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Everything posted by scorrp10
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Looking in the file, mesh for that circlet has a rather insane specular strength of 50. Combined with ENB 'Subsurface scattering' effect, it gives that result. I edited the mesh of that diadem, setting it to specular strength 2, 10 and original 50. Then I turned subsurface scattering off. Personally, I think that at specular strength 10(7 or 8 might be even better), the diadem is still quite shiny, but the scatter effect is barely visible. Subsurf scatter generally gives the skin a nicer, smoother look - but you can turn it off and see how you like it. In your SSE directory, in enbseries.ini, EFFECT section: EnableSubSurfaceScattering=false
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Supposedly, Boris mentioned it somewhere at some point that 'ENB' are initials of a certain girl that was/is his 'muse'.
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- definitions
- enb
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SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
This is probably a dumb question, but does PlayerRef need to be defined in every script instance? Like, if I attach the same script to five objects, I have to define it in all five?Why would you need that? The script you attach to the potion extends ActiveMagicEffect, and you use event 'OnEffectStart. Event OnEffectStart(Actor akTarget, Actor akCaster) The only actor to ever make those potions, drink them and get that effect, is the Player. So the akTarget (and akCaster as well) already references the player. You do not need any other methods, just use akTarget. You also don't really need five separate magic effects. Create a single effect, attach a script that goes like: ScriptName MyPotionEffect extends ActiveMagicEffect Event OnEffectStart(Actor akTarget, Actor akCaster) Float magnitude = Self.GetMagnitude() If magnitude == 10.0 ; do one thing ElseIf magnitude == 20.0 ; do second thing ElsleIf magnitude == 30.0 ; do third thing ... EndIf EndEvent Then, you just attach the same effect to all 5 potions, but with different magnitudes. Another dumb question: when you compile a script, how do you get it to display errors? I did it once by accident, but I don't remember how I did it. I am frankly puzzled that you don't see them. In CK, I use 'Gameplay' menu - PapyrusScriptManager. I can put something in the filter so I can easily find the scripts I need. If I right-click a script and choose 'Compile', it gets compiled. There is a status popup, and on successful compile, it will just disappear. On a failed compile, the popup stays up: And if I click on the script name, it gives me the compilation log. Unfortunately, there is no way to make that window bigger, so one has to scroll around. Or one can select everything in the window and copy-paste to notepad for easier viewing One can also go Gameplay - Compile Papyrus Scripts, if they have a whole bunch of scripts to compile, and check the ones they want compiled. Then status window will have multiple scripts in it, and one can click on failed ones to see errors. -
MARKARTH-buying house and becoming Thane of Reach
scorrp10 replied to Zementschleirentferner's topic in Skyrim's Skyrim SE
Not sure what you mean there. My latest playthrough, I was already half-way through Forsworn Conspiracy, killed a spider for Calcelmo, and rescued Fjotra (ands a bunch of other things) when I went to have a chat with Igmund. I told him I want to buy property in Markarth, and he told me to talk to steward about jobs. I tried talking to steward, but he did not have the 'looking for work' option. However, I exited the palace, re-entered it, talked to steward again and this time he had it. The branch dialogue topic is 'DialogueMarkarthIgmundHouse', and the response "I don't know you, steward will handle things" is triggered if player to Jarl relationship rank is 0. The quest of relevance here is 'BQ02' (BD77F), and the trigger point for "I am looking for work" at the steward is this quest must not have stage 10 done. Means quest needs to be running. The quest trigger is "Change Location Event", but occasionally it gets a bit stubborn and fails to start. So, if you talk to Igmund, and Raerek does not have the "Looking for work" option, AND you can't get it to appear by going to other cell and back, try following: In console: getstage BD77F If you get back a non-0 number, it means you already somehow have a Forsworn Bounty quest in progress. You can go finish it, or you can: resetquest BD77F If you get back a 0, and steward does not have the dialog option, it means quest failed to start. In console: startquest BD77F Once you got that quest going, complete it at your leisure. Once you turn it in (stage 200), you get a relationship rank boost with Jarl to 1. At this point, he should have the 'Do you have more work' option. Thing is, the 'recover shield' (Favor157, A3503) quest also has Change Location Event trigger. So, if you do Forsworn bounty, and Jarl does not have the dialog option, do : startquest A3503 -
SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
'akActor' is not a function, you do not put parenthesis after it. Also, what 'potions' are you talking about? Weren't you going to do it using a book? If you want it to work via a potion, you should define a 'script' type MagicEffect, and attach a script to it which has the add perk logic in the 'OnEffectStart' event. Then you define a Potion and assign this MagicEffect to it. Functions do not exist just by themselves. Each function is a method of specific class. If a function is defined as 'global', it is called on the class itself. Otherwise, it needs to be called on an object instance of a class. Calling a function just by itself is a short way of calling it on 'Self' object (or class if it is global). A 'native' function is one that is implemented in game engine itself, so in Papyrus, there is only a declaration, no body. Thus, you don't just call 'Notification' . It is a global, so you call it as method of the class it belongs to. Namely, Debug. Debug.Notification("blah blah") <<< displays a message in upper left corner. Debug.MessageBox("blah blah") <<< displays a popup message in middle of the screen and you need to click ok. Debug.Trace("blah blah") <<< writes a line to game's Papyrus log. If you want samples, there should be a TON of scripts in your Data/Source/Scripts, including all the scripts for various standard game classes, such as Actor.psc, Potion.psc, etc. So if you want to see examples of how a particular function might be used, you can use something like GrepWin in that folder to search. -
SSE Adding perks via potions/spells
scorrp10 replied to WalkerInShadows's topic in Skyrim's Creation Kit and Modders
At the very least, use akActor as argument in the Activate call. Secondly, why do you even need to check? How likely it is that an NPC would have such item, let alone try to equip/use it? -
Racemenu has 'Head up/down' slider in the Head section.
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Yes, NEVER use player.placeatme on unique NPCs unless it is a test game you are not actually playing through. Go back to a save before you did this command, and try following: prid a2c94 moveto player
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[SSE] Hall of mannequins is from what mod?
scorrp10 replied to AelaTheFoxx's topic in Skyrim's Mod Ideas
One place with a lot of mannequins in the armoury is Riverwood Keep SE. https://www.nexusmods.com/skyrimspecialedition/mods/15005- 5 replies
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- player home
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Highly depends on which skin is being used, ENB profile, and a number of other factors. Mine is definitely not perfect, but I am shooting for playability, not photo-realism. Mostly using Patrician ENB, Obsidian Weathers. Saadia, Botox (Fair skin) Hulda, Bijin, Bijin skin Karliah, GLAM (own custom skin) Lucia, TKAA (Fair skin) Elisif, LamaKreis, (Dimoniac skin) Anabel, (Custom follower, Fair skin) Recorder (2021 Redux version, not sure which skin)
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.esp files contain just the definitions of things they add to game, and are usually quite small unless you got a mod with massive amount of worldspace/dialogue etc. But even those weigh in at only a few MB. Heck, Skyrim.esm is only like 240MB. If you are curious, you can go to your mod list, right-click on a mod and choose: Open in File Manager. This will open the deployment directory of the mod where you can browse all of its contents. Well... not exactly all... Goes like this: when you add a mod by either pulling it from Nexus or dropping a third-party archive file in that bottom box, the archive file of the mod is copied into Vortex 'Download' directory. Then Vortex offers to Install the mod. Installing means it will uncompress archive contents into a dedicated deployment directory. Some mods include an xml-driven FOMOD installer which allows for conditional unpacking. I.e. a mod might include armor meshes for both UUNP and CBBE, which actually go into same place in the file structure, and you get to pick which. Next step in to Enable the mod. This is when Vortex determines if new mod files conflict with any existing files (and asks you to indicate which should have priority), makes sure you have all the required masters, determines where plugin goes in the load order and enables it. Finally, it Deploys the mod which is the process of creating hardlinks to files in the deployment folder, under Skyrim's Data structure.
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You would need to define one or more music track forms pointed to wav files of your music. You would need to define a MusicType form that contains those music tracks, and likely has priority 1 (highest) You would need to attach a script to the headphones. In the script: Actor Property PlayerRef Auto <<< fill this with 'Player' for any cell. MusicType Property myHeadphoneMusic Auto <<< fill this with your music type form. Event OnEquipped(Actor akActor) If akActtor == PlayerRef myHeadphoneMusic.Add() EndIfEndEvent Event OnUnequipped(Actor akActor) If akActtor == PlayerRef myHeadphoneMusic.Remove() EndIfEndEvent
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My preference: Botox for Skyrim for girls, Pride of Skyrim for guys as base. 'The kids are alright' (TKAA) for kids. I do have Bijins installed, though a lot of them are overloaded by more specific mods.
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Skyrim VR in Legendary Edition.
scorrp10 replied to Aveathille's topic in Skyrim's Skyrim VR and Consoles
Dead wrong. Legendary Edition was a 2013 repackage of the 2011 original, so you no longer needed to separately buy the 3 official DLCs. If you owned original and did buy all DLCs, there was zero reason to get LE. It was basically same game with same old 32bit engine. Special Edition was a complete overhaul and remaster of LE, released in 2016. It has new 64bit engine. Anyone owning original+DLC or LE, got a free copy of SE. At the time, LE was also discontinued on Steam. Allegedly, one can still get a copy, but they would have to jump some hoops. Mods: Just FYI, about 90% of Oldrim(LE) mods work out of the box on SE. If I have SE set as active in Vortex, I can click 'get through mod manager' on Nexus and it installs right in. Other 10% (typically real old ones) need to get their assets run through CAO. Only maybe a tiny handful developed specifically for 32bit SKSE and never recompiled for SKSE64 form an exception. But all really major stuff was ported. One thing true is that asset-creation modding tools (meshes, animations) are more available for old format. So creators often first build assets for LE and then port. LE is limited to 255 plugins. No ESL support. On SE, one can run 4000+ plugins. Now,VR. It was not a "mod". It was a separate title that took a significant amount of development, and was NOT free. I paid $60+ for it on launch day. Yes, it uses all the assets from SE, but the engine was heavily changed. It is not VorpX-like which just distorts image for headset and remaps controls. The game actually renders the visuals simultaneously from two cameras for proper 3D effect. Which often means 2x GPU load and 2x memory requirement. I doubt it could be even possible on old 32bit LE architecture. I can run SE in 4K with full-blast ENB no problem, but VR makes my RTX3080Ti sweat. So, there you go. -
Can afford or not, afraid graphics card is your bottleneck. A 1650 is about par with a GTX 1060. My prior system (Core i7-7700, 16G dual-channel RAM, 1TB SSD, GTX 1080Ti) definitely struggled with an ENB, especially at 4k resolution. Also, not entirely sure, but I think if you use 1920x1080, 4K textures display downsampled.
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Not really. One thing for sure, various assets MUST be under specific folders under Data in order to be properly seen by the game. I.e. textures must be in Data/textures, meshes must be in Data/meshes. However, once under those directories, there really should be clear separation of mod resources from vanilla and other mods. Everyone's workflow is different, but an important factor is that likely, as one works on a mod, one wants to be able to test their work in-game now and then. And that means that resources MUST be properly placed within game structure. My preference is: author name under each primary folder where appropriate. Under those, specific mod folders, under that - categories. Maintaining resources exactly where they will be in the game in a finished mod is a great way to guarantee that all texture and mesh paths are correct from the start.
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You can take a look at this .nif and .xml I recently did work on. They can just copy/paste the collision body and head from my .nif to theirs. Nif File XML File It is not totally perfect, but you can see that some strands have collision with right arm, some are caught between breasts. You allso might notice that having a collision body does not prevent hair from clipping into the dress...
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Mod that shows you already have the spell on trader's list or not
scorrp10 replied to sworder01's topic in Skyrim's Skyrim SE
SkyUI is 100% Papyrus-based. It contains no .dll plugins, meaning as long as you have proper version of SKSE64, it will work. I strongly recommend very carefully reading and following this: SkyUI-SE & SKSE64 Installation Guide -
This reminds me... :D
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Can someone explain something to me?
scorrp10 replied to skullionaire117's topic in Skyrim's Skyrim SE
I personally use Vortex. There, in the plugins list, under 'Dependencies' column, you drag icon of one plugin to another to establish their load order. -
Mod that shows you already have the spell on trader's list or not
scorrp10 replied to sworder01's topic in Skyrim's Skyrim SE
Yes, it is SkyUI. I think these days, it is practically a requirement for anyone remotely into mods. A lot of mods come with configuration menus(MCMs), which require SkyUI. -
You use an image hosting site that offers bbcode links. I use imgur. After I upload an image there, hover over iimage, click the '...' icon, 'Get share links', and 'Copy Link where it says 'bbcode'. To post here, I usually switch to 'code' mode (the 'switch' icon, first in top toolbar), I paste the link text from imgur, then I put spoiler tags around it.
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Mod that shows you already have the spell on trader's list or not
scorrp10 replied to sworder01's topic in Skyrim's Skyrim SE
Like here. I can see that I did not read 'Fire Rune' and 'Frost Rune' tomes yet. I think it might be a SkyUI thing. -
Most likely a race-specific death animation that does not constrain body part nodes to each other.