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Everything posted by scorrp10
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Is there a teleport follower to you mod?
scorrp10 replied to Gomezaddams51's topic in Skyrim's Skyrim LE
Amazing Follower Tweaks (AFT) does.it. -
PC crash to reboot while being outside in Skyrim
scorrp10 replied to jasperdegraaf's topic in Skyrim's Skyrim SE
A laptop is configured in a way that its PSU provides sufficient power - and if it does not, then it will scale down performance. Insufficient power on a desktop can easily lead to reboots, BSD and all that. As far as damaging hardware - not likely. It used to be that abrupt loss of power could cause a head crash in spinning hard drives, but those have included capacitors to provide juice for head parking for ages. It is of course a big question as to why they put a crap PSU into a 3k euro PC. My recommendation would be, if you spend that much, go to a place where you can actually determine the components. Now, a quality 850W PSU (Corsair, Seasonic) here in US costs about $120-140, and swapping out a PSU is generally not that hard. -
Mod recommendation? -Not sexualized- female body replacer
scorrp10 replied to RumiVixeni's topic in Skyrim's Skyrim LE
One caveat: Most CBBE clothes/armor these days require 3BA to work properly, and 3BA itself does NOT have a NeverNude option. However, you can get this mod, and use BodySlide to build a NeverNude default 3BA body. -
Mod recommendation? -Not sexualized- female body replacer
scorrp10 replied to RumiVixeni's topic in Skyrim's Skyrim LE
CBBE has a nevernude/underwear option during install. And then you can use whichever CBBE-compatible skin texture you want with it. -
If you want to use OnContainerChanged, you need to do it in a script attached to the alias for the quest items themselves. So in your quest, you add aliases for the weapon piece references placed in the world, and attach the same exact script to each. ScriptName WeaponX_PartAlias extends ReferenceAlias Actor Property PlayerRef Auto ; populate with player reference Bool Property isObtained Auto ; populate with false Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if PlayerRef == akNewContainer as Actor isObtained = true (GetOwningQuest() as WeaponX_QuestScript).CheckPartsList() endif EndEvent And then, assuming you have a script named 'WeaponX_QuestScript' attached to your quest, in that script you add a function: ReferenceAlias Property Part1Alias Auto ReferenceAlias Property Part2Alias Auto ReferenceAlias Property Part3Alias Auto ReferenceAlias Property Part4Alias Auto Function CheckPartsList() if ((Part1Alias as WeaponX_PartAlias).isObtained && (Part2Alias as WeaponX_PartAlias).isObtained && \ (Part3Alias as WeaponX_PartAlias).isObtained && (Part4Alias as WeaponX_PartAlias).isObtained) SetStage(10) endif EndFunction
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I would say, about everything. You call SetStage(10) directly, does it mean you are trying to put this into your Quest script? A quest does not receive and OnContainerChanged. I am pretty sure I was writing a response to this thread, but my response somehow disappeared. I would say the easiest option would be to do this through script attached to player alias. You make player an alias in your quest, and attach a script to that alias. You also create a formlist, and add the 4 pieces to be collected into this formlist. The assumption here is that each quest piece is a unique form, with only one reference of it existing in the world. ScriptName Weaponx_PlayerAliasScript extends ReferenceAlias FormList Property Weaponx_PartsList Auto ; this is filled with the formlist in the properties int PartsCount = 0 Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if PartsCount < 4 if WeaponX_PartsList.HasForm(akBaseItem) PartsCount += 1 if PartsCount == 4 GetOwningQuest().SetStage(10) endif endif endif EndEvent This is a bit simplistic as technically player can remove and add the same piece several times... unless you flag them as quest items I guess, but still: here is an improved variant: ScriptName Weaponx_PlayerAliasScript extends ReferenceAlias FormList Property Weaponx_PartsList Auto ; this is filled with the formlist in the properties Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if GetOwningQuest().GetStage() < 10 if WeaponX_PartsList.HasForm(akBaseItem) int i = 0 bool success = true while i < WeaponX_PartsList.GetSize() if GetRef().GetItemCount(WeaponX_PartsList.GetAt(i)) == 0 success = false i += 1 endwhile if success GetOwningQuest().SetStage(10) endif endif endif EndEvent
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I will put the answer here for other as well - it is a game engine thing. See the Wiki about 'Say Once' option. For any quests that are not start game enabled, 'Say Once' topics reset when player exits Skyrim.
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Yes, this very much boils down to higher-poly vs lower-poly. The meshes are smooth-shaded, so they may look much more rounded than they really are. But the 'diamonds' are the result of more detailed mesh clipping through the larger faces of less detailed one.
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Let me get this straight: 1. You start a brand-new game. 2. You read the note and quest starts. 3. You talk to the quest NPC, and the 'Say only once' intro dialogue is there. 4. You talk to the NPC again, and intro dialogue is no longer there. 5. You save the game and exit. 6. You start game again and load the save. 7. You talk to the NPC, and intro dialogue is there again? I can take a look if you upload the mod someplace. (You can give me the link via PM) I should only need the .esp... and I suppose the script that starts the quest.
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Missing textures for Dunmer Shoes (female)
scorrp10 replied to sincerity2103's topic in Skyrim's Skyrim SE
The armor record is generally irrelevant for the look of the item. The DLC2DarkElfShoes (Dunmer Shoes) (0403705A) uses DLC2ClothesDarkElfShoesAA (04037059) model. Check if anything overloads that (likely not) The model itself uses: DLC02\Clothes\DarkElf\M\Shoes_1.nif for males DLC02\Clothes\DarkElf\F\Shoes_1.nif for females In my case, the female shoes model is actually provided by 'Remodeled Armor', and it is fine (and it is ankle-high). The vanilla model (found in Skyrim - Meshes0.bsa) is also about ankle-high. The boots in your screenshot (knee-high, with buckles) actually appear to be the ones from CBBE Minidresses mod. And the textures for them are also part of that mod. Most likely scenario: you at some point had Minidresses mod installed, and you built the 'Dark Elf Boots MDSE' to some other preset. After which, at some point, you removed the Minidresses mod. The BodySlide-built meshes would remain in place. -
Broken dwemer crossbow trigger model issue
scorrp10 replied to alphafr's topic in Skyrim's Skyrim SE
The problem would not be in the .esm. Something is messing with TriggerCtrl bone in the crossbow skeleton. Either your crossbow model itself is somehow messed up (meshes\dlc01\weapons\dwarven crossbow\dwarvencrossbow.nif) - if you don't have that file, then it is likely still in the .bsa. If one extracts that model and slightly increases Z translation on the TriggerCtrl bone, it becomes exactly like in your picture. Or, your crossbow skeleton file is affected by something (meshes\dlc01\weapons\crossbow\character assets dwarven\skeleton.hkx) -
You were on the right track in that you exported the head from Racemenu. Here is what you should do, but before that, you need to sort out the weight. If you want your model to be on a skinnier side, be sure to set Weight slider to 0 before head export. If you want 'heavier' look, use weight 1. DO NOT use other values. Open the exported head file in NifScope, and next to it, open the _dbhood.nif file that I attached here. After you expand their root nodes, locate and click "NiNode NPC Head [Head]" node in both files. In the properties below, in the hood file, click on 'Translation' and Ctrl+C In the properties of the head, click on Translation (it should have 0 for X, Y and Z), and Ctrl+V to paste the values from the hood file In same exact fashion, copy-paste the 'Rotation' values from hood to head. Repeat steps 2-5 for NiNode: NPC Spine2 [Spn2]. And, if the head file has nodes 'NPC R Clavicle' or 'NPC L Clavicle', do steps 2-5 for those as well. Save the head mesh which should now be looking correctly. For the body, assuming you use CBBE and it is a woman, you want to use BodySlide. Choose 'CBBE Body' or 'CBBE Body Physics', or 'CBBE 3BBB Body Amazing' if you got 3BA, select the CBBE preset you wish to use, and Ctrl-click the Build button. Do the same for 'CBBE Feet' and 'CBBE Hands'. Now, in Data\CalienteTools\BodySlide, you will find femalebody_0 and _1.nif, femalehands_0/_1.nif femalefeet_0/_1.nif files. If you exported head at weight 0, use the _0 files. Otherwise, use the _1 files. For a male body, you generally want to do a similar thing, but with HIMBO. _dbhood.nif
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Need answer with OAR, how it actually works?
scorrp10 replied to Agevairs's topic in Skyrim's Creation Kit and Modders
Basically, when you are creating dialogue, when in TopicInfo window you go to add or edit a specific line of response, the Edit Response window lets you choose an Idle animation to be played by the speaker and/or by the listener. In CK Gameplay menu, if you choose Animations, and expand the Actors\Character\Behaviors\ tree, it has a LOOSE category in the end. You might notice that animations under that category are the ones you can pick in the Edit Response window to play along with that response. For example "IdleCiceroDance1". Animations window will tell you that IdleCiceroDance1 idle in fact uses "IdleCiceroDance1" Anim Event. Now, I personally use Nemesis, so in my case when I go to meshes\actors\character\behaviors, I got Nemesis_*.xml files in there. And if I grep for 'Cicero' I can see that it is found in Nemesis_mt_behavior.xml, And looking in there, I see that 'CiceroDance1' corresponds to 'Animations\Special_CiceroDance3.HKX' (that would be under meshes\actors\character\) So yeah, figuring these things out can be a bit hard. Now, if you want to go OAR route, you can set up in OAR to replace specifically that .hkx file, and put up a rule to replace it only for that NPC. Another option, of course, would be to add that head scratch animation file into your mod(as well as any other animations you wish to use), along with behavior files for either FNIS or Nemesis (see their documentation), which would add your animations as entirely new Anim Events to the game. For example, you add it under 'MyMod_HeadScratch'. Then, in CK, with your mod's esp loaded, you go into the familiar Animations window, under Actors\Character\Behaviors, and in LOOSE, you right-click and 'Insert Child'. Give it a meaningful ID(like IdleHeadScratch), and select 'MyMod_HeadScratch' in Anim Event. Then, when you do the dialogue, you can select this idle for the response. -
Finding Mod: No Quest Objective Location in Restricted Area
scorrp10 replied to Nimarus's topic in Skyrim's Mod Ideas
A Radiant quest can send you to any location, even a mod-added one, as long as it satisfies parameters of the quest. What problems exactly are you having? You can't find the place? There is no quest marker on the map? If you know who gave you this quest, I can tell you how to find the mod that adds that location. -
Yes, you can make files available via PM if you wish. BTW, your tutorial link seems incorrect. A texture set in a head part is only relevant when choosing that part in Racemenu. It will then apply the textures specified in the set rather than the textures in the .nif itself. Once a head .nif is exported, textures for any given part are specified in the exported head itself. If the tutorial calls for having those texture sets, and the original does not have them: Lets say there is no texture set for the eyes: 1. Choose any existing vanilla eyes textureset and create its duplicate. 2. Locate the original mod's follower's head .nif and open it in NifScope 3. In it, expand the eyes part, and locate its textures. 4. Edit the texture set you created in step 1 to point to those textures.
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It most likely means that what you downloaded is a BodySlide preset, not a RaceMenu one.
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Changing a Guard's Appearance - How?
scorrp10 replied to LevisageDeDior's topic in Skyrim's Creation Kit and Modders
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Ok, Steel Arrow recipe is 1 firewood + 1 steel ingot = 24 steel arrows. Steel bolt recipe is 1 firewood + 1 steel ingot = 10 steel bolts. I think the limiting factor here is the steel, not the wood. A crossbow bolt head is a fair bit larger and heavier than an arrowhead. That said, you can always fire up Creation Kit, make sure you load Dawnguard.esm as one of master files. In Object Window, under Items Constructible Objects. Say you want to change the output of Steel Bolt recipe: you edit 'DLC1RecipeTechBoltSteel' form, just put a different number in 'Created Object Count'. Save your plugin, make sure to enable it in your mod manager, done.
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Well, that mod has absolutely nothing to do with your problem. It simply makes facial hair of the head a slot 44 partition (similar to how regular hair is partition 31 and ears are partition 43), so that when a slot 44 mask is worn, facial hair is not rendered. But when actual parts of the face are poking through the mask, the only real solution is to enlarge the mask mesh. A PROPER way of doing this would be make the mask a dynamic shape and to have morph (.tri) files, so it can move in essentially same way as a beard does. Then this mask would adapt to racial features, chargen sliders, AND it would move when the character spoke/laughed etc. Very similar in structure/function to an actual beard headpart. Unfortunately, I quite lack the knowledge of working with morphs. You could check with an author of Beard of Power to see if there is a possibility of creating a dynamic Shrouded facemask...
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Easiest way is to just use wigs. Use a follower framework that allows outfit control, and you can add a wig to a follower. There are a fair few mods that add wigs, including SMP ones. Replacing hair on an NPC is not a very trivial task. You need to alter their head mesh under meshes/actors/character/facegendata/facegeom, replacing the hair shape(s) within it with the new shapes from KS, and then making changes in the .esp for actor head parts list to match updated head mesh. If you are just doing it for yourself, you can just use the textures in morph files in KS Hairdo's folders. If you are planning to release it, you need hair textures and .tri files included in the mod.
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Are you 100% certain you are starting a new game? No mods that 'expedite' a new game start by creating a 'seed' save and then reusing it? I mean, this whole thing is implemented via a hidden perk. The script adds a perk to player character, and then that perk is 'baked' into the save. If you uninstall the .esp that has the definition for this perk, you are going to lose the ability to reference it in-game, but that piece of code is still attached to the player. But if you no longer have the .esp in your load order (you don't use Wrye Bash, right?), it should NOT attach this perk on a NEW game. Run the game. When main menu appears, open console and type 'coc whiterunorigin'. See if people are still labelled like that.
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Changing a Guard's Appearance - How?
scorrp10 replied to LevisageDeDior's topic in Skyrim's Creation Kit and Modders
The guards at the lower and upper gate both have base ID F684E (same face) - (GuardSolitudeImperialDayMaleGuard). And yeah, those are not distributed via levelled char. -
Changing a Guard's Appearance - How?
scorrp10 replied to LevisageDeDior's topic in Skyrim's Creation Kit and Modders
If you use More Informative Console and click on a guard in question, you should get the RefID and BaseID. BaseID should be what you need. So, Windhelm guard BaseID 3EF2C (GuardWindhelmSonsGateMain) Looking at use info, there are two of them in 'WindhelmPalaceoftheKingsExterior', and they are not used by any levelled character records. So you need to create the head specifically for that BaseID. -
Replacement mods for more obscure npc animations?
scorrp10 replied to HackDudez69's topic in Skyrim's Skyrim SE
Nemesis (or FNIS) is used to add entirely new animation COMMANDS to the game. Like the ones for posers, adult mods, dance mods, etc. If you just want to outright replace one existing animation with a different one, you don't even need OAR. You simply override a vanilla hkx file for it with a different one. You need OAR (or DAR) when you want to replace an animation conditionally. I.e. only for women, or only for those wearing heavy armor, or only if they are in a certain faction. -
The script in that mod is contained in .bsa so it will have nothing in scripts. The only thing that the script does is add a perk to the player. When player has that perk, NPC labels get affected. BTW, you should be able to turn it off with set _SAG_StrangerModInstalled to 0 console command. (Set to 1 to re-enable) And you definitelly must have messed something up with your mod management. Or did not actually start a new game after uninstalling. I just downloaded that mod, installed it into my SSE, started new game, people in Riverwood all have '?' labels. Tried the above command - it works, people get their names back. Then, I removed the mod using the Remove button next to it in Vortex - it cleanly uninstalled, I started a new game, people are all back to having their names.