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Is there a quick and easy way in SSEEdit to get rid of all the Wispmothers? I've tried and tried to figure out the issue and now I'm simply to the point where I'd rather just burn them from the game's existence. They're causing all kinds of crashes every time I even get close to one.
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SSE Adding Persuasion options to Dialogue
akaTelamon replied to akaTelamon's topic in Skyrim's Creation Kit and Modders
Okay. Starting with a fresh dialogue branch, I am replicating the following steps as I interpret your instructions: 1. I place a ; inside the beginning Papyrus fragment section. Only the semi-colon, nothing else. 2. Click inside the Script block, and now a script appears: TIF_XXXXXXX (Not really X's showing up, just using that since it changes every time I attempt this) 3. I then click OK to back out of the window, and then I double click on the dialogue to reopen the window. 4. I right click on TIF_XXXXXX and choose "Edit Source". Under the last line of code, I add the following string: FavorDialogueScript Property DialogueFavorGeneric Auto 5. Upon saving, Compiling fails. I receive the following error: Starting 1 compile threads for 1 files... Compiling "TIF__0200BA54"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FavorDialogueScript.psc(156,29): script property pFDS already defined C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FavorDialogueScript.psc(156,29): script variable ::pFDS_var already defined C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FavorDialogueScript.psc(156,29): script property pFDS already has a get function defined C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FavorDialogueScript.psc(156,29): script property pFDS already has a set function defined No output generated for TIF__0200BA54, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__0200BA54 Thank you so much for your patience with me. -
SSE Adding Persuasion options to Dialogue
akaTelamon replied to akaTelamon's topic in Skyrim's Creation Kit and Modders
Okay, so in other words, I should paste in the frag, but avoid the compile button in the beginning, and go straight to right clicking on the script that appears. However, when I select "Edit Properties" I get an error message stating: "Cannot open store for class "TIF_000A717A", missing File?" I click "Ok" and then another error message: "Errors encountered while attempting to reload the script." After that, the properties window opens, but the only button not grayed out is the cancel button. This is after wiping both Skyrim and Creation Kit from my G:Drive and putting them on my C:Drive. It's the same thing as before. Please feel free to course correct or basically hold my hand. -
SSE Adding Persuasion options to Dialogue
akaTelamon posted a topic in Skyrim's Creation Kit and Modders
Good day. Attempting to follow the online tutorial, I'm hoping to add in some Speechcraft opportunities to some dialogue I'm working on. However, I'm a bit confused by how to get things set up with the necessary script, as CK is shooting back errors. To make it so that my persuasion success levels up Speech, I am placing the following line in the "Papyrus Fragment" of the Begin block: pFDS.Persuade(akSpeaker) After that, I click compile, and I receive the following issue: Starting 1 compile threads for 1 files... Compiling "TIF__0200BA6A"... G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__0200BA6A.psc(9,0): variable pFDS is undefined G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__0200BA6A.psc(9,5): none is not a known user-defined type No output generated for TIF__0200BA6A, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__0200BA6A A script appears to the right which I can open, but all the options are grayed out. Any knowledge would be greatly appreciated. -
I wouldn't even go there. The last time the SKSE team missed their target, they almost got lynched by the community.
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Creation Kit not launching properly?
akaTelamon replied to BuckeyeTiba's topic in Skyrim's Skyrim LE
I found this thread because I had the same problem with Skyrim Special Edition. I did some tinkering and I believe I've found the solution, though I can't guarantee it won't have unintended side effects. Looking at the error message that I was getting when attempting to load Creation Kit, it said that I could bypass this Version check by setting "bUseVersionControl=" to 0 in the ConstructionSet.ini file. I did see other users wondering what the heck that was, but during my research I also learned that the Creation Kit used to be called Construction Set back in the day. So using my critical thinking skills, I instead opened up the CreationKit.ini file in my SE directory, and sure enough, I found that the very first line under "General" was.... bUseVersionControl=0. Not wanting to tamper with this ini file, I instead copied it to the same folder and renamed the copy to "ConstructionSet" And... open sesame. Now all I have to do is remember why I even needed to open CK this way in the first place. -
Holy crap, dude. Majestic, you truly are.
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http://i0.kym-cdn.com/photos/images/original/000/655/681/4dc.gif
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Everybody and their mother is losing their minds about this SKSE64, and I'm just over here like, 'Any Last Seed today? No? Sigh.'
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There is surely nothing wrong with inquiring if everything is okay. That being said, the silverlock team doesn't owe us a word. Let's calm down, everyone, and give these guys a little credit. They have consistently demonstrated themselves to be professionals who would only go dark in order to make their ultimate victory that much sweeter. If by chance they do run into any show stoppers, I'm sure we'll be given the news in due time. Due time, meaning later. Also sometimes referred to as, 'Not now.'
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Most custom meshes and textures need to be run through the new CK first, but there are rare exceptions. I've seen conflicting reports about UNP, but your next best bet would be the bijin series, which seem to look even better in SE. While I'm here, I'd like to update the list of working mods with The Eloquent Reader. It's a very cool mod that gives you a little speech experience every time you read a book you haven't read before. EDIT: I also forgot to mention that More Interesting Loot has not been giving me any issues. This is another gem that I feel deserves more attention.
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TK Children and the freckle add-on seem to be working alright, so maybe get a second opinion and add that to the list. No luck with Bosmer and Black Sacrament armors, let alone the Immersive Armor collection. Aspens to Cherry Blossoms is another dead end.
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You know that little box with the mod requirements that pops up as soon as you click a mod download link? Just ensure that the Special Edition isn't on that list as a requirement. Easy. If people can't be bothered to check mod requirements, then it's only a matter of time before their game is ruined anyway.
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[LE] Rochebere- A brand new city- Coming Soon
akaTelamon replied to samv96UK's topic in Skyrim's Creation Kit and Modders
It looked mindblowingly good, but at some point I'm sure the OP just got sick of dealing with it. I marvel at the drive it had to have taken to get as far as he got, but like so many other projects of this scale, the writing was on the wall. I'm sure the Beyond Skyrim team would be happy to integrate this work into Cyrodil, but I suppose that is just selfish to even suggest. -
My first thought on this was to go with two separate nexuses for the sake of aggregating everything for each version in one convenient place..... but this is only thinking about the end users. However, this also seems like it would often require the mod authors to have to upload their mod twice if their mod is cross compatible between versions. Which in turn puts more stress on our repository. I think if we as the people benefitting from this can figure out what 'Requires SKSE', 'Requires SKYUI', ect mean whenever we go to download something, we should be able to handle a basic tagging/filtering system without everybody losing their minds. My 00.02. At the end of the day, pros and cons.