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Everything posted by scorrp10
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Lol, thank me when it actually works. Oh, you will also probably want to install Bijin skin. (Or use Unique Character if you don't want that as your default NPC skin. For that, you want textures from Data\textures\actors\character\Bijin Warmaidens 00\) Personally, I am not that fond of Bijin's Brelyna... So I reworked her a bit...
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First, you need to make her heads parts usable. Open SSEEdit, find Bijin Warmaidens.esp (Assumiing you installed the AIO version) or BW Brelyna.esp, and go into her head parts. Say, BrelynaHeadHP. You may notice that in its Record Flags, it has 'Non-Playable'. Edit that, and remove that flag. You wanna do the same for the rest of her head parts: Hair, Hairline, Brows, Eyes. Then in Non-Player Character section, find Brelyna's record. You are looking for QNAM - Texture Lighting. Be sure to write down values for red/green/blue from the Bijin Warmeidens.esp column. That's the skin tint, looks like it will be 140/188/200 The hair RGB values are 32/28/28. Next, you wanna scoot over to Bijin Warmaidens nexus page,m and check out their Credits in the description. You pretty much want all the makeup items there. (Ethereal Elven Overhaul, Seductive Lips, Better Makeup, XCE warpaint and dirt etc) Generally, the more various makeup packs you got, the better. Now, you go into game, and do showracemenu in console. Change to a female Dark Elf, Now, in 'Head' tab, Face Part - look for 'BrelynaHeadHP' under 'Bijin Warmaidens.esp'. Eyes Tab - Eye Color slider - fiind BrellynaEyesHP. Same goes for Brows Tab - Brow Type, and in Hair tab - Hair slider. Once you picked all these head parts, go to Sculpt, Import Head, and NOW you import that 0001C196.nif head. At this point, you should be getting darn close. Next, you do skin tint and hair color. It can be a touch tricky, since color picker is HSL, not RGB. Here is how you work it. Sliders are: Hue, Saturation, Lightness, Alpha. You take Saturation and Alpha all way right, Hue and Lightness all way left. Say, skin tint RGB is 140/188/200. Highest is blue at 200. Lowest is red at 140. Move lightness slider right till red is 200. Start moving hue slider right till blue is 200. Now move saturation left till lowest (red) is 140. Finally tweak hue slider till green is 188. From here, you need to go into Makeup tab and start playing with various overlays and colors till you get to a satisfactory result.
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1. You change the slot in the Armor form of the mask. 2. You open the ArmorAddon form referenced by the Mask Armor form, and you change the slot there as well. 3. Now looks like mesh files for it are Data\meshes\NewerMind43\DarkEnvoy\Mask_0.nif and Mask_1.nif Open Outfit Studio, File-Import-From NIF - browse to and open Mask_0.nif In upper-right click the 'Mask' mesh, above it select 'Partitions' tab. In dropdown next to 'Type', select 47 instead of 49, click Apply. File-Export-To NIF, click to overwrite Mask_0.nif. Now, do exactly the same for Mask_1.nif.
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QUI?
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Does Equip Slot effect armor placement?
scorrp10 replied to skyrimlover1212's topic in Skyrim's Skyrim SE
It generally does not matter. But you will need to edit mesh file in NifScope or Outfit Studio to change its partition. -
WoodCount and NailCount are NOT properties, they are local variables. A property (defined using word Property) is essentially a member of a class, and can be accessed by other scripts, or they can serve to 'hook' your script to specific game objects. And indeed Properties are always defined outside of any function. A variable (defined without a word Property) is just that. These variables are accessible only to your script's internals. They can be global, in which case they will persist as long as this script instance exists, or they can be local. A local variable is scoped to a logical block where it is defined. Loading properties: you should never trust CK to fill your properties. After a script has been compiled, you should click its 'Properties' button and make sure properties are loaded correctly. I mean, if you define 'MiscObject Property Firewood01 Auto', then yeah, if you got the name exactly right, CK will likely auto-fill it. But lets say you create a more advanced script, usable in multiple cases, and you may define: MiscObject Property NeededMaterial01 Auto Int Property NeededQuantity01 Auto etc. CK would have no idea how to autofill those. But you can attach this script to multiple references, and on one, fill these properties with 'Firewood01' and 15, and on other, with, say, 'SteelIngot' and 3
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Strongly recommended: More Informative Console Here, I walk up to a horse, open console, click horse, and console tells me the mod responsible. (Relevant info zoomed in and highlighhted.)
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Just did a quickie, adding this to a magic effect script. MiscObject Property Firewood01 Auto MiscObject Property BYOHMaterialNails Auto Actor effectActor Event OnEffectStart(Actor akTarget, Actor akCaster) effectActor = akTarget Int WoodCount = effectActor.GetItemCount(Firewood01) Int NailCount = effectActor.GetItemCount(BYOHMaterialNails) Debug.Trace(Self + "Wood :" + Firewood01 + ", Nails :" + BYOHMaterialNails + ", Actor :" + effectActor + \ "(" + effectActor.GetActorBase().GetName() + ")") Debug.Trace(Self + ":" + effectActor.GetActorBase().GetName() + " has " + WoodCount + " wood and " + NailCount + " nails") EndEventMade sure that those properties are filled, seeing this in the log when effect is applied: [03/27/2023 - 05:27:19PM] [MyTestEffect <Active effect 7 on (00000014)>]Wood :[MiscObject < (0006F993)>], Nails :[MiscObject < (0300300F)>], Actor :[Actor < (00000014)>](Amy)[03/27/2023 - 05:27:19PM] [MyTestEffect <Active effect 7 on (00000014)>]:Amy has 30 wood and 20 nails
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You might have noticed I introduced the extra variables specifically in order to avoid making redundant 'GetItemCount' calls... But if you are saying that this line: debug.Notification("As far as nails go, you have: "+PlayerRef.GetItemCount(BYOHMaterialNails)) Says 'you have: 0', well, it means that PlayerRef.GetItemCount() is returning 0. If so, you should double-check that your properties are still being filled properly. I.e. right after 'If aiButton == 0' I would add: debug.Trace(Self + "Wood :" + Firewood01 + ", Nails :" + BYOHMateriialNails + ", Player :" + PlayerRef) You got your Papyrus logging enabled,, right?
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Proper indentation is your friend. Now, here is a pseudo-rendering of your code. PGI is getting item count If Button==0 If PGI(Wood) >= 30 If PGI(Nails) >= 15 do_stuff Else If PGI(Wood) < 30 DN(Not enough wood) Else If PGI(Nails) < 15 DN(Not enough Nails) EndIf EndIf EndIf EndIf ElseIf Button == 1 DN(Meh) EndIfWith this, you can immediately see that if you lack needed wood, you will skip the entire block. AND if got the wood, but not nails, the 'PGI(Wood) < 30' check is always false, and PGI(Nails) < 15 is always true. Now how I would do it? If (aiButton == 0) Int WoodCount = Player.GetItemCount(Firewood01) Int NailCount = Player.GetItemCount(BYOHMaterialNails) If(WoodCount < 30) Debug.Notiification("Not enough Wood (" + WoodCount + "/30)") EndIf If(NailCount < 15) Debug.Notiification("Not enough Nails (" + NailCount + "/15)") EndIf If (WoodCount >= 30 && NailCount >= 15) {Get It Done} EndIf Else Debug.Notification("I quit") EndIf
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It is what it is. Nexus is not against naughty mods, but some mod authors are not fond of Nexus. And for male genitals, SoS is pretty much the only option. You want it, you gotta get it off LL. I mean, if you are inclined that way, there is a lot more 'fun' stuff there. What I got installed is SOS SE Full 1.1.4, but it has at its core a .dll SKSE plugin which was NOT updated for AE, so it will not work in versions 1.6.* There is a 'SOS AE 1.0.3' which is a AE-compatible replacement .dll, but it did not seem to function properly for me. However, there is a SOS PapyrusUtil mod by Erstam (also on LL) which replaces the .dll with regular Papyrus, making SOS work in any version as long you SKSE/AddressLibrary/PapyrusUtil are up to date. Look for : "Schlongs of Skyrim AE - No DLL Version 1.1.4". It works very well for me, with added benefit HIMBO is not required, but it essentially what brings all the benefits of BodySlide for guys. Full body configurability, presets and physics. You install it AFTER SOS, pick SOS options in the FOMOD, and set HIMBO to overwrite SOS files. For better skin textures, I recommend Tempered Skins for Males, be sure you get the SOS version.
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THIS took about 20min... Requires a bit of console work, Once in game: open console (~) help "infinite ammo" it should give entry like: SPEL (FExxx803) 'Infinite Ammo' player.addspell FExxx803 << just replace xxx with whatever value you get in your game. This should add a permanent 'Infinite Ammo' ability. You should also be able to target a current follower NPC and use: addspell FExxx803 How it works: Whenever an actor with this effect loses an item, a script checks: if lost item is an Ammo, is equipped, its count was reduced by 1, and less than 10 of this item remaining, it adds 50 more.
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Cheats for Skyrim (Includes Creation Club Content)
scorrp10 replied to Deleted178115406User's topic in Skyrim's Skyrim SE
I am not sure what you mean by 'cheats' , but looks like those are just FormIDs of items you can use in player.additem console command. If using console anyway, might as well just use 'help' command. I.e. help "daedric armor". Or just grab AddItem NG or QUI -
I dunno what you got loaded there with 2700 mods. But anything that's mostly cosmetic, should not generate any instances. You just might have to go through a save plugin by plugin, and see if you can find the culprit.
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You realize if you add up those you listed, you end up with a total of 271895 instances out of 485000. The elephant is the room is still missing. I really got no idea what DynDoLod is doing that it needs that many instances, but if it is not showing significant growth, it should not be much of a cause for concern. I.e. I would go through several previous saves of that playthrough and compare.
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There are cases when Skyrim will just freeze - either on a black screen when transitioning or trying to load/save/exit, or just mid-scene in-game. One can start Task Manager via Ctrl-Alt-Del, but if Skyrim in fullscreen mode, it will just not allow any app through. One can use Alt-Tab to see there is Task I personally use a dual-monitor setup, and Task Manager is set to come up on secondary screen, where I can actually use it to kill Skyrim. With a single monitor, a freeze like that can often be handled with a hard restart (i.e. reset button). But about this: Now my computer is super super slow ever since. That is really something else. Skyrim is just an application, so it should not affect anything if you are not running it. One possibility is when you ran that .exe file, it may have installed something in your system area. Which would frankly classify it as malware. At the very least, I would open the Task Manager, be sure 'More Details' is clicked, and see if any processes are consuming an inordinate amount of Memory/CPU
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Any mod that adds a large amount of content will have a fair amount of instances initially, and may grow 3-4x as player does said content, but still should be nothing like what you got. I.e, a save from 'barely started' (4MB) ~65k instances 28k from Skyrim.esm 5k Dragonborn.esm 1.1k Vilja A save for lvl 55+ (11Mb) 146k instances 82k Skyrim - this much growth is expected as player explores, does quests, etc. 13.4k Dragonborn 1.5k Vilja I.e. it would be interesting to see ScriptInstance and ChangeForm counts from your 'just started' save which immediately bloats to 40MB, specifically from: Skyrim.esm and say, top 10 other offenders. As fort that posted summary, it does not tell much beyond the fact that it indeed has massive bloat. I.e. from 'BeyondReach' description: 'Beyond Reach is a DLC-sized mod' Even assuming it is 2x the size of Dragonborn, it should not contribute more than 1MB to a just-started save game file, and maybe 3-4MB fully explored. Same for other large content mods. Just think about it: Skyrim.esm: Fresh start: 28k instances, 6k changeforms, 4MB save Did everything there is in vanillla game and DLCs: 82k instances, 76k changeforms, 11MB save (Which also includes DLC, and 300+ mods)
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A save file that size means only one thing: you got one or more leaky mods. Mods that spawn lots of new script instances and do not properly remove them. I.e. imagine a mod that places a certain effect on every NPC within a certain radius of player. Now imagine this mod does not include destruction clauses for events like unload, cell detach, death, etc. Now imagine this mod also does not check if NPC already has an instance of this effect, before applying another one. My most recent playthrough, already close to lvl 60, done pretty much all there is to do in the game, with 320+ plugins, barely topping 11MB. Even if you load up an added content mods that double lands/houses/people/quests of all of Skyrim + its DLCs, your save should hardly hit over 20-25MB Open your save file in ReSaver, see how many script instances you have in total, and if you have an inordinate amount of certain instances. I.e. the latest save I got has ~143k instances, about 80k of them from Skyrim.esm. It can be a royal pain to go through instance counts plugin by plugin, but that is pretty much what you have to do.
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If it got deleted, it likely violated at least some of the Nexus forums rules. This bit might be of specific interest to you:
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Assuming your diallogue conditions are done properly and owning quest is getting started. You need to actually generate SOME sound file, even if it is just a period of silence during which player can read the subtitle of the dialog. You want: https://www.nexusmods.com/skyrimspecialedition/mods/20061 Be sure to get both CK64 Fixes (dlls go into your SSE directory) and FaceFXWrapper, which goes into your SSE/Tools/Audio. You will also need: https://www.nexusmods.com/skyrimspecialedition/mods/40971 Before trying the below for first time, be sure to save your progress. If you install something wrong, it has high chance of crashing CK. AFTER you have assigned a specific actor to a dialogue line, double-clicking again on the 'response text' line should bring up the 'Edit Response' window again with just a single voice type listed. Be sure the text is the way you want it, at the bottom click 'Record'. If you fancy yourself a voice actor and got a mic, you can actually speak the text. Or, keep silent for the amount of time needed to read the subtitle text. After clicking 'Done', you can listen to what you recorded using 'Preview', and if you like it, click 'save'. In the CK log output window, yuor should see something like: DIALOGUE: Moving temporary LIP file to 'C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Sound\Voice\Temp.lip' (Succeeded) Then, in your SSE folder, if you go Data\Sound\Voice\{your plugin name}.esp\, you should see a .wav file and a .lip file with same name as ''Voice Filename' field in the 'Edit Response' window.Once you are done creating your voice (or silence) files, you need this tool: https://www.nexusmods.com/skyrim/mods/19242You open it, point it to the folder where your .wav and .lip files were generated, check 'process .lip files' and click 'Refuz' This will pack .wav and .lip file pairs into .fuz files.That same tool can be used to extract .wav files from game's .fuz files - but first, you would need to extract those from Skyrim - Voices.bsa
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USSEP is at #5? That does not sound right at all. Your top 9 should be: Skyrim.esm Update.esm Dawnguard.esm Hearthfires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm With USSEP being no higher than #10. (Or #9 if Skyrim.esm is considered 'load order 0#') Ok, try following: after talking to Proventus, open console (~) use command: getstage A7B33 If it return 0, it means this dialog option (A7B1E) is not invoking the associated script. If it returns 10, we need to dig further down the line. That said, something is seriously wrong with the way you describe things. Which mod organizer are you using? I use Vortex. I hear MO2 has a funky way of doing things, so any tools need to be set up an invoked through it to work right. Let's go step-by step. When you launch SSEEdit, you should be presented with a list of plugins you want to load - I assume you have everything checked on that list. (All your enabled plugins at least) After you click OK, and it loads a bunch of stuff, it should give another popup, asking 'Which mod groups you want to activate'. At least for me, only option there is 'USSEP-All' - be sure it is checked before clicking OK. And after expanding Skyrim.esm - Dialog Topic - 000A7B18, and selecting 000A7B1E - there are definitely only 'Skyrim.esm' and 'Update.esm' columns? No horizontal scroll bar, no additional columns showing up if you widen the window? I am asking this cause I have just downloaded the very latest USSEP from Nexus (Sep 18, 2022), and its esp. most definitely has a record for that dialog topic. To explain it in more detail: Main game, as well as larger mods that include a TON of files, do not have those files in loose form. They have them in archive (.bsa) files. The general priiority, if a given file under Data actually exists, that file gets used. Otherwise, game will use the file contained in a .bsa of the highest load order plugin Skyrim main includes Data\Scripts\TIF__000A7B1E.pex in Data\Skyrim - Misc.bsa. archive. USSEP includes Data\Scripts\TIF__000A7B1E.pex in Data\Unofficial Skyrim Special Edition Patch.bsa If USSEP is indeed enabled, the game SHOULD give priority to a script file in its .bsa. So, if what you are seeing in SSEEdit is correct, and in some weird way, your installation of USSEP does not overload that Dialog topic, but USSEP .bsa is still used, the game tries to call Fragment_0 but hits USSEP version of the script, where the function is Fragment_1. What you could try, as experiment: Get BSA extractor Open Data\Skyrim - Misc.bsa file using this extractor. Click 'Sellect None' Now expand Skyrim-Misc.bsa - scripts Scroll till you find 000a7b1e.pex, check the box next to it. (Everything else should be unchecked) Click Extract - and be sure that your target is 'Data' under your SSE folder. You now should have a TIF__a7b1e.pex file in Data\Scripts. Run game and try talking to the steward again - see if this time it works. If it does, your USSEP install is seriously borked, and you are very likely to experience a lot of other things broken in a similar manner.
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Ok, you really need to give some more details... What is your game version? I left mine on 1.6.353, and my Update.esm is definitely NOT overloading that entry, so I can only suspect that some later version (1.6.640?) of Update.esm does. Do you actually have USSEP installed? What is your load order? Update.esm should be right after Skyrim.esm , and definitely not after USSEP. In SSEEdit, for that dialogue entry, what mods are listed? Is it just Skyrim.esm - Update.esm, or Skyrim.esm - USSEP.esp - Update.esm? Also, I did a bit of an experiment, and unfortunately no, Papyrus log does NOT tell that game is trying to call a non-existent script fragment... so that's a bummer. Anyways, lets sort out the above questions first...
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SSE Can someone check my script for mistakes?
scorrp10 replied to 114529's topic in Skyrim's Creation Kit and Modders
Because, if effect starts on an actor who has no flag, and then, when it ends, they are actually holding a torch, it will unequip the torch... -
Smp hair sculpt to follower mod,Hair falling to the ground.
scorrp10 replied to pxd2050's topic in Skyrim's Skyrim SE
Not sure if my prior post somehow ended up translated to.... Japanese? But I said that my fix 'bakes' the wig into default skin, so it is not a separate item that can be removed. -
Smp hair sculpt to follower mod,Hair falling to the ground.
scorrp10 replied to pxd2050's topic in Skyrim's Skyrim SE
In this case, the wig mesh is not a separate item, but a part of the NPC 'naked' skin, so she will retain the hair even when completely stripped. (But not when wearing another slot 31 item, like a hood) But glad you figured it out. Yeah, I did notice that xml was declaring a couple bones that the hair did not actually have, but did not really connect it to the issue.