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ID8879488948574

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Everything posted by ID8879488948574

  1. If someone knows how to fix the bug when the hacking screen refuses to react on almost any input - I'd be really grateful. I can't progress in the game because of it and nothing seems to help. This issue occurs in the tutorial or in the first mission when the door needs to be hacked. The tutorial is possible to skip, the door not so much. Here's the explainer:
  2. I did this already. I checked all I could and none of it leads to "e:"; I even recursively searched for this "e:" in Vortex local app data - and in fact, there are references there but the problem is that it only in the files that in creates "on the fly", I failed to find the hard configs with it anywhere - but I don't know where to look.
  3. I've updated the app to the latest version (was running something quite old before that) and now it constantly spams with warnings like these (copied the exact message): [Window Title] The symbolic link cannot be followed because its type is disabled. (1463) (1463) [Main Instruction] The operation failed with an unknown windows error code. You can try continuing but you do so at your own risk. [Content] Possible error causes: 1. "E:\Programs\Steam\steamapps\common\Skyrim\Data\TES5Edit\xedit.exe" is a removable, possibly network drive which has been disconnected. 2. An External application has interferred with file operations (Anti-virus, Disk Management Utility, Virus) [Cancel] [Ignore] [Retry] Now the disk "e:" references I had in some very old profiles and I've deleted those now. I've checked all the tools I have like xEdit and whatnot and indeed some had the path set to the non-existent disk. I've fixed those and the swarm of messages reduced from 40-50 to maybe 5-6 but I can't get from where the last of them are coming. It's very annoying because it happens every time when I switch games or deploy mods. Is there a way to just fix it though some config file? If not, is there a way to just shut these down? They don't even do anything, ignoring them bears no consequences.
  4. I'm trying to create a dirt replacer mod. What I did so far: Unpacked some of the textures / shaders with the multitoolSearched for all promising textures (related to characters and with *dirt* present in the name)Replaced the found textures and left them as loose files in the game directory Alas.. to no avail. It didn't work. It may be that I didn't replace the correct files - in fact, that's most likely. So I'm asking if someone knows which ones are those responsible for the dirt.
  5. I guess there's no helping it. The Node.js module does HTTP request and gets TCP timeout. This is not the application issue, it's the authentication API one and can only be fixed by the devs on the Nexus side.
  6. I have several mods (created them on my own) which I am trying to link through "soft" dependencies. By "soft" I mean that if one or more of the mods are missing, there will be just some limitations on functionality, but there are no master-plugins and therefore it should still be playable. So far so good - and I know many mods are doing the similar thing. However, I'm getting some strange errors when testing the case on missing dependencies (the "non-mandatory" mods I'm trying to link). Here's what I do: if Game.IsPluginInstalled("Dependency.esp") DependencyType record = Dependency:UtilScript.CallSomeGlobalFunction() if record return record.CallSomeFunction() endif endif return "Woops, you got to do without the goodies" and my expectation is that if the mod "Dependency" is missing, then the script will not go into the Game.IsPluginInstalled("Dependency.esp") on runtime and call it a day, returning the default value. However, that's not what is happening. Instead, the whole containing script which contains this IF block seems to be discarded by Papyrus and I see un-googlable errors: [07/06/2021 - 12:25:13PM] Error: Unable to link types associated with static function "CallSomeGlobalFunction" on object "containing script name here". [07/06/2021 - 12:25:13PM] Cannot open store for class "some dependency script file here", missing file? ... and then all the consecutive calls to any method of this script (i.e. the containing script, the one that's present at the moment) fail. It seems that Papyrus completely discards the whole script: [07/06/2021 - 12:25:13PM] error: Unable to obtain function call information - returning None So my question is - how to do it properly? I was under impression that it is only necessary to have the dependency scripts present at compilation time and then, since Papyrus runs on VM, it will just execute instructions step by step hence never entering the part of code it is not supposed to because there is a guard rail check IF block Game.IsPluginInstalled("Dependency.esp") I see other mods doing similar things and the error is pretty much ungooglable as I mentioned, I was unable to deduce what it means (apart from just reading into it literally and getting "ok, it failed to find the function information, because.. well, the dependency mod isn't installed hence the corresponding script is just missing", without the clue on "why does it try to access it anyways")
  7. There's not much information because.. there's simply no documentation on this, period. I remember myself trying to make a custom race - I eventually did it, but there were a lot of questions and issues I ran into, not all of them solvable - and to educate yourself on the matter, you will need: .. Download existing race mods and see how they work. Preferably in low-level tool like FO4Edit because to observe the patterns without being constrained by CK interpretation.. Try - fail - retry. Some stuff just doesn't work despite what one would expect (and even if it's documented in the CK Wiki - lacking as it is) and some stuff will work differently. There's no way around it.. Take note that some of the stuff is hard-coded to the HumanRace record. Now, I mostly mean mods like LM / LMCC (aka "beauty" mods). If you will want to make your race compatible with existing mods - it's not even always possibleIn some cases your best bet is just "do as in mod X and see if it works". There's unfortunately no better answer here. Races in Fallout4 - if done properly - are a huge headache.
  8. I am wondering if there is a tool to view dialogues and scenes as a tree in the way they would appear in-game? I don't need any replay (like VO), just somehow to restore the same tree structure that will appear when the scene is played in game. I'm currently using FO4Edit for this, but traversing the scene (SCEN record) is like pulling teeth: there's no guarantee that the scene actions are defined in the same order that they are chronologically used, there are injected shared responses, there are jumps to other scenes and oh my god, just to find the stuff I need I spend dozens of minutes somehow. With the thing I'm trying to do I need to do this on scale and my current method just isn't working here. So far, the closest thing I found is this thing which makes it a bit easier (I guess), but still a lot of guess-work and trial. In theory, I could probably use JSON Plugins to export the quest record and its DIAL/SCEN/INFO records and try to reconstruct the tree by myself, but the issue is - I'm not sure how exactly the game does this reconstruction, i.e. I don't know the logic behind it. So maybe there is already a tool for such browsing?
  9. Well, sad thing I got no hints, but I solved it via cloud disk image backup. It's a lot of things to go through my slow uplink, but of well.
  10. So, the premise: I want to migrate my stuff to another PC. And of course, that would mean reinstalling games that I have, but since I have steam - not big deal, at worst I can redownload those. But the problem is: I want to also have the exact setup of all the mods managed by Vortex for my games. And here redownloading mods is definitely not an option: First, there are hundreds of them (across Skyrim + Fallout4 it's likely more than a thousand) Second, custom deployment rules. Pages and pages of it Third, rules within deployment rules - some mods have custom overrides on the file level (i.e. it is possible that some files are used from one mod and some from another and then vice versa). This is on purpose and I know what I'm doing there Fourth, I need to have the staging folder intact. Because there are some mods which are not hosted on the Nexus, some are just no longer available and some I created myself (not published) The "easiest" way that comes to my mind is to just create a mirror image of the whole disk since, thankfully, I was wise enough 5 years ago and didn't put it to the OS drive. But the issue is - that's around 800Gb of data on that disk. If I cleanup some space maybe it is 500Gb, but it's still way beyond the free space I can have on the old PC So, maybe there is some procedure which will allow me to keep: - Staging folder - Deployment manifesto - Install order - Load order - Whatever else I might be missing here On the new PC? I get it, it's a long shot, but it's a history of refinement over close to 5 years + some data that possible only exists on the old PC (literally nowhere else in the world :P) Any hints are greatly appreciated!
  11. Could someone please point me to a documentation on custom races usage and Looksmenu? My question is how to make all the head morph parts work in Looksmenu on custom race. I have: A human-like race (i.e. all the keywords, flags and whatnot are set properly)Correct head parts (I included the new race to all the base FormID lists indicating what are valid races for them)Correct meshes / textures (I don't think these are important for the question, but I found them to be working)Unfortunately, Lookmenu for the character of this race doesn't allow for any choice of parts (like nose / ears etc, the "Type" is grayed out). My best bet is what I found in f4ee.ini: ?; Exports all tints of the specified race to Data\\F4SE\\Plugins\\F4EE\\Exported\\Tints bExportRace=0 ; Default[0] strExportRace=HumanRace uExportIdMin=1959 uExportIdMax=5000 - but it looks like this just affects what Looksmenu will base its tints on + for the new race I created all the morphs, tints and whatnot are an exact copy from the Human race. Besided, by the look of it, it's disabled by default anyways. What's really strange that some parts, like ears - transfer to the character after changing race, but then they still cannot be altered afterwards. And some parts, like face geometry - fails to even transfer. I'm also able to switch presets, which does affect the looks as one would expect (mostly, I suspect some of the face geometry is not fully applied). This means that the native "human" headparts which are referenced from normal "human" presets are applicable on the new custom race, so I do indeed have the correctly configured head parts. Or maybe it's not possible at all? (What compels me to think this way is the fact that HumanRace is indeed referenced from the F4SE plugin that comes with the mod, I checked that in the hex editor)
  12. Solved. After assigning the keyword it is sufficient to respawn an item with the persistency flag enabled.
  13. Question then - how does the game store the information about items? If the item is renamed on a workbench, the game somehow knows about that, right? I.e. if I have two 10mm pistols and rename one of them to "My gun" then the game will be able to properly distinguish the two of them and if I equip "My gun" then it will stay equipped no matter how many other items of same FormID do I have in my inventory. To give you a bit of a background of what I'm trying to do is to allow the user to manipulate any arbitrary armor item (derived potentially from any mod that is) to alter its properties within the context of my mod. I tried to work with APPR first, but there is no way to alter than on the fly. Even F4SE doesn't have the functionality (in case you don't know - APPR is the parent slot attach point, the one which allows for OMOD attachment). Which is why the Workaround 3 won't work because if I knew the way of dynamically adding attach points to an item, I would go that route in the first place Workaround 1 can't work because I don't have an item ref to begin with. For all I care the user could spawn it in the console (like a lot of custom armors mods do these days) or created it in the chemistry station. Workaround 2 seems interesting. Could you maybe explain more? Because I know that attaching keywords to a Form (base item) is indeed possible. LL_Fourplay for instance, allows doing it with ease. I won't care if the item is "flashing" because it's a small price for what I try to achieve. What I want to know is: - What does "featured" mean? What's the corresponding keyword? - Does it work on armor items? - What happens when I destroy such an item? Will the ref be successfully deleted as well? And will the next spawned / crafted item of same FormID be featured, and therefore - persistent? EDIT: just tried this out with the keyword "FeaturedItem" (vanilla, Fallout4.esm record 1B3FAC). Observed behavior: - Yes indeed, the item starts to "flash" (I added keyword to a form and thus all created items of this form behave like that) - But no, it doesn't allow the reference to be passed My code part, for the reference: Event Actor.OnItemEquipped(Actor equippingActor, Form equippedItem, ObjectReference equippedReference) if equippingActor != Player ; we don't care return endif if equippedReference == None ; can't do anything if equippedItem.hasKeyword(featuredKeyword) DebugNotification(equippedItem.getName() + " is already featured") else ; this simply does AddKeywordToForm from LL_Fourplay and it works bool result = makeItemPersistent(equippedItem, featuredKeyword, callerId) string text = " " if !result text = " NOT " endif DebugNotification("Featured keyword" + text + "added to " + equippedItem.getName()) endif return endif ; useful stuff here It never gets past the empty check for the reference regardless of the keyword presence. Of course after adding the keyword I tried both existing item and spawning a new one (the fact that I added the keyword attachment to the code is just to quickly check if the workaround 2 will actually work)
  14. This, specifically. I'm working on the idea where the user-defined name will allow to alter certain behavior of an item / giving special properties and so on (yes, there are ENCH and APPR but those aren't dynamic and there's a whole long story why I want to work with user-defined data - suffice it is to say, it is NECESSARARY for me to get an item ref to make things work). I don't actually care how do I get the reference. Events just seem to be the most obvious and easy (and I guess, proper) way. But seeing as it's so inconsistent, I'm up for whatever way of solving this.
  15. Referring to the standard event OnItemEquipped Event OnItemEquipped(Form akBaseObject, ObjectReference akReference) if akReference == None Debug.Trace("Supplied reference was empty") return endIf ; Do stuf otherwise endEvent I want to inspect equipped object, not simply its form. How to do this? The signature contains akReference, but it is ALWAYS empty when I try to access it (i.e. my log will always contain the message that the reference was empty and I never get anything to do in my handler). The manual points "it should be persistent", but what does that mean? Any ideas on how to get the specific object that was just equipped?
  16. How is it possible (if at all) to get the reference of an item in a container? I can ensure, that: The FormID of an item is knownThe item is unique, so GetItemCount() will always be 1 What I was thinking is - OnItemAdded() which would theoretically (at least as it is claimed) deliver me the added reference. Problem is that it only works with persistent references - so, for example, any armor I have in the inventory will be non-persistent. I tried this - and yes, I get the event and the FormID, but no - the reference is empty. I need a reference because in my case it is incorrect to just respawn the object inside the container. If I do that - it "works" at the cost of destroying anything that player could have done to the object - such as mods, renaming etc. Another approach is if there is some way of trying to get the reference of already existing objects in the container - hence by knowing the FormID I then would be able to identify the needed reference. Here I was unable to progress as I'm not aware of any method of retrieving references from the container. Even F4SE to me knowledge only has GetInventoryItems() which will not help me with getting the references. Any ideas on how to do this? EDIT: Why I need it: to add some properties to an object. The flow is: player puts an item in the container from their inventory > presses a button "Add Cool Stuff X" > "Cool Stuff X" is added to an item that they've put into the container > The modified item is returned back to player's inventory.
  17. I'm following this page for arrays manipulation in papyrus. In particular, there's this line of interest there: BugArrayHolder holder = ((self.placeAtMe(arrayHolder) as Form) as BugArrayholder)Where the "BugArrayHolder" is defined as Scriptname BugArrayHolder extends Form String[] Property stringArray autoSo it is a child for the Form script. Now, the reason I'm asking is this page about type casting. In explicitly says: Which is why I believe the code for arrays from above will never work: it created an object of type Form and that's definitely not the BugArrayHolder (btw, don't ask about the typo in this name, it's like that in the original page) I tried of course with the exact result as I describe. I separated two type casts like this: Form referenceObject = (objectFactory.placeAtMe(arrayHolder) as Form) if referenceObject == None ; cast to <Form> failed, that would be unexpected return None endif ArrayHolder holder = (referenceObject as ArrayHolder) if holder == None ; cast to <ArrayHolder> failed, but cast to <Form> succeeded, that is expected as described in this post ; This means that the page for type casting tells the truth and I have no idea about how Arrays page code is supposed to work return None endifThe code predictably goes into the second <If> meaning that the type cast to a child subtype fails. Obviously, two questions: Is the arrays page code a valid one and so there is a way to make it work?If it is a valid code, why could it be that the cast fails? My <ArrayHolder> is extending <Form> as it should according to example (and common sense)
  18. Eh.. so how am I supposed to use CK if I need to have custom ESP as masters? I can't attach / edit scripts in F4Edit, so I have no choice but to use CK for that. Back to my original question - luckily, F4Edit isn't as messed up as CK and provides an opportunity to run custom scripts. With a bit of reading their API I just wrote a script to fix the problem { New script template, only shows processed records Assigning any nonzero value to Result will terminate script } unit userscript; var oldPrefix : String; newPrefix : String; function Initialize: integer; begin Result := 0; oldPrefix := InputBox('Enter', 'Old Master Index', ''); newPrefix := InputBox('Enter', 'New Master Index', ''); end; function Process(e: IInterface): integer; var index : Integer; child : IwbElement; editValue : String; begin Result := 0; //AddMessage('Attempted Value: ' + GetEditValue(e)); editValue := FixValue(GetEditValue(e)); if (editValue <> '') then begin AddMessage(BaseName(e) + ' : Setting New Edit Value: ' + editValue); SetEditValue(e, editValue); end; for index := ElementCount(e) - 1 downto 0 do begin child := ElementByIndex(e, index); Result := Result + Process(child); end; end; function FixValue(editValue: String) : String; var refPrefix : String; begin // Stuff looks something like this: // [08000850] < Error: Could not be resolved > if (Copy(editValue, 0, 1) = '[') and (Copy(editValue, 2, 2) = oldPrefix) then begin AddMessage('Found value for: ' + editValue); Result := '[' + newPrefix + Copy(editValue, 4, 6) + ']'; end else begin Result := ''; end; end; // Called after processing // You can remove it if script doesn't require finalization code function Finalize: integer; begin Result := 0; end; end. Which will work for my case - but will cause issues if you have valid references from the current ESP and invalid ones from master ESP. I guess it's possible to add a condition there to check if the targeted reference actually exists, but then it will probably require some additional checks and validation etc - so I left this simple.
  19. Great. I got my answer as to "why did it happen", thanks. Any words on fixing it now or a no-go?
  20. You mean, the ESP? So the structure is like this: Fallout4.esm +---- MasterFile.esp DLCRobot.esm DLCWorkshop.esm DLCCoast.esm DLCNukaWorld.esm MasterFile.esp +---- ModFile.esp Both MasterFile.esp and ModFile.esp are my mods I created originally in F4edit, ModFile refers a lot of records from MasterFile (I was wrong - not thousands, but I've run an error check in F4Edit now and it's 675 - still not something I want to fix manually)
  21. I saved a plugin which has multiple masters (several ESM and one ESP). And then I discovered that for whatever reason it just removed the ESP from the master list and changed form IDs from the master ESP to itself (i.e. now the FormID of the saved ESP has the same index as the one of the previous master). So of course all the references are broken. Fixing it manually doesn't seem to be a great idea as there are thousands of records. I tried adding a master back via F4Edit - of course, it can be added but since the references are now pointing the the file itself, adding a master does nothing and F4Edit shows failure in resolution for all the records from the master. Is it all lost and there is no way of restoring the file? Or is there a clever way to restore this now? I mean, the references are still there and correct, but I somehow need to restore the master index in them (I guess) On a side note, why the heck CK even did that? It retained the ESM masters but dropped the ESP one. I'm aware about multiple plugins options in the .ini and that is set correctly (else it refuses to even open the plugin)
  22. Identified the issue. Here's how. A trick to speed it up - start with the most recent mods (because the older the mod is - the longer the mod was installed - and, likely, working, the less chance is that it was the problem - assuming you did not change the setup). I also had to roll back to 1.10.162 to fully restore the environment. Here's the problem in all its glory. Known (I guess)? How did I get it - likely, automatic update (how was it not updated before remains a mystery, not sure exactly why wasn't it causing any issues before). CC was not the culprit.
  23. I already decided what I will do. Export the load order for historical reference and then purge mods and start re-building the load order from scratch while trying to launch the game in-between during the build process. If I do 10 mods per time that will only take me... 25 times to localize the issue with the ~10 mods precision (assuming there's only 1 mod that tries to use CC content of course).
  24. Yes, they are just ba2 files and as such can not be harmful in any way (as there is nothing to load them). So of course removing those did not change anything. Well, at least now I know that I had a bunch of useless ba2 files from CC in my data folder.
  25. How to do it? Which content is loaded there by default?
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