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scorrp10

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Everything posted by scorrp10

  1. It really looks like you got some mod messing it up. NPCs should NOT lose the things they gained in the course of the game. Maybe you have something like a Save Unbaker or Base Object Swapper? Now, the reversal to oroginal clothing is understandable. If an NPC has a default outfit assigned, they will typically equip that outfit when loaded. (And default outfits may contain Levelled Items rather than plain items). In order to actually equip items in their inventory, they need to run an AI package. But they should keep items given to them in their inventory.
  2. Completely erase the cracked version. Including everything in Documents/My Games/Skyrim Special Edition, except maybe the Saves folder. Download and install from scratch the purchased version. Run it at least once so that configuration files are properly formed. Set up you mod manager of choice, set it to manage SSE. Get SKSE and install it through mod manager
  3. Why not just extract some vanilla meshes from Skyrim .bsa files of comparably sized objects and copy-paste? I generally do it all the time when creating 'ground object' meshes for armors/weapons.
  4. If you want your mods to be popular, they either have to be useful, preferably original, and/or appeal to a particular type of player. On top of that, you mod page has to present the mod in a clear, well understandable manner. Now, Artifacts of Earth. You just add a bunch of random items which have a backstory in Earth history, but absolutely no relevance in Elder Scrolls (Tamriel) lore. Who would this mod appeal to? History buffs? They are not likely to approve those items just being stuffed into Skyrim. Tamriel lore buffs? These items hold no relevance for them. For most other players, this is just random clutter with no utility. Heck, even most player homes will usually have trophy rooms for displaying SKYRIM artifacts. (Claws, DP masks, daedrics, etc) Where will they display yours? If you introduced a bunch of quests, books, etc, explaining how Earth artifacts found their way into Tamriel, what use/powers do they have in this world, and a story about how the world lores intertwine, you might spark interest. Now, the mod site. You got a bunch of rather lackluster images there, and the description? Like 80% of the description is an apology to LotD authors for doing something wrong, a disclaimer about using specific religion relics, and pretty much the rest is how one can 'cheat' and just obtain the artifacts (again, to what purpose?) without actually looking for them? About that by the way - anyone wanting to cheat can just use AddItem or Simple Item Spawner to get them. No need to do all that key crafting and stuff. In a nutshell - badly thought out, no target audience, no purpose, no utility, poorly presented. Personally for me: I visited the mod page, read the description, looked at images, and felt absolutely zero inclination to try it out. It felt irrelevant.
  5. I know that SKSE distributables place source code in Data/Scripts/Source. But CK for SE looks for source code in Data/Source/Scripts. It is really all over the place. Some mods do it one way some the other. Some hide source in a .bsa. As source code is not needed at play time, this only matters if one makes use of those scripts while editing. So what I do is unzip the Source.zip, and then make sure to copy over source from SKSE and other mods (SkyUI, UIExtensions etc) to Source/Scripts. With MO2 is an extra layer of complexity because of its file management. I prefer Vortex.
  6. Don't ever recall hearing that... but then, I always have "Sounds of Skyrim" mod.
  7. Not quite so. Let's look more at the 'Visit the Shrine of Azura' (DA01Intro) quest. The dialogue info for it (Have you seen the Shrine of Azura) has a script fragment: GetOwningQuest().SetStage(10) MapMarker.AddToMap() Where MapMarker property is filled with SrineofAzuraMapMarkerREF in ShrineofAzuraExterior01 cell. The AddToMap() call is what actually makes the shrine marker visible on the world map. If you do not want that happening, you just don't put that line of code in. The marker is still there, active, and is dicoverable via normal 'travel the world' means. The other part of it is the quest objective marker. (The 'arrow') Speciically for this quest, the quest alias is Aranea (the NPC) , the quest objective (10) has her alias as TargetRef, and quest stage 10 fragment is: SetObjectiveDisplayed(10, 1) So when you get the objective (and make the quest active) you get the quest marker where Aranea is. If you don't want that, just don't specify TargetRef on the objective. Then there is no quest marker.
  8. Ok, the MapMarker objects are a bit tricky. As you travel around and start getting close to any enabled map marker, it will start showing on your navigation bar. White if already discovered, black if not. I am not really sure what marker parameter dictates from how far away that marker begins appearing - but could be by type. However, marker has a 'radius' paramter, and once player steps inside that radius, the marker is considered 'discovered'. Now, you don't have to disable a map marker, just don't make it visible. I.e. in game, if someone tells you about Shrine of Azura, its map marker becomes visible on your map in black, but you still need to travel to it to discover it. If your quest requires the player to travel to some location, but you don't want to show that location on map, you A. Do not make that marker visible and B. Do not set it as a quest objective. You can still have it loaded as alias, but if not set as objective, it will not give a quest marker. That probably shall give you what you need. Another option you have is keep Player Alias, and in your script, implement OnLocationChange event. Have the destination location loaded as alias, and if OnLocationChange akNewLoc parameter equals that location, then you can enable the map market (and also potentially activate an objective pointing to it)
  9. Explanation 1: Would probably need to run AnimationCatcher mod on LE and SE. However, if you look at the log screenshot posted on that mod page, there is one thing missing. By comparison, a log from same mod adapted for SE: [03/11/2024 - 04:24:36PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : PickNewIdle [03/11/2024 - 04:24:40PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : tailMTLocomotion [03/11/2024 - 04:24:40PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : turnLeftSlow [03/11/2024 - 04:24:40PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootLeft [03/11/2024 - 04:24:41PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : IdleOffsetStop [03/11/2024 - 04:24:41PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootRight [03/11/2024 - 04:24:41PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootLeft [03/11/2024 - 04:24:41PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootRight [03/11/2024 - 04:24:42PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootLeft [03/11/2024 - 04:24:42PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootRight [03/11/2024 - 04:24:42PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : FootLeft [03/11/2024 - 04:24:42PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : IdleStop [03/11/2024 - 04:24:42PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : tailMTIdle [03/11/2024 - 04:24:42PM] [AnimationCatcher <Active effect 5 on (00000014)>] [Prisoner] got AE : HeadTrackingOn I am not seeing the IdleStop animation in that screenshot from LE. But you could try running that. So, if SE has a more advanced behavior graph, playing a 'stopping' idle when you stop mid-stride, that could be it. In fact, I think 'IdleStopOffset' might be the 'stopping on an include' idle. Explanation 2: Inverse Foot Kinematics, where feet positions adapt to the surface upon stopping.
  10. Shadow of Skyrim does not seem the kind of mod that would do it, but maybe you have some weird interaction between two mods.
  11. A few resources https://tesalliance.org/forums/index.php?/topic/4697-class-1-start-here-for-basics/ https://tesalliance.org/forums/index.php?/topic/5039-class-2-properties/ https://ck.uesp.net/wiki/Category:Papyrus https://wiki.beyondskyrim.org/wiki/Arcane_University:Scripting_Best_Practices https://www.afkmods.com/index.php?/forum/369-knowledge-base/ Beyond that, Papyrus is a fairly basic object-oriented language, so if you lean some basics of C++ or Java, you are pretty much set.
  12. Exactly. With spells like 'Transmute Ore' around, no wonder there's so much gold.
  13. So, on further look, this is how Philosoper's Stone enchantment works: it uses 'Confidence' Actor Value. Oh, and the items that can be found in game with this enchantment, are often called "of Wealth" In other words, the magic effect boosts player 'confidence' by its magnitude, when such item is equipped. And as mentioned once the effect script runs, it will keep cycling every game hour (3 minutes) In vanilla game, confidence is a value only used for NPCs, not player - but if some mod messes around with confidence on the player, (i.e. sets it to 4) that could be the cause. Again, could have nothing to do with Summermyst.
  14. Why still use NMM? With new MOs like MO2 or Vortex, you generally have to worry a lot less about the order. In my case, it is typically SKSE - AddressLibrary, followed by other base stuff like Engine Fixes, PapyrusUtil, SkyUI, ENB, XMMSE, Racemenu, Nemesis, CBPX, FSMP, ConsoleUtil, MfgFix. The rest, order hardly matters. With a modern mod manager, that is.
  15. Summermyst - Enchantments of &nbsp;Skyrim - one of enchantments available is "Philosopher's Stone" Which grants player X gold per hour . As one in-game hour is 3 min real time, that looks about right. And looking at the scripts in that mod: The script attached to that effect will kick off the OnUpdateGameTime cycle on the player, which does not end when the effect ends. It just keeps going. Moreover, it does not check the target of the effect - meaning ANY NPC equipping an item enchanted with that effect will result in this. Consider enabling your Papyrus logging. Summermyst definitely logs the event.
  16. https://en.m.uesp.net/wiki/Skyrim:Transmute_Mineral_Ore
  17. Poser Hotkeys Plus is based on original Poser Hotkeys and inherits some of its issues. Namely, defining OnGameReload() in its MCM. SkyUI provides SKI_PlayerLoadGameAlias script, and makes it look like it just allows the user to create a game loaded event in their MCM. (Poser Hotkeys uses it to register for keypresses) You create a Player Alias in your MCM script and attach SKI_PlayerLoadGameAlias script to it. Thing is OnGameReload() in SKI_QuestBase actually has code to register the MCM if it is not registered yet. And if your own MCM script defines that function too, that code never gets called. There is another place this gets done (on initialization) but that one is hit and miss. The fix: Say there is a mod and its MCM will not show up. Say the script attached to its MCM quest is called 'SomeModsMCM' and it has OnGameReload() defined. You: Rename OnGameReload() to something else, i.e. OnSaveGameLoaded() Delete SKI_PlayerLoadGameAlias script from the quest's player alias, Attach a new script to it. Named, for example, SomeModMCMPlayerAlias Put following function into it: event OnPlayerLoadGame() (GetOwningQuest() as SKI_QuestBase).OnGameReload() (GetOwningQuest() as SomeModsMCM).OnSaveGameLoaded() endEvent Compile scripts you changed or added to.
  18. No, it is not like that. Yes, there is the whole thing about writing SKSE plugins (.dlls) where you need to code in C++, know your way around VisualStudio and all that. I did get my feet wet a bit, and managed to put together a plugin that would properly register and did some basic stuff, but I generally prefer to stick to Papyrus. But that is not what is being talked about here. What Ishara means by 'using SKSE' is simply taking advantage of additional Papyrus functions that SKSE provides, in your scripts. I.e. if you look at Actor script in the wiki, it lists the vanilla member functions and events implemented for the type, but also lists the added SKSE functions. I.e. if you have SKSE, you can use functions like IsSwimming() or SheatheWeapon() on Actor objects in your scripts.
  19. Closest I know of is getisrace command. I.e. player.getisrace nordrace Will return 1 if player is Nord, 0 otherwise. One thing I can tell you: without a mod organizer or SKSE, your modding experience will be a most unpleasant one.
  20. Yes, I always do 'GetModByName' call before trying to pull any forms from a mod. As to which form to pull - the answer is: the one you will be using. The most common form obtained is the primary Quest of that mod, the one that is start-game enabled, and generally holds all the relevant properties. But for example, the target mod applies a change to a set of weapons contained in a FormList. Then I directly pull that FormList if I need nothing else. If you just want to ascertain a mod presence, use GetModByName. (or GetLightModByName)
  21. See this thread https://forums.nexusmods.com/topic/13470020-question-about-recording-temp-voice-file
  22. You generally do not need global variables. One benefit of a global is it is easy to check or set via console. However, a global does use up a FormID in your mod. If your mod has a running quest, and that quest has a script attached, all the variables in that sript instance are persisted. What you can do is flag the script attached to your quest as Conditional. Then, you can flag properties within that script as Conditional. These properties can be checked in dialogue and other conditions. Good read: https://tesalliance.org/forums/index.php?/topic/5039-class-2-properties/
  23. FYI, I know this is 'LE' thread, but in SSE, one does not really need the "Enchantment" recipe. If it has an improvement (temper) recipe, then it typically can be enchanted. There is a caveat, however. Every enchantment is designed for specific type of item, determined via keywords. I.e. 'Muffle' is applicable only to items with keywords 'ArmorBoots' or 'ClothingFeet' . So you need to add keywords to your items it you want enchantability.
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