 11th Gen Core i7 with 64GB RAM, RTX3080Ti and 5GBps NVMe SSD. And at least 2-3 months ago, Windhelm was just fine. What may have changed?
  19. Would really need to examine both body .nifs (the _0 and _1), head .nif as well as the entries in the .esp. If NPC has a neck gap with most clothes/armor, it means wrong weight for their head. For example, I take Falk Firebeard, weight 60. I use head from 'Pride of Skyrim' mod. I load a HIMBO reference in Outfit Studio, and import Falk's head (Skyrim.esm/00013274.nif) With weight slider at 0, body is clearly too small for the head, there is a gap like this: Weight slider at 100, body is too large for head, the gap looks like this: When slider is set at NPC's correct weight of 60, head and body match perfectly: So, need to figure out the weight, and set it for the NPC...
  20. The default compiled (.pex) version of the script is contained in one of Skyrim .bsa files. So if you made changes to that script and compiled it, just go to your data\scripts, and delete DefaultPlaySoundAtLinkSCRIPT.pex there. If you want the original source code of that script, it should be in your Data/Scripts.zip
  21. Rather than engaging in a rather dangerous game of folder swapping, you can just update textures on your UUNP references. Standard location for female body textures is textures/actors/character/female, which includes the .dds, _msn.dds, _s.dds and _sk.dds for femalebody_1, femalehands_1 and femalehead Supposedly you have your CBBE textures there. You can create a 'UNP' folder under it with a set of UNP textures. Taking one specific example: my Data\CalienteTools\BodySlide\RefTemplates has 'BHUNP RefTemplates.xml', which has(among others): <Template sourcefile="SliderSets\BHUNP 3BBB Advanced.osp" set="BHUNP 3BBB Advanced Ver 3" loadAll="true">BHUNP 3BBB Advanced Ver 3</Template> So in Outfit Studio, I Load project - BHUNP 3BBB Advanced.osp - and select 'BHUNP 3BBB Advanced Ver 3' - it loads with CBBE textures (ugly) I go into properties of BaseShape, Textures, and add \UNP to each texture path. The body now has UNP textures. Save project. This pretty much needs to be done for every project listed in the UNP Ref Templates files. Once done, whenever working on a UNP-based outfit, you just need to load the reference
  22. VP also gives options to sign in with Twitter, Discord or Steam...
  23. I think I chose 'sign in with Google' way back then. Cause I checked my email, and I definitely never received a validation email from them either. But I guess for the time being, you can get it Right Here, from my Google Drive.
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