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Everything posted by scorrp10
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I personally prefer this updated version of AFT. I tried NFF and some other, did not like them much. Now, Followers.... Regular vanilla followers, as well as basic modded followers, they generally are quite simple. For the 'Follow me, I need your help' option to appear, an NPC needs: Rank 0 in PotentialFollowerFaction ( 5C84D) and a relationship rank 1 or better with player. I.e. I skip to Riverwood, open console, click Sigrid addfac 5C84D 0 setrelationshiprank player 1 close console, talk to Sigrid, and there it is, 'Follow me, I need your help'. If I choose that, she gets added to 'CurrentFollowerFaction', and gets assigned a standard follower AI package. Oh, and since I am running AFT, and AFT watches for this stuff, it includes her automatically into its management system. Then there are followers who use vanilla hire/dismiss system, and work like regular followers, and are auto-managed by whatever framework you got. But they may have an extra quest or two, a bit of custom dialogue - completely independent of the actual follower mechanics. And you dismiss them, they stay dismissed and go to back to wherever their home base is. And then you got mod followers who got their entirely own system of hire/dismissal, their own AI packages, and sometimes that stuff just wreaks havoc with vanilla system. Throw in a follower manager and you got a nasty cocktail. At least AFT has sense enough to stay away from followers who did not use vanilla hire dialogue. I.e. Recorder, AFT will not manage her unless you ask it (which would be a bad idea). Vilja flies so far away from vanilla, AFT will not even recognize her as someone manageable. My point is, mod followers like that, standard vanilla follower console commands will only add to the mess, you want to sort it out, gotta load the mod into CK, potentially reverse compile the scripts, and see what the problem is...
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Yeah if you already had an instance of that armor on you before your change, it would not comply. You need to load a save from before you obtain the armor.
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I hope you got an .esp plugin to go with that script? The one that overloads the DA02Armor form? With that .esp enabled, launch SSEEdit. expand Skyrim.esm, Armor category, locate 00052794 (DA02Armor), see what overloads it and if your .esp does not have top priority, you need to resolve why. As you can see, for me that armor is only overloaded by WACCF, and the shown section describes only two original properties on the script. If your .esp has top priority, and it adds 3rd property, check the FormID it uses. I recall having this issue with one of my mods where filling property in CK would not 'take'. I had to manually set the FormID in SSEEdit.
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The point of the exercize was to generate a 'OnRaceChanged' event which happens when you mess with stuff in Racemenu. Most mods that affect camera/skeleton will re-initialize on this event. I had some glitches, including weird bow aiming bugs, which got fixed by a quick pop to racemenu. It is possible that whatever mod is causing this for you is not properly handling this event either. If you run any camera alteration or combat animation alteration mods, I would look for the culprit there.
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In Racemenu, Sure is...
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SSE Looking to make a spell tome levelling mod
scorrp10 replied to amokrun1's topic in Skyrim's Creation Kit and Modders
Far as overall scripting goes, setting up the environment and such is really out of scope of this discussion - there are a fair few tutorials on YouTube about that. I do it in Creation Kit Once you click the Add, you can select an existing script or specify creating a new one. Once a script is created, it is placed in Data\Source\Scripts, and can be edited in external editor (I use NetBeans) and then compiled using Papyrus Script Manager (under Gameplay menu in CK) -
SSE Looking to make a spell tome levelling mod
scorrp10 replied to amokrun1's topic in Skyrim's Creation Kit and Modders
A taught spell/skill is an internal native property of a Book type object. If the property is set, internal game engine checks if spell is already known, and if not, adds spell to player and consumes the book. So if you want to make a change like you describe, you need to override every higher tier spell book form. You would need a script, something like: Scriptname AdvancedSpellTome Extends ObjectReference Spell Property TaughtSpell Auto Spell Property PreRequisite Auto Actor Property PlayerRef Auto Sound Property UISpellLearned Auto Event OnRead() If PlayerRef.HasSpell(TaughtSpell) Debug.Notification("You already know " + TaughtSpell.GetName()) ElseIf PlayerRef.HasSpell(PreRequisite) PlayerRef.AddSpell(TaughtSpell) UISpellLearned.Play(PlayerRef) Self.Delete() Else Debug.Notification("You must learn " + PreRequisite.GetName() + " before you can learn " + TaughtSpell.GetName()) EndIf EndEventI.e. FormID 0010F7F5 - Spell Tome 'ThunderBolt'. Set 'Teaches' selection to 'None' and attach above script. AutoFill the sound and playerRef properties. For spells, you would need to fill TaughtSpell with Thunderbolt, and PreRequisite with LightningBolt. (For all other tomes, you attach same script, just fill spell properties accordingly). Note that will likely mess with mods that rely on Book:GetSpell() (such as Unread Books Glow SE) -
[SSE] Sleeves for Lord’s Mail CC
scorrp10 replied to Deleted95356593User's topic in Skyrim's Mod Ideas
You can bump this till cows come home. 1. These are Nexus forums, pretty sure Nexus deals with PC mods only - at least for Skyrim. I'd wager a large percentage of modders around here have no interest in jumping all the hoops to get a mod to XBox. I sure don't. 2. The requested mod would likely have to include original Lord's Mail CC mod assets. Which, without original author permission, could sail by here, but pretty much guaranteed to get shot down on Bethesda.net. 3. 'Add some sleeves' is about as definite 'give this follower a pretty face'. At least do some legwork, find a mod that has armor with the sleeves you have in mind and link it here. And yeah, those sleeves would be someone else's assets, too. -
A mod may contain replacement resources, such as improved textures, different looks for armor/people etc, better sounds and such. And a mod may contain a plugin (.esp/esl/esm) file. Some mods may contain multiple plugin files. A resource-only mod can make regular Iron Sword look real incredible, but will not change its stats. A plugin is what can actually change behavior of the game, such as make Iron Sword do 100 damage. Game launcher does not have the capacity to analyze if a given plugin just adds a few lanterns to improve the look of Solitude, or plonks a chestful of Godly-OP armor and weapons right by Helgen's chopping block. So the moment you enable ANY 3rd-party plugins, your achievements are turned off. I am pretty sure that only Bethesda-sanctioned pluigins (Creation Club) allow achievements. USSEP - it has a massive plugin that affects a lot of things. If the plugin is disabled, then USSEP is disabled. SKSE - for it to work, you must run not SkyrimSE.exe (which is what launched via Steam), but skse64_loader.exe - which is what Vortex launches.
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Is there any point to playing Skyrim anymore for me?
scorrp10 replied to InDarkestNight's topic in Skyrim's Skyrim SE
MCM scipt instances are generally just loaded in memory, but do not actually consume any CPU cycles - unless you are actually go into one (then it needs to be rendered) and change something in it - which then needs to run whatever code is attached to that option. Which can be just about anything, from a single variable change to massive sweeping changes involving thousands of objects. For all you know, your problem might be not script-related at all. I.e. if some bunny nearby is trying run from bush A to bush B, and some mod messed with area's NavMesh , the engine might go into infinite loop trying to calculate a valid path for the bunny. -
Step 7 'cleans up' the .nif, removing unnecessary stuff. (I.e. defined skeleton nodes that no vertices are weighted to) Initial file size: 355K. Minus the shield: 292K Optimized: 234K Mesh takes less space in memory and loads faster since engine does not need to read and process the junk. As an aside... In NifScope: Options - Settings - Resources tab. Under 'Paths' add your '...\Skyrim Special Edition\Data folder. Under 'Archives' - click 'Add archives' and, browse to your SSE Data folder, and add Skyrim - Textures0.bsa through Skyrim-Textures8.bsa.
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That said... More Informative Console:
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In Vortex: go to Plugins list (NOT Mods) And yeah, if Mod Index column is not showing, click the 'gear' icon in top right and check mod index.
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Alpha channel in the normal texture is specular. all-white alpha = super shiny/glossy. all-black alpha = 100% dark, non-reflective. For leather, I would set alpha to like darkish-gray (0x5f5f5f or something.) Here is an example from my recent mod. Glossier/shinier leather has lighter alpha, darker grainier leather almost black, shiny metal bits almost white.
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You can: In Racemenu, pick "Imperial" as race, design how you want to look (or load a preset), tweak what you want, then save it as a new preset, then go to Sculpt and export head. Next, change your race to Orc. Now, go to Presets, and load your saved Imperial preset. Then, go to Sculpt, and import the Imperial head you exported. Now, when I tried it, I ended up with a somewhat grumpy-looking Imperial, but I guess that's in the character!
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Is there any point to playing Skyrim anymore for me?
scorrp10 replied to InDarkestNight's topic in Skyrim's Skyrim SE
I suppose you mean 12MB, not 12K. And yeah, 12M is about right. But blown up save file is just one potential side effect. Posting load orders in general, is IMHO, useless. No one will go like - oh mod #59 adds a trapdoor on this island, and mod #211 adds a dirt pile in same spot, hiding the trapdoor'. You got a problem area - use CK to determine precisely which cell it is, then use xEdit to find all mods overloading that cell, then you can start figuring out how to fix it. Issues with scripts conflicts/overloads can be a total nightmare to crack, too. -
1. Get and install NifScope. 2. Not sure which mod organizer you use. For Vortex, right-click BDOR Pack in your mod list, choose 'Open in File Manager' 3. Go meshes\BDO Durandal, and open BDOR_Durandal_Cloak.nif using NifScope 4. Expand the root tree (click arrow next to NiNode - SceneRoot) 5. In the list you want to select 'BSTRiShape BDORDurandalCloakShield_1', and press 'Ctrl +Del' 6. Same for 'BSTRiShape BDORDurandalCloakShield'. 7. Optional, but highly recommeended: Go Spells-Optimize-Remove Bogus Nodes, and Spells-Optimize - Remove Unused Strings. 8. Go File - Save, close NifScope. 9. In Vortex, click 'Deploy Mods'. When displayed in your inventory or dropped on ground, the cloak will still have the shield. But when worn, shield will be gone.
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Is there any point to playing Skyrim anymore for me?
scorrp10 replied to InDarkestNight's topic in Skyrim's Skyrim SE
Mod/Script interactions are a funny thing, especially if some mods overwrite .pex files from other mods, and then they instantiate scripts with properties different from what parent mod expects, and when parent mod tries to do stuff with those instances, it all goes haywire - seen it done that. Sometime, a badly written mod will spam new script instances without proper cleanup. (Or maybe it was a well written mod with cleanup but its cleanup section got overwritten by other mod). Then you get a save blowing up to 100MB+ and mega lag. And yeah, mods that mess with world are a doozy. Unless someone noted an issue and made a patch. I.e. With JK's cities, one of journals needed for Recorder's quest gets buried under added decorations. Thankfully, there is a JK cities + Recorder patch that moves said journals. With mods that change the world a LOT, combinations of conflicts (and thus potential variations of patches needed) can be nearly infinite. I can easily dive into CK or xEdit to fix stuff there, but once conflicting mods made a mess of things and wrote it into your save, it's too late for that playthrough. Unless you have a prior save to fall back to. Gotta pick your poison. Too bad about your hardware/OS issue, but that is just something you need to sort out... -
It looks like your compiler is only seeing SKSE source, but not Skyrim's original source. I.e. GlobalVariable.psc comes in Scripts.zip provided with SSE, and SKSE does not contain a GlobalVariable.psc, hence your issues with it. Same for Debug.psc I use compiler in the Creation Kit, accessed via Gameplay - Papyrus Script Manager. For SSE, Creation Kit expects script sources to be in Data\Source\Scripts, NOT Data\Scripts\Source. Looks like whatever you are using, expects source in Data\Scripts\Source. What you need to do is consolidate all your source in one place in the following order: Skyrim initial source USSEP (if using UUSEP) SKSE PapyrusUtilSE SkyUI Ani other 'script extender' stuff. (JContainers, UIExtensions, IWantWidgets) Whatever other mods you wish to tinker with. Now, WHERE do you want to do this? CK expects source in Data\Source\Scripts. Maybe it can be changed via .ini settings, but I am not sure how. What this means is if you ever want to tinker with dialogue and quests which make heavy use of script fragments, CK will look for fragments, as well as create/compile fragments in Source/Scripts. So I VERY strongly recommend using that path. Process: (SSE being your Skyrim SE home directory) 1. Create a Data folder somewhere, i.e. C:\Data 2. In SSE\Data, locate Scripts.zip. copy it to C:\Data and extract it there. You will now have a ton of .psc files in C:\Data\Source\Scripts 3. In SSE\Data, locate Unofficial Skyrim Special Edition Patch.bsa Use BSA extractor to extract files under scripts-source into your C:\Data 4. If you have UIExtensions, use BSA Extractor to extract SSE\Data\UIExtensions.bsa scripts-source section under C:\Data. 5. Copy everything from C:\Data\Scripts\Source into C:\Data\Source\Scripts, overwriting any conflicts. 6. From SSE\Data\Scripts\Source, copy everything into your C:\Data\Source\Scripts, overwriting any conflicts. 7. Finallly, from C:\Data\Source\Scripts, copy everything into SSE\Data\Source\Scripts, SKIPPING any conflicts. You should now be able to compile from CK, or from any 3rd-party compiler as long as your source path is SSE\Data\Source\Scripts. Going forward: if you install any mod that extends script functionality, check location of its source: i.e. IWantWidgets : it has its source files under Data\Source\Scripts. Great - just install it. Or, JContainers : source is under Data\Scripts\Source. You want to copy its .psc files into Data\Source\Scripts after installing. Of note, I use Vortex, which creates hardlinks directly to SSE directory. I don't know how MO2 handles things.
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Nirnroot + Chaurus Egg potion CTD on use
scorrp10 replied to thesilentwally's topic in Skyrim's Skyrim SE
So... potions with only beneficial or only detrimental effect = OK Potions with mixed effect = CTD? Drinking a regular Invisibility potion = OK? Using a Weakness to Poison (on weapon as poison) = OK? And I guess either of the above performs an animation? I suspect it might be trying to play two animations at once and that causes an issue. -
I recall having similar issue, after building my new PC last year, and then setting everything up. Photoshop 2022 would initially not recognize .dds files even with Nvidia plugin installed. First/foremst - do you have an Nvidia graphics card? Pretty sure Nvidia plugin will not work on AMD card. That out of the way - what you need to do: In Photoshop, go File - Open As Browse to where you have a .dds file you want to open, select the file, and in the format dropdown, look for 'DDS - NVIDIA Texture Tools Exporter'. Click OK. You should get an importer popup - be sure to check 'Load Alpha as channel instead of Transparency', and uncheck Mip Maps and Flip options. And just in case, I opt to keep showing the popup. Once you do this once, Photoshop should associate .dds extension with Nvidia plugin. You can now permanently have Windows associate .dds extension with Photoshop.
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How does it look from 3rd person? It looks like you got some skeleton/animation/camera bug that extends your hitbox or places it in front of your bow, or moves your weapon node somehow. Are you using any camera mods? One thing too try: in console, type 'showracemenu', close console after getting the chargen screen. Assuming you use Racemenu, go into 'Body Scales' and change Height slider, then set it back to original value, then hit R to finish.
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Is there any point to playing Skyrim anymore for me?
scorrp10 replied to InDarkestNight's topic in Skyrim's Skyrim SE
Not sure what 'shenanigans' you mean, but SE is an updated 64-bit engine that works much better with modern systems - especially once you got engine fixes in. You can also use the 1.5.97 downgrade option - which, among other things, will allow you to use the excellent NetScript Framework and its problem tracking. Practically any mod from LE should work on SE, potentially after running its assets through CAO. The exception would be some ancient 32-bit SKSE plugins abandoned before 2016 and never recompiled for SE. Presently running 1.6.353 (too lazy to go 1.6.640 and having to update a whole bunch of stuff) with ~320 plugins - plus a bunch of mods without plugins, and my load is comparatively small. Some folks run stable 2000+ plugin SE setups. IMHO, only real reason to use LE these days is for asset creation. A lot of tools used for it were never properly migrated to SE. The plugin for direct Blender NIF import/export is for Oldrim format only, same goes for animations. So a lot of creators build their assets for LE first and port to SE as final step. I got to say for me personally, I have stopped truly "playing" Skyrim years ago. For me, it is a tech sandbox, as I been rather into scripting, 3D modeling, tinkering with quests/dialogue/audio, and presently trying to get my feet wet with SKSE plugin creation. I spend way more time in CK/Outfit Studio/Blender/Photoshop than in the game. -
Officially, game is still 'Skyrim Special Edition'. Its latest version (on Steam) is 1.6.640 and in addition to prior content, it also includes 4 Creation Club (CC) mods: Fishing, Survival, Saints/Seducers and Curios/Relics. If you buy the 'Anniversary Upgrade', it is not another version, just a pack of additional Creation Club content added to the same SSE 1.6.640. And 'Anniversary Edition' on Steam is just a bundle deal : SE 1.6.640 + Anniversary pack. But far as modding community goes, 'SE' now means version 1.5.97, which is what it was for 2 years before it was updated in Oct'21. Any version that is 1.6.+ is 'AE' . Reasoning: official Bethesda-distributed content (Creation Club) must be runnable on clean unmodded version of the game, which means without SKSE. The updates to the base game expand functionality in pretty much the same way SKSE does. in order to support more advanced CC content features. Essentially adding to base engine some of what nod authors could access for years. Unfortunately, this engine rebuild meant existing SKSE was no longer compatible, as well as any other advanced mods that included .dll plugins. As a result, a fairly large chunk of players opted to revert/stay on 1.5.97 and never update. SKSE and majority of other cornerstone mods (Racemenu, ENB, HDT-SMP, DAR etc) have been updated to support latest 'AE', but some mods whose authors left the scene - i.e. NetScript Framework - were not. For a mod user: If you opt to stick to SE (1.5.97), anything pre-2022 will work. Anything released/updated in 2022 and beyond, you got to read the description and make sure you get a proper version. If you go with AE (1.6.640 as of now): if it does not involve a .dll plugin, it will work. If it does, and was updated in 2022+, it should work.
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Can't buy any house in the cities of skyrim
scorrp10 replied to hobotech121's topic in Skyrim's Skyrim SE
Did you use SSEEdit to check for overloading the formIDs I mentioned? Tried 'startquest A7B33' console command before talking to steward? You can also try 'resetquest A7B33' Not getting the dialogue option means one of 2 things: Owning quest is not running. or One or more conditions is failing. (which could be because some mod messes with this dialogue topic)