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Everything posted by scorrp10
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SSE help turning a form into an objectreference
scorrp10 replied to richarg's topic in Skyrim's Creation Kit and Modders
All you need is a cast. ObjectReference destinationRef = destinationMarkers.GetAt(randomIndex) as ObjectReferenceJust make sure it was valid: If destinationRef playerRef.MoveTo (destinationRef) EndIfA word of caution: you cannot remove items from FormLists via script if they were not added via script. In other words, if you create a FormList in CK and add a bunch of teleport destination markers to it, you CANNOT remove those in a script. What you can do: In CK, make a FormList where you add all the destination references. Call it 'originalDestinationMarkers' Also, create another FormList called 'destinationMarkers' and leave it empty. I assume you have some sort of quest driving your mod. Sometime in the quest initialization stage, copy everything from originalDestinationMarkers to destinationMarkers: FormList Property originalDestinationMarkers Auto FormList Property destinationMarkers Auto ; this function uses SKSE64 functions added post-AE, so it likely will not work in 1.5.97. If wanting better compatibility, use SE version Function InitDestinationsAE() destinationMarkers.AddForms(originalDestinationMarkers.ToArray()) EndFunction Function InitDestinationsSE() Int _idx = 0 While(_idx < originalDestinationMarkers.GetSize()) destinationMarkers.AddForm(originalDestinationMarkers.GetAt(_idx)) _idx += 1 EndWhile EndFunctionNow that you have that done, you can: Event OnActivate(ObjectReference akActionRef) Int randomIndex = Utility.RandomInt(0, destinationMarkers.GetSize() - 1) ObjectReference destinationRef = destinationMarkers.GetAt(randomIndex) as ObjectReference If destinationRef playerRef.MoveTo(destinationRef) Debug.Notification("Teleporting to destination #" + (randomIndex + 1)) destinationMarkers.RemoveAddedForm(destinationRef as Form) EndIf EndEventP.S. Oh, you should also consider some kind of clause when destinations are exhausted.I.e. at start of OnActivate function: If destinationMarkers.GetSize() < 1 ; do whatever needed return EndIf -
It is just an attached script that runs when an actor is dead. (WIDeadBodyCleanupScript) If actor never dies, so the script never runs. Unless there is a specific questline that requires an actor to die - i.e. advances quest stage upon their death - making them essential should be not an issue. By the way, you might consider just installing a follower framework, such as NFF or AFT or EFF. Pretty much all of those allow you to control all follower aspects, including essential flags.
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Insane amounts of enchanting xp :(
scorrp10 replied to TwistedDepressions's topic in Skyrim's Skyrim SE
One thing I suggest is taking a look at this mod: Complete Crafting Overhaul Remastered It looks like crafting station skill gain is controllable via perks. Approach 1 - add XP gain multiplier based on created object keyword. CCO_JewelrySmithingSkillGain Perk - its effect is 'Modify Skill Use' - Multiply by 0.5, if 'AdvanceObjectHasKeyword' : ArmorJewelry. Approach 2 - disable 'internal' skill gain and use a script to advance the skill CCO_SmithingXPMultPerk - Multiplies 'ModSkillUse' by 0 if AdvanceSkill is Smithing. The script (in the .bsa) is cco_altsmithingexpplayerscript.psc Highlights of the script: Perk is added to player upon activating a Smithing workstation (OnSit event) and removed upon exiting it (OnGetUp) Since perk disables 'internal' skill gain, the script calculates XP on item crreation (OnItemAdded event) and then uses a call: Game.AdvanceSkill("Smithing", xp) I suppose you could: 1. Add a keyword to all wands (IsWand) 2. Design a 'WandXPPerk' that will multiply 'ModSkillUse' by 0 if 'AdvanceObject' has 'IsWand' keyword. 3. Upon player engaging staff enchanter: Add WandXPPerk, enter 'StaffEnchanting' State 4. On Item Added: if in StaffEnchanting State, and added item has 'IsWand' keyword, advance "Enchanting" skill by the value of your choosing. 5. On exiting Staff Enchanter, exit the state, remove the perk. -
Insane amounts of enchanting xp :(
scorrp10 replied to TwistedDepressions's topic in Skyrim's Skyrim SE
This value... -
Insane amounts of enchanting xp :(
scorrp10 replied to TwistedDepressions's topic in Skyrim's Skyrim SE
Vanilla staff enchanting has a rather high xp yield in general. Balanced by the fact that in regular game, you only get your hands on maybe one or two unenchanted staves. Now, if you look in CK, all destruction staves have a base value of 5. And enchanting one from unenchanted template is enough xp to go from 77 to 83. If you increase the value, xp goes up significantly. At value 20, it goes 77 - 85. At 200, it is 77-95. And if reduced to 1, still takes one from 77 to 82. So, I think you set value of enchanted wands too high. Set it to something like 5 or less (not 0 though) -
[SSE] Modern Automatic Weapon "Crossbow"?
scorrp10 replied to Mcampbell07's topic in Skyrim's Mod Ideas
Try Fort Knox (not sure if it works for VR though) Yeah, this is really a crossbow... fully automatic, too. -
It can be generally a combination of many things - world textures used, Weathers, lighting, ENB etc. I use Obsidian Weathers, 'Just Ice 4K' for ice textures, and Patrician ENB. Day Evening Night
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Consider this one. Has both skimpy and fully covered variants in various colors.
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The quest in question is CWFinale (0x000D1444) and it is a rather complex one. It is same quest for either side, just differently loaded aliases, and there is a TON of scripting around it. It starts when player enters the palace. First stages deal with taking out second-in-command (Galmar). When General asks you to execute Ulfric and you agree, this sets quest to stage 305, where it adds a new sword to your inventory, and sets quest to stage 300, where ExecutePrompt property of the quest is set to -1. The 'Enemy Leader' alias has CWFinaleEnemyLeaderScript attached. That script monitors for 'OnHit' event, and normally sets quest to stage 150 when it happens. However, if quest already been at stage 300, It: Revokes leader's (Ulfric) Essential and Protected flags Insta-kills the enemy leader. Then another 'OnDeath' event handler sets the quest to stage 330. So I have to ask: After you entered Palace of the Kings, and started your fight, did you manage to kill Galmar? Did you get Ulfric to say he wanted to be killed by Dragonborn? Was there a dialog with Tullius asking if you were to do it or not? Because if all those questions have answer 'yes', you might get things fixed with a command: setstage D1444 330 But if some things were missed earlier, that likely will not be enough.
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is it possible for xedit to turn an esp file into an esm?
scorrp10 replied to steelfiredragon's topic in Skyrim's Skyrim SE
You can, but why? One mod can be a master to another without being an ESM. About only think it will change is that mod will now load real early - before any other .esps. -
I would be VERY wary of using that mod. If Ulfric's essential flag was not removed, it usually means that the civil war quest has not progressed to a stage where Ulfric is made killable. So you might force the kill, but you will still be stuck in that stage of the quest, unable to finish the war...
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Should some mods by some banned users be removed from Nexus?
scorrp10 replied to Webmetz's topic in Skyrim's Skyrim SE
There are tons of mods that are problematic, outdated, etc, and their authors are not banned, just no longer active or don't care to fix the mod. Also tons of mods that work 100% working but have not been touched in years. And I am sure there are good/useful mods by users who were at some point banned. -
SSE Help request for script with SKSE functions
scorrp10 replied to VRNord's topic in Skyrim's Creation Kit and Modders
Your akSource is an Actor cast to ObjectReference. Why would you expect MagicEffect functions to be applicable? -
In console: player.showinventory Use PgUp to scroll as needed. Locate items in question, note their FormIDs. If FormID starts with FE, look for a light mod with same index as first 5 digits of FormID. I.e. FormID FE1E480F - look for mod index FE(1E4) If not, look for regular mod with same index as first 2 digits of FormID. I.e FormiID 4B037B6F - look for mod index 4B.
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One thing you can do is install a follower managing mod (AFT, NFF etc), which should give you an idea who your follower is and where they are. Then you can exit without saving and uninstall that mod if you don't want it.
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Umm... on their Nexus page?
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..oops, double post
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Heh, check out Fort Knox... https://www.nexusmods.com/skyrimspecialedition/mods/63771
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SSE (First timer) Rebind key mod
scorrp10 replied to skyrimlover1212's topic in Skyrim's Creation Kit and Modders
To begin with, you need to get your CK fixed. Depending on which version you run, There might be several mods to apply. Start here, and follow its instructions in description. Way fewer crashes, way faster performance. Might also want to check this: Some good tools: NetBeans - I use it for all my script editing. With .psc files associated with NetBeans, can open them direct froom CK. From Gameplay Menu, I prefer to use 'Papyrus Script Manager'. It got excellent filtering option, you can double-click a script to edit it (opens in NetBeans for me), or you can right-click to choose Compile. GrepWin - when looking for samples of specific function use, nothing beats grepping through your scripts directory. Champolion - pex decompiler for when other mod authors do not include source code. SnakeTail - once you enable Papyrus logging, tailing your active log is immensely useful. But you kinda want a dual monitor setup for that. -
Step 1. More Informative Console. Step 2. Open console, click NPC. It will tell which .esp plugin is responsible.
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How long does Brand-Shei stay in jail?
scorrp10 replied to skyrimlover1212's topic in Skyrim's Skyrim SE
According to quest scripts, 130 game hours. -
Actually turned out to be easy fix. Updated Version
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You said you attempted importing the head previously, so I take it you already copied 0001C196.nif over to chargen. Should be the only file you need. The general process is: you make head parts playable so they become available for selection in racemenu. When you are in racemenu, the head is assembled from parts picked via mentioned sliders. (Face Part/Eye Color/Hair/Brow Type). When you import a head, racemenu matches your currently selected parts against the mesh parts in the imported head .nif. I.e. if you picked face part 'BrelynaHeadHP' and imported head .nif has a 'BrelynaHeadHP' mesh block, it should show up green in the import matcher, and apply the sculpt. Getting the head parts riight is generally the easy part. A much bigger challenge is the tint mask. Racemenu takes the skin tone as base, plus any tintmasks from 'Colors', 'Face Paint' and 'Makeup' tabs that have a non-0 alpha, and bakes all of those into a single texture file (For Brelyna, it would be textures\actors\character\facegendata\facetint\skyrim.esm\0001C196.dds) Looking at the head, she got at least 5 overlays: cheekbone blush, freckles, purple lipstick, purple winged upper lid liner, black winged lower lid liner. Far as reworkiing an NPC... I usually start by finding a preset that I like, make that my starting point, and work it until I get the wanted look. After that, it is fairly simple - duplicate the needed head parts, edit the head mesh file for proper part naming, maybe tweak the tintmask a bit, done.
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Try this out Took about an hour... There is a Suspicious Note on a table at Riverwood Trader... check it out. The spells are in Illusion category. MuteNPC will change NPC VoiceType to a silent one. UnmuteNPC will restore NPC's original VoiceType. Be REAL careful with this stuff, however. Quite a few dialogue options, including those that progress important quests, are dependent on voice type. For example, if you mute a potential follower, they will no longer have the 'follow me' dialog option. If you mute a current follower, they will no longer bug you with "I'm right behind you", but neither will they have trade items or dismiss options until you unmute them.