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scorrp10

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Everything posted by scorrp10

  1. You would do well to list the mods not being recognized, your game version and maybe the exact message you get.(screenshot) I suspect what SKSE is disabling are outdated .dll plugins. I have recently updated my game to 1130, and after I updated SKSE and Address Library, I started getting message that my .dll plugins were outdated and being disabled. So I had to update those mods to latest version.
  2. If you have a mod that adds a weapon that player can craft, then you can use additem console command or a mod like AddItem or QUI to get it, no problem. However, understand that these methods take a Base form of the item, and create a new Instance of that item (called a Reference). I.e. there is only one Base record for the Iron Sword, and every Iron Sword in the game is an Instance (Reference) of that base record. Things like grindstone improvement and enchantments are applied to a specific reference. However, what is even more, is that advanced unique items are usually linked into quests as aliases of specific references, and those aliases have scripts and such. Simply spawning an instance of such item in your inventory will create a Reference that is not connected to anything, and is basically "dead".
  3. Look specifically for 'Skyrim dancing SHADOW rose armor.' It is definitely available on Lovers Lab, which is 18+ and you do need to create a login there to download.
  4. Adding a keyword dynamically is rather esoteric stuff. No way to get it solved via, say, a global variable or a token item added to a holding chest, or some such?
  5. I do not have ability to examine your file right now, but best way to learn this is by example. Have you extracted any house meshes from Skyrim's own .bsa files and compared their .nif structure to yours?
  6. Just FYI, the wings and halo from first pic are not part of this set. Also, under download link there, it says: Secondary use and distribution is prohibited. But if you google "skyrim dancing shadow rose armor" you might find a CBBE conversion ... elsewhere.
  7. Yes, you definitely can combine them in Outfit Studio. First load the top, then in File menu, use "Add Project" to load the bottom part. Then in the mesh section, for each mesh that belongs to pants, go to Partitions tab, and change their partitions to Body (32), then save it, open it in Bodyslide (might need to restart Bodyslide) and build. Another option is to do it via CK. Load up the mod, go to its Armor section, find the pants part, and check which ArmorAddon it uses and which slot it goes into. Then locate the top armor form, and in its list of addons, add the pants addon, and in the slots list, add the slot for the pants.
  8. Have you actually physically checked Data/SKSE/Plugins in your SSE game directory? Cause SE version of JContainers is named JContainers64.dll. So you might have removed that, but still have the old JContainers.dll file there.
  9. You can definitely decompile the fragment script for that quest in order to see what it does. I see no issue, as long as you don't try to include your own replacement script in the mod. You can use "GetStage" condition on a quest to determine if a quest is at or before or has progressed past a certain stage. GetStageDone specifically tells you if a certain stage has been visited. I.e. GetStage might return 100, but that is no guarantee that quest ever been at stage 60. As to monitoring a quest: highly dependent on what sort of effect are you going for. Is it something that a player is supposed to experience immediately, regardless of where a player currently is - or player will not notice the effect until visiting a specific location? Also, looking at the monitored quest flow. As in, exactly what happens in that quest when it reaches that stage? If it changes state of a certain object adds an item somewhere, removes an item etc. You could put your monitoring quest on a 'RegisterForSingleUpdate' loop to check the quest stage every 5-10 min. Or ,if the effect is only observed when player enters some place, you could check that quest only on player location change. Or, you could fill an alias with an object that HR quest somehow changes at that stage, and monitor for that change.
  10. The "Local map" is just a generated top-down view of the cell, created from the floor textures. Minus anything flagged as 'hide from local map'. There is this: HD Local Map, but it is likely outdated, since it is a .dll
  11. Assuming it is this mod, you got the .esp name wrong. Outfit = 0x845~armors of the velothi pti - my version by xtudo.esp|DLC2RRGaldrusHlervu
  12. A 'Sound' property is filled with a Sound Marker object, not Sound Descriptor. So, if you specifically want it to play the sound from "MagMysticismSoulTrapCaptureSD" descriptor, you create a new Sound Marker form, name it however you want, and choose MagMysticismSoulTrapCaptureSD as its descriptor. Then you can populate a script Sound property with that Sound Marker.
  13. Did you try this tutorial? https://youtu.be/4q4O30xINB4?si=oqqxa6jKfvJImz6c
  14. I gave you the solution in my prior post. You attach the script fragments giving the item to player to the infos you do invisible continue FROM.
  15. Also, 'A PC capable of running Skyrim' is a rather broad definition. Skyrim is a 2011 game, and can run on VERY outdated hardware. Sure, if you want to run it in 4K, with 4-8K textures, hi-poly meshes and with ENB, you need good hardware. But you don't have to run it like that. - Schlongs of Skyrim is NOT a texture pack. - source? And why could you not obtain a 'done right' copy of the mod from that source? Also, did you clarify what 'done right' means? I mean, FG is not just animations - it adds new NPCs, and it adds 'spicy' dialogue options for a lot of NPCs, as well as guard and beggar interactions. But you can run it with scenes disabled, so when it is time for explicit action, you just get a short screen blackout. If that is what 'done right' means, I doubt that is what you are after. I very very very strongly doubt that an explicit adult mod will be allowed on XBox Live. Also, Nexus mods is focused on mods for PC, so it is unlikely you will get much XBox-related advice here.
  16. Ok, SERIOUSLY. Do you know how mods are made? Some gamer plays the game, sees some aspect of it that they don't like, and decides to change it. TO ... THEIR ... OWN ... LIKING. Be it the way how things look, how things behave, if something is too easy for them, or too difficult, or takes too long, or does not take long enough. They make a mod, and upload it - in case someone else fancies the same change. Mods reflect modders' own wants and likes and capabilities, and they are not obligated in any shape of form to make them 'accessible' for anyone else. Even so, in many cases they do, providing an MCM or a config file where things can be adjusted. Even without an MCM, it is just a mod. It is 100% your choice to add it to your game or not. And if you really want a mod but some aspects of it are not enjoyable for you, nothing prevents you from going into CK or xEdit and changing them ... TO ... YOUR ... OWN ... LIKING. Creating your own 3D models, textures, animations, forming quests, world-building and navmeshing, putting together dialogue and scenes can be darn hard and requires a lot of learning. But adjusting some modded-in skeleton difficulty should be downright trivial. In most cases, you don't even need to go mob by individual mob - just adjust level range of an encounter template.
  17. My general thought would be to place that chicken in the scene in advance, but initially disabled. Load that chicken as one of your quest aliases. When summoning, you just enable the chicken. Then you can have a script attached to that alias.
  18. Looks like you need Creation Kit Fixes. I get the same warnings in my log window, but I can add conditions to things just fine.
  19. Skyrim is not exactly a kind of game that hides its resources hidden in some proprietary non-public format. If such thing existed, it would be defined as a world cell in Skyrim.esm or maybe one of DLC esms, and was vusible in CK/xEdit. And textures for it would have existed in one of .bsa's. There are quite a few weird test cells in the game but nothing like what you describe. https://en.m.uesp.net/wiki/Skyrim:Test_Cells
  20. When you save a game, the save file comtains stuff from all plugins you had installed at the time, potentially even instances of some of their scripts running. Things you could do.... Continue playing with Mythical Ages Return to a save game before you installed that mod If mod has an MCM, maybe it has options to disable mod's features, so it can get safely removed. You could also try loading a save into Resaver (Fallrim tools) and clean out any forms/instances belonging to a given mod, save it as a different file and see if you can disable the mod and load the cleaned save.
  21. You can always just disable/enable specific plugins. The esp file is stilll going to be in data folder, but completely inert.
  22. A "mod" is a compressed archive containing various files. Which you either load direct from Nexus or drag into the 'mod drop' window in Vortex. Then it gets added to Mods list and is placed in Vortex 'download' folder. Then you can install it (to staging area) and enable - after which it actually deploys files to game folder, and if mod contains any plugins, it enables them. When you create your own plugin in CK or xEdit, it is just that - a plugin. It just sits there in your data folder. Same as any other resource files you might create for your plugin to use.
  23. You would have to describe in more detail what sort of condition you are trying to add. Are you trying to check conditional property of a quest?
  24. You can use invisible continue feature. You create a "Responses" branch topic with no player prompt, and just a selection of random NPC responses. You also create a very short "Silence" SharedInfo response with no text or sound. Then you create your request topics: Player prompt: Tell me about this thing. Response: use 'Silence' SharedInfo, on whatever conditions you need, with a script fragment of NPC giving you whatever it is they should, and in the continuing topics list, you put in only "Responses" branch, and check invisible continue.
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