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Everything posted by Genamine
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Have you considered creating a quest that manages the event? You could set up a quest that fills nearby actors that are hostile to the player into reference aliases as well as forcing the placed shield as reference alias You could then add AI packages to the reference aliases of the hostile actors that makes them attack the reference alias of the placed shield Once the shield breaks, the manager quest could shut down and empty the reference aliases This would require knowledge about Papyrus scripts and basic knowledge about quests and AI packages
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Has anyone been able to reliably get dismemberment to work on custom outfits? Ive gotten as far as getting dismemberment to at least work in the first place, but it seems to be dependent on the CBBE body being present in at least some capacity If I zap too much of the body and the relevant segments of the body are gone, then dismemberment no longer works I cant seem to find any solution to this For reference, the steps I take are to paint the segments as needed in Outfit Studio, then set up the .ssf file which seems to be required and reference it in Outfit Studio As mentioned, this has worked apart from the fact that zapping too much of the body will stop dismemberment Like zapping the body from the waist down will allow dismemberment of the arms, but not the legs Ive figured it out, shortly after posting this even Out of the blue it struck me that cut offset data was probably not defined for custom outfits, and sure enough this was the case Manually setting the correct offset data in NifSkope fixed everything, works like a charm now If anyone has any questions, please shoot me a message, I wont be reading this topic anymore
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Does anyone recognize this war paint? (Lost mod during re-install)
Genamine replied to voxbox13's topic in Skyrim's Skyrim LE
Vanilla imperial warpaint 04 If your character is not an imperial, you will need mods to be able to use the warpaint I would recommend RaceMenu (Link) with Vanilla Warpaints Absolution (Link) -
SSE A little help please
Genamine replied to MissSelena's topic in Skyrim's Creation Kit and Modders
Well, since you want the effect to work on multiple actors, potentially at the same time, the easiest way to achieve this would probably be to use magic effects You could apply an active magic effect to the actor that enters the bath, and remove said magic effect again when they leave the bath If there is a way to register the forms of all unequipped items (which Im not sure of), you could re-equip the items when the magic effect ends This would use the events OnEffectStart and OnEffectFinish Im not sure about current functionality of SKSE64, but 32 bit SKSE has the function GetWornForm(Int ItemSlot), where ItemSlot is hexadecimal (from 0x01 to 0x80000000) This could be easily used to register all equipped items to easily re-equip them at a later time However I think for now it would be safe to assume SKSE64 does not have this function To actually apply and remove the magic effect, you could extend the script to ObjectReference and use a trigger volume with events OnTriggerEnter and OnTriggerLeave -
SSE Npc dissapear
Genamine replied to Deleted7867959User's topic in Skyrim's Creation Kit and Modders
It can be tedious, but doing it by hand ensures the best results -
SSE Where the hell is THIS .nif file?
Genamine replied to Tobias44142's topic in Skyrim's Creation Kit and Modders
By default, everything is packed into archives, this is to reduce total file size and to speed up load times There are certain mods however that edit meshes, these are not always packed into archives Archives that are loaded later than the vanilla archives overwrite the vanilla archives (an archive is loaded together with a plugin of the same name, e.g. an archive called 'ThisPlugin - Meshes.bsa' would be loaded with a plugin called 'ThisPlugin.esp') Loose files always overwrite all archives -
SSE followers not following into player home
Genamine replied to phillipjohnmc's topic in Skyrim's Creation Kit and Modders
Was the triangle you placed under the marker attached to the existing navmesh? I dont see how preferred pathing would break NPC navigation to door markers, it never has for me, but if the triangle under the marker is an island and not connected to the navmesh the NPC actually walks on then yeah that will cause issues Navmesh should always be connected to eachother in order for it to work properly, NPC's cannot just move from one navmesh island to another With the exception on that being if the NPC is in combat, when in combat AI is more lenient with navigation -
Im really liking SSE, I like it considerably better than LE At 187 hours in, it has only crashed on me twice, not counting my own stupid mistakes with incompatible mods There is one downside, however Creation Club Creation Club is a pain in the ass Because of periodic Creation Club updates SKSE needs to keep updating, mods that require SKSE need to keep updating, and as user you need to keep downloading and installing these new updates, smack in the middle of your playthrough Its not enough to keep me away from SSE, but its definitely a boner killer
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SSE Location ref type and papyrus
Genamine replied to Genamine's topic in Skyrim's Creation Kit and Modders
Just thought Id pop back in and say I have achieved my goal It was actually easier than I had anticipated For posterity, heres what I did: I added the script that spawns the actors to the quest that I wanted to use them as alias in as papyrus property Upon spawning the actors, I added their references to an array in the script that spawns them When the appropriate stage is set in the quest that uses the spawned actors as alias, it draws from the array in the script that spawned the actors to fill the aliases There was never any need to use location ref types in the first place If anyone finds themselves here looking for answers, send me a PM, dont post in this thread as I wont be reading it -
SSE Location ref type and papyrus
Genamine replied to Genamine's topic in Skyrim's Creation Kit and Modders
I feared as much, it seems Ill have to approach this in a different way Lets hope some good old jury-rigging and on-the-spot ingenuity gets the job done -
I know its possible in Fallout 4, but is there any way to add a location ref type to an actor reference spawned by script? Specifically, in Fallout 4 it would be done as follows: Actor akActorRef = akMarkerRef.PlaceAtme(ActorBase akActor) as Actor akActorRef.SetLocRefType(Location akLocation, LocationRefType akLocRefType) However, in Skyrim, the papyrus function akActorRef.SetLocRefType(Location akLocation, LocationRefType akLocRefType) isnt a thing I was wondering if anyone knows of another way of achieving the same thing?
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At 892 hours played, Id be dense not to recommend it FO4 has its issues, but in my opinion none of them warrant choosing not to pick it up for 10 (or 20) euros
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The engine can run a maximum of 4096 .esl files at a time, this amount decreases the more form IDs each individual .esl file contains A single .esl file can contain a maximum of 2048 form IDs (800 to FFF), if all your .esl files contain this maximum of 2048 form IDs, the engine can run a maximum of 300 .esl files at a time All active .esl files are merged into the 0xFE form ID on runtime (format: 0xFEAAABBB where AAA is the load order hex and BBB is the form ID, e.g. form ID 800 from .esl file 00A would merge into 0xFE00A800 and form ID 8A1 from .esl file C8D would merge into 0xFEC8D8A1) To achieve maximum effectiveness of the .esl file, one should compact all form IDs before converting the plugin to .esl format After compacting the form IDs, make sure you save the .esp before converting to .esl format, failing to do so will result in different form IDs after compacting a second time which will make the new version of your mod incompatible with existing saves that used the mod It is for the same reason also important to never reuse form IDs of records you have deleted in the past .esl files are always loaded directly after .esm files, and can therefore refer to .esm files They can also refer to .esp files, but this is not recommended, as it will not cause the .esl to load after the .esp but will instead cause the .esp to be loaded before the .esl, which may cause issues
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elianora hiding all mods from the nexus indefinitely
Genamine replied to Transient3292's topic in Fallout 4's Discussion
I agree, but only half I understand that mod users would like modding to be easier and more accessible, and perhaps even download entire game overhauls with a click of a button But at the same time, I also think that with modding a game, there should come the understanding that a lot of mods do things that the game wasnt necessarily designed to do Its like taking a device and making it do something it wasnt made for With doing that, one should understand that there is a chance that said device could break due to the manner you operated it other than what it was designed for And if you break it and cant fix it, thats your own responsibility, not the responsibility of whoever designed the device In shorter words, dont mod your game if you cant fix it when you break it -
elianora hiding all mods from the nexus indefinitely
Genamine replied to Transient3292's topic in Fallout 4's Discussion
Forgive the cliche, but.. Money corrupts I just hope that one day mod authors will have a more tangible way of fighting mod theft than just perseverance and the integrity of the community There need to be better ways to combat mod theft than being forced to withdraw all your content -
[WIP] Return of the Rangemaster Rifle
Genamine replied to jkruse05's topic in Fallout 4's Discussion
The shovel stock looks very Rust-inspired, I like the 'junk-y' look of it You could perhaps also create a folding stock a-la galil I feel like that would really fit the design of the gun- 18 replies
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Typically, I endorse every mod that I return to download a second time or to download an update for That said, thats also where the catch is for me, because I really dont download a lot I spend more time creating stuff than actually playing the game For Skyrim alone for instance, I have 497 hours in the Creation Kit for it, but only 283 hours in the actual game For FO4, I did a mod-free playthrough when it launched, and after that I spent countless hours in FO4Edit creating stuff while barely playing the game at all (only really launching the game to test things) Didnt really play FO4 again until survival difficulty was released
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So, you've never noticed the "Endorsement Reminder" Pop-Up when browsing then nexus then? I only ever got that pop-up myself twice, and I dont remember ever turning it off at any time It just stopped appearing after I bought lifetime premium
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There is a difference between entitled and inquisitive though, and an even bigger difference between entitled and curious What I mean by entitled is not people that ask for new features with a polite "could you", or people that ask to know more about why you did a certain thing on your mod or why something works a certain way What I mean is people who come to tell an author theyve unendorsed their mod because they didnt 'fix' an 'issue' that has always been intentional People who come to tell an author their mod with 100 endorsements isnt good enough for them unless they add in a whole separate mod with 7000 endorsements as a 'small feature' People who come to tell an author "Lol why would you make this mod, theres another mod out there that does exactly this and 1000 things more" Ive had my fair share of people who commented just because they dont understand something about one of my mods and would like to know more about it, I dont consider that entitled Hell, Ive seen people who knew so little about modding you might question their ability to produce a modded game that wont crash on startup, and I didnt consider them entitled As others have said, theres a certain stereotype to entitled mod users, but it only goes one way Entitled mod users often know little about creating mods, but that doesnt mean people who know little about creating mods are often entitled That whole game was an unfortunate mess really, both inside and outside, its issues really came to light when modding tools allowed a look under the hood Lack of talent isnt what killed that game, they basically created the bulk of the game in the final year of development It was lack of management that killed the game The asari Ryder mod was more of an experiment with modding the Frostbite engine, made possible by the Frosty Tool Suite by Ehamloptiran As such, I never really cared about what people would think or expect of the mod As per toxicity in the fanbase, Ive barely noticed that with the exception of a single occurence Along the way, Bioware also has indeed made it clear they did not endorse any kind of modding of ME:A In fact, they also expressed their dissatisfaction about the data mining which I personally was a part of They dont just dislike users modifying their game, they dont even like users looking inside to see what makes it tick
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Dont worry man "It just works"
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In response to post #56111671. #56111901 is also a reply to the same post. No, you are correct, Im not under the assumption any current mod authors are in any way in it for the money On the contrary in fact, theyve proven that much What I moreso had in mind was if it might bring in new authors that do create content for money if given the opportunity Monetary gain certainly does promote quality, but isnt that not more of a good thing for users and a bad thing for small authors? Not because it makes their work less good than it currently is, but because it might discourage them from uploading their work Either way, Im interested to see what this will bring for the community Maybe Im completely wrong and itll bring a healthy boost in morale for popular authors, with all thats been going on with mod theft and such
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The only issue I can see with this is that popularity and amount of work put into something are completely different metrics Not to mention the fact that large projects often require continuous development, while not necessarily yielding any more unique downloads for the extra time spent on it Whats to keep people from pumping out easy to make but popular mods (like clothing and cosmetic mods) at an industrial rate? If based on unique downloads on a per-page basis, that would strongly discourage authors to continue work on existing mods, which will yield only recurring downloads from the same set of users You would be far better off farming as many unique downloads from as many separate mod pages as possible
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The world is a bit bigger than just Germany, though Were talking about digital content here, which is on a world-wide scale That alone already complicates things a lot, combined with the fact its digital goods and not material goods Then lastly there is the fact that if taken to court, the matter isnt looked at as black and white, theres a lot of grey areas The court handles these things different per each case and the outcome depends on a lot more than just two or three things