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Everything posted by Myst42
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I dont really know where to do that on MO2's integrated LOOT. Old loot opened a program. Thanks anyway, I will look for it, might be useful in the future. Managed to get rid of it by simply removing brawl fix plugin from the list. According to SSEEdit, it does nothing, and it's there only to load the BSA file. So extracted stuff from the BSA, removed plugin, and it's working now.
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I'm running MO2's LOOT button to sort my plugins and it's giving me this message: I guess that it's trying to put thing2 after thing1, and then more things, and then thing 3 and 4, but thing 5 wants to load after things 3 and 4 but before thing 1 and it cant. Or something like that, but these are not too uncommon mods, so people must have used them together before, so this is a "my end issue" or something known, and if so, how do I fix it?
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SSE AI Packages (Combat Override) Not Working
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
!= means different from I could've also used == 0 but both should work... I'll try that just in case it's some dumb broken thing, but I dont think it makes a difference.- 8 replies
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SSE AI Packages (Combat Override) Not Working
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
There's both of them. One to only use the spell in the presence of Undead, the other to check if the spell is already active (which was to make sure the package doesnt get used unless the cloak is actually off) I've dome my share of scripting and I guess I could come up with an elaborate way to make my NPC cast it, but I wanted to figure out how to make this work with packages... after all they're part of the base game and the creation kit so they should literally be how the game is built, and they should work... but it's really hard to find people who knows how to use them- 8 replies
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SSE AI Packages (Combat Override) Not Working
Myst42 posted a topic in Skyrim's Creation Kit and Modders
I can't find any good explanations on how to work with this and I dont know what's going wrong. Most internet tutorials are about making a character have a schedule, like work, go to sleep, do default sandbox, but even though one day, I'll probably need those for projects, right now, what I needed is a Combat Override. Basically, the thing is, magic. I can't figure out the reason why, but some types of magic seem hardcoded to be used in combat, while others are not. One can create a custom fireball that looks blue or green, and NPCs might use it, but anything more complex like a heal or a special cloak spells and NPCs will never use it. The only way to bypass this and force them to use magic, is AI packages, as a lot of healer followers have proven. So I made one, and made an NPC use a custom version of the Sun Cloak aura from Dawnguard. The problem is that I did a simple UseMagic package, set up the spell, the conditions to use it (CombatTarget has Keyword Undead == 1, and the other being that the spell is already active, to not get stuck in a cast loop), and later I discovered the flag "Must Complete" makes it so the spell is used on battle and package gets re-evaluated once the spell has been cast, so the NPC immediately resumes combat. Added it to an Alias as tutorials suggested and... It worked like a charm when I did this on LE, it was absolute perfection and everything I ever wanted it to be. But now, porting to SE, and SE doesnt give a damn about my AI combat override package. At first, I thought it might be my installed combat mods, but when I tried it on a "clean" install, it did absolutely nothing either. It's like the package doesn't even exist. Instead of an NPC using Sun Cloak aura, I just get a regular melee fighter. So does anybody know the reason for this huge discrepancy between games? Is there anyone here versed in messing with AI packages that could help? Why does this work on LE and not on SE? All the Wiki documentation I found about it was for LE- 8 replies
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SSE Invalid functions on SKSE64?
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
Unloaded Cell: Somehow I can't see why would that be an issue since it's calling the cell the player is currently in. Also it's called from a repeating script, so if the player cell is not considered "loaded" after 2 minutes of standing still in it, I dont know what does load it. Reference Alias: actually no. That one is on a player permanent ability, but the way it works is more or less the same. for what it does. As for the script, sadly I wont get a chance to test it properly until a couple more days. I can say though, that I dont think a rewritten version can fix it. I should still test to see if anything changes. But just in case, I gotta sat this wasn't a post about code not working because I have an unfinished mod and I got confused on how to do something, this is about functions not working. I'm 100% sure that the original code works. The LE mod is completely functional and I've used it for a couple of years by now with no issues at all. Tried to port it to SE and this happens. I found an alternate way earlier to day to handle the abilty assignment and another thing I did that scans shaders and re-applies them to NPCs in case they disappeared on a cell change. But it's probably not as good as the original system. -
If, ElseIf, Else conditions not counting correctly
Myst42 replied to antstubell's topic in Skyrim's Skyrim SE
Sorry, I'm not reading in careful detail but I can share some thoughts I got by quickly scanning though this... First, I think it's a bold move to use GetAngle and compare it to exact variables. It's easy for the game to use angles like 181.75 or something like that and the whole thing falls appart. But if you're certain you placed things in exact values and there's no way that changes, it should work Second, and this is the part that usually helps me: Debug Just enable papyrus logging and tracing and then put lines for every part of the process like: Function EastShrine() Float CurrentAngleZ = TranslateRef.GetAngleZ(); get rotation angle Debug.Trace("SHRINE_SCRIPT: Current angle = "+CurrentangleZ) ; Now you know exactly that the script got as the angle if (CurrentAngleZ == IsNorth) || (CurrentAngleZ == IsSouth) ; 1/4 turn Debug.Trace("SHRINE_SCRIPT: Executing 1/4 turn statement") SFXplayTime = InputMovementTimeQuarterTurn ; dont know what these variables are, but if you need to debug them, you can Debug.Trace("SHRINE_SCRIPT: SMTgv_ShrineTempValHolder value == "+SMTgv_ShrineTempValHolder.GetValue()) SMTgv_ShrineTempValHolder.SetValue(2) <<<<< ebug.Trace("SHRINE_SCRIPT: SMTgv_ShrineTempValHolder NEW value == "+SMTgv_ShrineTempValHolder.GetValue()) elseIf (CurrentAngleZ == IsWest) ; Opposite facing half turn Debug.Trace("SHRINE_SCRIPT: opposite facing half turn statement") And so on No matter how ridiculous it seems, you'll probably get something useful out of it. If anything it will tell you exactly at what point of the code the script is not working as you want to. -
I'm wondering if anybody knows anything about missing functions. I have an LE mod that uses 2 functions actually: One is Cell.GetNumRefs() The other is Cell.GetNthRef() They worked perfectly on LE as I was using them to index actors in a cell, but on Special Edition, the function seems to be doing nothing. I ran debugging lines and now those functions return 0/None But I just checked some SKSE64 source scripts and form types are still inside a script. So anybody knows what happened? Can I still use these on another way or are they just gone and I need to rewrite the whole thing? A fragment of the script goes like this. I've highlighted the parts that mattter cause they work on LE but return 0 on SE
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[LE] HELP Rising Floor on Cell BUG
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
Anybody????? -
I have weird auto-rising floor on a custom cell, I dont know why it happens nor how to stop it. Anybody knows anything about this bug? If I go directly to the cell on game start it looks fine, If I go to it after doing progress through a dungeon, as is intended in my mod design, the bug happens. This is how it looks normally, how it should look, and what I find when I go directly to the cell Playing the dungeon that leads to it, and getting to the end, makes me find it like this:
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Decided to make a new thread since the previous one's title no longer properly adresses my queries. The more I build this thing, the more questions that pop up, some I can answer on my own, some I really could use some help with. Right now, I want to know more about patrol markers and how to place instructions for te AI to do stuff. After watching some basic tutorials I found out "PatrolIdleMarker" item is used to tell an enemy to go to certain spots. But I wanted something more specific and related to ambushes. I wanted to put a spider in a way so that it's visible from afar, but if you cross a certain trigger area, that causes the spider to go investigate, and eventually find you. The problem with this is the ambush script only deals with changing the aggro value, and it doesnt cause enemies to start doing anything unless they actually see you. I tried setting a patrol marker as disabled, and then enabling it by trigger (using an enable linked reference script on the trigger), but it was a long shot and it didn't work, I suspect because the spider didn't get the update she was supposed to use the marker now. I imagine if I script hard enough, I could probably come up with a way to force the investigation method... maybe... But I think most of what I want to do, is already possible by using vanilla scripts and mechanics, and since I have no experience in making dungeons, I wanted to ask people who does. So any help with this issue and possibly similar issues to come?
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Just made a test with some ambush script ones and only trigger 1 out of 3 on that scene. It worked perfectly and none of the other 2 moved except when I manually activated them. I think the trick lies in the actor being AI-set as "helps nobody" and then using the sitting ambush as normal but never actually linking an activator trigger. Now the problem is that still doesnt make em containers. On activate, they react and stand. I have the impression this could be improved with scripting and some kind of variation from the ambush script itself, but I'll have to get back to that...2 alternatives that come to my mind now are changing the activation event to initiate trade instead of triggering aggro (I dont like that idea much because it's a living container and they should be dead), Making a kill function that will make sure they're dead after they are sitting instead of starting dead (But I fear I might have the same problem of them dropping dead to the floor) Anyway... I've also been messing with spiders. I had an idea for a spider overhaul mod, but first i started testing what are the tools and how do they behave. I managed to make a creepy spider section of the dungeon, but I realized too late that this has a radical problem: Spiders are too big for small corridors -> which shouldn't really be since part of spiders' sense of creepyness is being able to squeeze through anything. So; I edited the skeleton and reduced dimensions, and apparently, now they can pass through smaller navmeshes, though I fear my initial sucess on this might carry on unwanted consequences. Already saw a giant spider stuttering trying to climb something, nothing too serious though... as buggy as that moment looked, it's still Skyrim, But the parts that worked... boy was it an improvement on the creep factor. It's really crazy that even small spiders have a radius size of twice what a humanoid NPC does (Using the test navmesh options) They were so fat one could literally just go to a corridor and hide cause tey cant get there. EDIT: Moving my queries to a newer thread: https://forums.nexusmods.com/index.php?/topic/9325578-dungeon-worldbuilding-enemies-ai-and-everything/
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Thanks for all the tips. I am backing up stuff, and I've started the slow process of making everything manually. It's so much I feel it's indeed gonna take months before it's all connected. So I've been doing it by bits instead. Combined the process with something I find more entertaining, which is actually placing enemy encounters, and I think it's looking good so far. Covered most of the battle areas in navmesh and I've found no problems. By the way, since it's my first dungeon I have a lot of questions. I'm not sure if I should keep posting them here or just spam different threads, but for the sake of order, I'd rather keep it all in one place. Next question I have is aboout enemy useage. I noticed the MasterAmbushScript ones are usually unnagressive and turn aggro when activated. Those can be set up to use some animations and objects like comin out of coffins etc... But I wanted to add some skeletons in a way they are on the ground and they get up when triggered. I remember some mods have done this but I never really paid attention to how it was done. So my question is, is there a vanilla mechanic to triggering skeletons and renimating actors from a "dead" position or I should invent my own way of making a reanimation script that reacts to triggers and reanimates dead bodies or something? Also tried to put a dead draugr sitting on a throne but I can't seem to get him to stay there as a container. If I tick "initially dead" he just falls to the floor, and I wanted him dead but sit.
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I havent even made that much furniture or even clutter to be honest... First I wanted to design the entire layout of the mod make it eplorablo and have the general idea. Next, was adding some enemies, but I figured I needed the navmeshes to make the AI work. Especially since the dungeon structure is a bit unorthodox... it's a nordic burial well that geeps on going down and down and corridors and stairwells connect the levels. For the moment it looks like this. But since some of if it supposed to be open I didn't want NPCs jumping down to their deaths. I've covered about 1/5th of it in navmesh already I believe... Already tried some enemy placement and seems to be working well, though the internal mechanics of how ambushes work still elude me. I realize it's a bit out of thread topic, but I'd also like to ask if anyone knows how do wisp mothers work. Found the warehouse cell containing draugr in coffins, spiders and even a dragon priest, but no wisp mothers, and those look like they need complex mechanics. Anyway. I'll kinda have to do the navmeshing tweak twice... once to make sure the general layout works, and the second, after I clutter the place with more rubble and furniture
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Alright thanks... I was hoping for the auto generate tool to work and then clean up manually but I think it's utterly broken for my mod, which turned out to be a massive dungeon btw. I'm still unsure how close to the edges I should be doing the pathing. Also I tied to cover up the load doors first to avoid the messages about door markers not being placed on navmesh, so I guess it's too late to "do the thing in one go" All references should be connected and in the same dungeon anyway. Hope none of that is an issue.
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So I made a dungeon, and I wanted to make it playable next, But I made it so big that I'm not sure "easy navmeshing" is a viable option. All the tutorials I've seen show using auto generation and then cleaning the rough edges manually. I clicked on the auto generation option and I've been waiting for 2 hours for this thing to finish, I dont think it ever will. Which leaves me the only option of making it manually. Never done it, but apparently it's all about pointing and clicking triangle after triangle. First question no tutorial seems to answer: why the small triangles? Are the triangles an "area" for NPCs to stand or the dots have to be close because NPCs move between the verticles? Wouldn't it be easier for IE, square-shaped rooms with not much objects in them to have just 2 big triangles covering the entire area instead of hundreds of little triangles?
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I tried that, but the character is getting stuck after the first trasnformation. Just stands there doing nothing To be honest, I'm having enormous amounts of trouble with this concept, and not just because of the conditions. The entire package system is driving me insane. There is a 100% chance a lot more is gong wrong here other than just conditions. For starters, I can't ge the character to use the power as a voice item. If used as left handed spell, it's fine, but try to put it on voice, and the character gets stuck when it should happen. Next, I'm not entirely sure GetGombatState is even working properly. As I set it, it should wait for combat, and morph, then when combat ends, revert. But the 2 package combination just causes it to morph one time, and get stuck; expecting the second package, I presume, which it really shouldn't, since GetCombatState is not yet 0 Another thing that causes me doubts is that beast races are not very fond of spells. IE Vampire lord needs the "sneak" animations to cast and I've never seen a werewolf do a cast animation. The way to do it as intended, is voice spells like lesser powers, but once again, that only gives me stuck characters. I'm not sure if maybe the only way to do this is by designing a completely new "package tempate". I'm just using the "UseMagic" as template bor both change and revert packages, but maybe this needs a more ellaborate approach to AI design. And finally, I can't really tell if perhaps this could be because of how am I assigning the packages to the NPCs, since I'm not doing it directly, I'm using an Alias, on a similar way from what this mod does. No clue if that also means in the event of succeeding with my mod, it's conna be incompatible with that one. Anyway, maybe I can leave the thing here for the moment... it's a simple minimod for now, only 2 aliases on the quest, Serana and Uthgerd., because she's a perfect test subject for a companion that can easily be acquired near the game start (assuming one has an alternate start mod like lorkhan's Realm". What I did was star game, go get Uthgerd, take her to some fighting area, get hit so that health drops below 90% (only for testing now) and transformation package should kick in. I think I made a big mistake trying to do this. Scripting, I can handle now, but AI packages are entirely new ground to me. The cherry of the pie is I just found out reverse race changes on NPCs are giving me CTDs. Not even the mod or the scripts. SetRace command from VL to human is auto CTD. I was expecting to ellaborate on race transform scripting, and make it more proper, same as when player changes. But if the very core of the race transform system (meaning SetRace command) is corrupt, then this is futile. Maybe I shouldn't be doing this.
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I fell like such a brainlet, can anyone help me organize the proper conditions I want? I'm trying to make an AI package, the goal is to make certain NPCS use a custom spell (to enable beast race auto morphing) What I want is: If (NPC Race != BeastRace AND CombatState == 1 AND (Player Health <= 50% OR NPC health <= 50%)) OR (NPC Race == BeastRace AND CombatState == 0 AND SomeGlobal == 0) I'm confused as hell, but basically, it's the same spell that I want used on 2 occasions. When health is low and NPC is human and in combat, I want them to change. Alternatively, if the combat is over and they're in beast form, i want them to revert. I wanted to also ensure a way to make the change permanent if one controls a certain global, basically disabling the "revert" condition block But either way I can't for the life of me make sense of how the hell do complex conditions even fork on the CK Any help?
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I'm aving a problem with a certain mod of mine, which is Vision. Actually, the part of it where it integrates with Dynamic Vampire Appearance When I did that mod, I wasn't using HDT hairs, and now I am, plus a bunch of other stuff. Thing is, the more you use, the more something breaks. And HDT hairs, or at least, these ones, have a way of breaking themselves when coupled with stuff like SMP enabler physics, which are used for certain outfits. The symptom is hairs getting stuck, and when player moves, vertexes stretch and deform horribly. Actually, I'm not entirely sure what causes this,I think it's the result of HDT hairs and SMP-PE path, but I can't confirm. Opening the race menu in game, or running a QueueNiNodeUpdate function on a script fixes this but... It also resets eyes. So I got this script: UpdatePlayerComplexion() --> this function eventually leads to_ CurrentActorBase.SetFaceTextureSet(NewFace) UpdatePlayerEyes() --> PlayerRef.ChangeHeadPart(NewEyes) RefreshFace() --> Detailed below, because I found somewhere that this works best if done as follows: -- Function RefreshFace() String Facegen = "bUseFaceGenPreprocessedHeads:General" Utility.SetIniBool(Facegen, False) PlayerRef.QueueNiNodeUpdate() Utility.SetINIBool(Facegen, True) EndFunctionThe RefreshFace() function is only a supposedly "better way" to clean up the face, and avoid certain face bugs as a collapsed face after changing, but it's core, is the QueueNiNodeUpdate() Now the problem with this is that I want the eyes to change, and for some reason, when using HDT hair what happens is this: First, eyes change, but hair breaks Next,the update fixes the hair, but returns eyes to the original ones. If I change the order, what happens is: Prepare the change, with Queue... Eyes change successfully, and stay changed HDT hair breaks So I'm asking if anyone knows anything about this, or am I just wasting my time and it's simply not possible to combine DVA with HDT + SMP sucessfully without one of them breaking. Alternatively, maybe it could be nice to know of a way to fix the broken hairs perhaps so that the update doesnt kill them.
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Anybody knows how to disable the camera shake during an explosion? I need an explosion that's purely visual for a mod. The CK explosion editor doesnt have it, already tried messing with all the parameters in it with no results. My last guess is that it's controlled by the nif file, but no idea where.
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Anyone ever managed to retexture shouts, and more specifically, the fire breath shout? And I dont mean the dragon's shout, I mean the one the player uses with the words. I first encountered spell recolors on this mod, since then, I've been retexturing my own stuff if I need to, but shouts, or at least this particular shout, seem to work differently. Made a fully functional copy of the fire breath shout, and the idea was to recolor it, but I hit a wall on the projectile part. Actually, after testing, found out the projectile was the one thing that wasn't working. If I used another projectile, like for instance, Ice Breath, the fire effects would go away. So, in conclusion, everything that was wrong with my recolor attempt, had to be related to the projectile mesh. But then I looked exhaustively over the nif files, changing texture paths to the recolored version and recoloring texture values as the traditional method of recoloring dictates, but no matter what I did, the shout was still orange. Actually, I think I managed to recolor parts of the projectile which ended up looking faintly blueish at it's core, but the trail particles, and I don't mean the ones that are visible on the nif file, would still make most of the effect orange. It's almost as if it had an "invisible" particle emitter not listed on the nif file causing all the trouble So I ask, has anyone ever tried and been successful on something like this? Is it even possible to recolor that particular shout or am I missing some sort of hardcoded feature related to the file? I literally went through every property on that nif and the thing was still orange. Not to say I understand much on these kinds of effects on nifskope, nobody seems to be an expert on those. But running out of options to change stuff and still getting no results seems kind of suspicious.
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[LE] Invisible meshes on nif (Rigging)
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
Update; Just posting to say I THINK, I might have gotten it figured out. If partitions do really work like bones on a normal rigging, then the deal is making sure the correct partitions exist on the bone list, no more no less. In my case, the HEAD partition was invisible because the dragon priest armor addon does not include head body slot, however, I didn't want it to have a head partition, I just wanted it to work like the normal dragon priest mesh. Head partition needed to be removed. But then there is another problem since I wasn't re-importing my own WIP meshes properly. One Import, export does fine, but Blender was actually creating new partitions out of nowhere on export. I checked the bone list and I had models with bones such as SBP_32_BODY01, 02, 03 and so on. I dunno why would Blender commit such an atrocity, but it does. It replicates body partitions and randomly assigns weight to them. Updating the number of body partitions on nifskope doesnt seem to work either. Re-import an edited mesh, works fine with accepted partitions, but export again and partitions will multiply. Somehow, the export function completely ignores whatever I'm doing and rewrites it. I reweighted the partitions of a model to only have the 2 relevant bones, head and body as partitions, and on export, it still does whatever the hell it pleases, and has 5 partitions, all of them are iterations od Body Reimport shows the truth about what happen to the model on export. -
[LE] Invisible meshes on nif (Rigging)
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
Thanks, I was getting to the notion that this is a "partition" issue. Earlier this morning I noticed certain "bones" named SBP_30_HEAD and SBP_32_BODY, as well as SBP_33_HANDS, and they have matching rigging to the verticles that were invisible in game. However, I'm fairly new to messing with Skyrim nif files, done plenty of stuff for Oblivion,but not Skyrim. On that notion is that I happen to have almost no understanding of wth a partition even is. I thought it was for dismemberment functions, gore etc... but Skyrim only does decapitations on humanoid targets afaik. Didn't think it would be an issue on creature models. On this case I'm not even intentionally messing with body parts. I just copy-pasted female draugr into dragon priest skeleton, and started modelling the dragon priest model to work with it. Dragon priest model has 2 partitions: body and hands Female draugr seems to have a lot more So now, the ideal goal is to remove all extra partitions that do not belong to dragon priest nif. For some reason it created stuff like BODY001 during the weight transfer process, and those have to go. Problem now, is I have to reassign verticles to the correct partitions, and I haven't been very successful so far. Tried simply using manual weight painting in blender with brush set on BODY and HANDS to mimic the distribution of the original dragon priest model. But on export it have me a message about polygons not being assigned to a body part, even though I painted all of them properly apparently. Only way around this that worked, was pressing a to select all and use the "assign" button below the bone list, but it didn't really work because some areas of the exported nif now expand into the center of the model, and also, even if that worked somehow, I'm afraid that assigned everything to the BODY partition, including stuff that should be HANDS, not sure if that's going to be of any consequence to the final result though. -
[LE] Invisible meshes on nif (Rigging)
Myst42 replied to Myst42's topic in Skyrim's Creation Kit and Modders
I can't make heads or tails on how to use outfit studio for rigging yet. The darn thing just hates my guts. All rigging experiments I've tried with it have ended in nightmare tier anomalies and exploding parts everywhere. I plan on doing more modelling stuff, but for now, I'm just trying to make some models as en expansion for Undeath, including a female lich and some outfit variations for lich forms. I have the first robe outfit almost ready, except for the rigging, but for now, the problem is I cant fix invisible parts. Figured this would be a good place to start. Nothing fancy about this nif, it's just the female draugr on a dragon priest skeleton, plus some remodelling work, and a few pieces of the robe, which were reweighted. Back of the head looks invisible in game, as do all the robe pieces that were reweighted. -
I'm messing with Skyrim models for the first time since I was told Blender v2.79b and a nif plugin are capable of importing/exposting Skyrim models directly. Most of my work has gone well, but I'm having serious problems with rigging. In Oblivion, the bone weight copy script would let me simply copy rigging from one model to several, and even select specific parts of a mode to perform the copy only on selected parts. But this new "weight transfer" feature is messing everything up First I discover one needs to remove all modifiers, including the skeleton in order to make the weight transfer work, or else, the copy does whatever it pleases. Since I'm working on some Dragon Priest models, I didn't notice at first because of the hood, but later, I noticed the exported nifs have invisible areas, and it's note because of textures or normals, and I can't find a way to make sense of it being rigging either. The only connection I found between the bug and rigging, was that it started to happen to an entire model after I tried to copy the rigging to it. But the early symptom is this: And the exporting, apparently went right, it's only the parts dont show up in game. Nifskope shows the entire mesh is still there. Anyone knows anything about this?