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VanKrill

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Everything posted by VanKrill

  1. Playing EVIL should be painful! Just joking. Trying using ~ to enter console and run the showracemenu command. this alone will likely pop your character out of vampire morphed form.
  2. Back up your save game files. Download Save Game Cleaner. http://www.nexusmods.com/skyrim/mods/52363/? Use its tools to "Clean" your save game, save as new file, and try it.
  3. I believe you simply have too many simultaneous NPC overhaul and add on packages. But try FNIS animation update first, and if that fails, start by disabling a whole bunch of the NPC mods all at once, and play for a few minutes. If it works, then starting adding them back one at a time, until you star getting crashes again. Now you know the absolute limit. You don't want to deliberately make your standard ops above about 70% of the limit.
  4. Run your FNIS animation update tool. Hothtroopers uses a few custom animations which are probably not yet installed. It has to do with the back sheaths for weapons. -
  5. Most likely some mods you've loaded is using a bad ENB video post process filter. Could be a lack of video memory, have you run your DirectX diagnostics package? -
  6. The above two recommendations are essential, Run FNIS Update, and make sure you have SKSE loaded and you're launching Skyrim from the SKSE icon, and not the old, non-SKSE icon. Also, FNIS should be near the top of your load order, other mods you have depend on it. Have you ever used Wrye Bash? It has very good load order modification and load order red flag indictors. Also, some faults in "Run for your lives" will cause CTD (Crash To Desktop) when approaching towns, if you're running mods which modify the frequency and type of Dragon attacks. Immersive Patrols II is huge improvement on the first version, in the area of script system loading, but it still can cause an occasional CTD if it is on a system with many other scripting heavy elements. Sometimes, you just have to reduce your overall system complexity, by eliminating a bunch of cool mods, then slowly, one every day or two, add them back. KEEP NOTES, of the dates and times and mods enabled and disabled, as well as the CTDs. The pattern will eventually become clear. There are TS logs available, but you have to modify your Skyrim.ini file to enable their creation, and then go to the right directory, in your windows user profile, to read them. Which brings up another question, PC or Console?
  7. Yes, Requiem is one of the mods. There are many other "Enemy AI" mods out there that add both spells and potions to the NPC, AND add the AI combat packages to allow the NPCs to use them. But, those packages are fragile and easily broken by incorrect load order, or incompatible mods. If you have two mods A and B. Mod A adds potions, and the AI package to use potions. Mod B adds NPC fire spells, and the combat AI packages to support the NPC actually using them. When you load the mods in order A, then B, the loading of mod B, over-writes the changes made from Mod A, so the NPC might use the new fire spells, but the potions will sit unused in his / her inventory. So, you either have to get mod maker provided patches, that concatenates or layers the AI package modifications to the NPC character records, or get a single, large mod, which adds both. You can use TES5Edit to merge the mods A and B, causing both AI packages to be loaded, but there is a learning curve to getting the knack of it, and you MUST do Testing, or you've really not accomplished anything. -
  8. Then the frost rune is being added to the cell in question by another esp, and mod, which is loaded after the first mod. Vary your load order. Also, temp disable mod esps one at a time, load the game and run it, so see which esp is loading the frost rune. Is the cell in question, one that you created from scratch? or a cell which you duplicated and then modded? Or a cell which is part of the vanilla game, that you only added items to? Keep in mind, it might have BEEN in your mod at one time, added to your save file, and the save file in putting back, even though you deleted it from the your esp file. Try loading an older save file, working your way back to the spot, and see if the rune persists. There is a Save File editor tool which can be used to remove specific references from a save file with unwanted junk. Save files often have older versions of scripts still running in them, which the mod maker has long ago removed from the mod esp file. Yet the diagnostic script is still spitting stuff to the screen. The script is held in the save file, not the esp. -
  9. Too little persistence can lead to as many or more problems as too much. If you don't need to go back to it, don't make it persistent. Some piece of information, such as the hit akTarget, in a Magic Effect script, are extremely difficult to give persistence to the target reference. It can be done, but it is difficult. and a magic effect script and instance goes out of scope, and disappears in less than a tenth of a second.
  10. I don't think this is simple. I believe it could be done by creating a series of more powerful shouts, and then placing use requirements on those shouts, in the form of special perks, which are not shown on any perk tree. Use scripts on the Magic Effect to add the perk to the player, and then after a timer ends, remove the perk, which would effectively time limited, enable and disable the more powerful version of the shout. The player would still need to select the improved version of the shout, instead of the normal shout version. Perhaps someone else on the forums knows how to use scripts to make a particular shout the selected shout, but I've never found that function. Note that persistent scripts, those with timers, if overused, tend to bog the game engine down, so you would want to do this technique in moderation. The Magic Effect Script would only trigger a quest script, which would hold the timer and other persistent data.
  11. You learn enchantments by disenchanting things. So, your requirement could be done by a esp file with dialog in which you talk to the vendor, and buy an cheap, example item, with the correct enchantment, to later disenchant, to learn the skill. So, if a powerful flaming sword enchant is what you want to learn, just make a cheap iron sword, with the enchant, and have the dialog cause the vender to "Demonstrate" the art of making the enchantment, and then give / sell the item to the player. I don't think you'd even need scripts to accomplish this, it can all be done with the existing game vendor and dialog support.
  12. Because bethsda wanted their product available to a wide audience, they actually required their mod artists to keep polycounts low in their work, so the vanilla game is quite low, by today's hardware standards, in average, vanilla cell defined polycounts. But, players will load up high Res everything mods, which includes both textures of large size, 4K+ and high polycount meshes, for silly things like buckets or candles! Why? If its not an object that you're going to spending allot of time admiring ( like a pretty girl, hence an improved skin texture and better body mesh) then don't load the mod which boosts up Resolution, just because you can. When it comes to computer back plain through put from the hard-drive to the graphics card, the Textures, because of their large size, are actually a much larger performance problem, than the high res meshes with high polycounts. The graphics card will be impacted by poly count, but most "high Res" mods focus more on textures, and improved poly count meshes take allot more skill to make. So, the number of mods with high poly counts is low enough, and the skill and knowledge of the mod makers who are making high poly count meshes, enough higher, that high poly counts is usually not the source of low frame rates. In short, the people who can, know better. Once your game is overloaded with high poly meshes and large textures, reducing it back down to good performance is a long and laborious task. -
  13. So, in editing the perk trees, the editor which shows the boxes, is only used to create the Star Field graphics, it does not actually set the linkages for the requirements for each perk. So, if you're adding a Leatherworking series of perks, to the Smithing menu, would have Leatherwork 1, which is needed before Leatherwork 2, etc. Well, you can create the graphic in the box editor, drawing the lines between each box node. But that does not create the actual skill requirement dependencies, that has to be done by editing the Perk itself, and the bottom box which sets the requirements, such as Smithing level, or the "Has Perk" in LW2 to need LW1 to gain the skill. The easiest way to understand it, is look at the existing perks for the Smithing skill, and how the requirements are set in the Perk editor. The box and line editor only changes the graphics, but does not create the logical linkages and dependencies. There are some great tutorials available via google search to learn all about making new perks. https://www.youtube.com/watch?v=ECryUnMljEU
  14. It is possible to make a spell which costs just 1 Magicka. I've never tried to make one that costs zero. But in any case, a Magic Effect can have a script added, which fires on an event at the time of casting, which in effect both takes away the health, and also pays back any magicka cost. In fact, you could make the script add back MORE magicka than the initial cost, making it a Health, or Blood, Magicka pump. The details of how to effectively implement such a script are very complex. I am not at home, with access to my CK, to look up the steps to accurately describe it, ATM.
  15. Most likely it was accidentally placed, it is hidden under some other object, and the CK mod data base may bugged, and not showing the existence. When you run into these quirky problems, rule of thumb, save your mod, back up your mod in a separate directory. Close the CK, restart your computer, restart the CK, reload the mod, and go back to the offending interior cell. Then! use the box on the top right side of the cell contents window, and type in the partial search keyword "frost". Look at the selected list of objects below, and you'll probably find the un-intentionally placed frost rune. The CK data base does sometimes get confused, and not show everything that is in the esp file and loaded data base. Reloading the CK fixes it. Occasionally, I've found that the problem is NOT in the CK software, but the direct X drivers for the video card in the computer which is attempting, but failing to render the object. Trust the contents list more than the Render window. -
  16. All that you hope for is possible. It is not easy, and some of the things you request can only be implemented via very advanced features. Some that seem at first really complex, like changes in the Combat AI, and actually just CK (Construction Kit) button presses and a very short, simple esp file. So, with any project, the first problem is defining the scope and requirements of the project, and DO NOT allow Mission Creep! Keep It Simple Silly!, The KISS principle. So, pick just one of the above items, and I'll try to guide to the things you'll need to learn to move forward. -
  17. So, How to hold an Actor Ref, a pointer to an actor or target, on one pass of a weapon ME script, and use on a later pass through the same ME script? Well, the Work Around is to use A Quest with an Actor ReferenceAlias, and a SCRIPT attached to that Quest as the referencealias scripting handle! On the first pass through the BrassKnuckles Magic Effect script, you will select which of two companions will assist, and store that actor reference in the Quest, and access it though the script! That last statement "Acces it though the script" is KEY and the big confusion stumbling block! Much HAIR GONE! The details of how to get it to work, step by step: So, in the CK, create a new QUEST. Call it something like Highwayman_Controller_Quest. Go to the "Quest Aliases" tab, and create a new reference alias. The dirty little details: Flags Optional and Stores Text! And field "Force into Alias when filled", and select your referencealias by name. Don't fill out anything else! Do NOT radio button specific reference, and select some actor you've been using for eariler testing, that will MUCK UP Everything! Now, go to the Quest "Scripts" tab, and create a new "extends Quest" script. In this quest, create reference aliases to your various actors with "ReferenceAlias Property A0_alias Auto " So, A0 is our Assistant Campanion, and A1 is our road traveling victim. Compile, Save and exit, Quirk#4, Note, you haven't yet used either referencealias in a fuction. You can't yet, the CK won't see it, and it gives you an error when you attempt to compile, making you think you got the syntax wrong... you didn't. For now, just Compile, Save and exit. Now that your back to the Quest, staring at your incomplete Script attached in the Quest-Script tab, to to Properties, highlight the referencealias, use the edit value button off to the right, select your Quest, and then your reference alias actor A0 or A1, in turn. Exit the Properties window, Hit OK on the Quest to save it. Quirk#5, Save the Mod in the Ck. Exit the CK. Restart the CK, and reload the Mod! If you don't, the next steps won't complie right, and you'll think you have the Syntax Wrong, and your hair will be gone! Okay, I've to got get to work now... More Quirks to finish the proces later.
  18. Well, you take a one hand weapon, like a dagger, so the animations are correct, and use NifSkope to strip away the blade mesh, and pop in an enlarged, flattened ring mesh, which covers the knucles. Easy enough, make the weapon in the CK, and test it out as a damage dealing bladed weapon, and Yeah! the Animations play, the weapon does damage, and the victim is outraged, attacks back, and kills the player. But, test successful. Now, we don't really WANT the enemy to strike back, we want them stunned clueless that your actually attacking them! Quirk#1: So, in the CK, edit the Weapon: In the Flags section, check box on the "Non-Hostile" Flag. It is NOT enough to set the damage to zero in the Game Data fields! Now, you might think, oh look, the weapon ck record can accept a script, and there is an OnHit Event, easy peasy, this is where I can place my Animation Triggers! WRONG! Quirk#2: The OnHit of the Weapon is simply unrealable. It takes into account the hit or miss mechanics, and its duration, it persistence is variable and too short to get any script to reliable fire the needed event! So... Here is the Work Around, in several steps. In the CK, create an Enchantment for the weapon, and link it to the weapon by the "Enchanting" field. Then create a Magic Effect, and link it to the Enchantment. The Trick is to put the majority of the script in the Magic Effect as a script, and NOT on the weapon itself! The Magic Effect Script is still limited in persistence, but it does not have the Hit/Miss mechanics getting in the way of the event firing, which will initiate our animations! But! That doesn't mean the ME script has persistence to remember which of the two companions is going to be assisting. So, you have to use the Brass Knuckles in several passes, and Store the selected Action outside of the ME Script, to be retrieved on another pass through the ME script later on! So, you need an external mechanism for storing an Actor Ref. If it were just a selected action, like bind the wrists, but leave the ankles free, to be able to "Walk" the hostage... easy, just create and property link a Global Variable, Simply store the info as a Global Short Integer Code, 0-no bindings, 1-Arms, 2-Legs and Arms, 3-Legs, Arms and Hood over the head! But, globals can't hold actor refs., so to get persistence of the selected actor references at run time, you need to store the Actor in a different way. -
  19. IsharaMeradin and cdcooley I thank you both for your responses and assistance. Eventually, I did work out the problem. I Thank You for your help. I would not have gotten to the end with out it. As with more difficult things in Skyrim modding, it was a small, but important little "Quirk", a detail in the implementation process, which throws off your efforts, without enough error message feedback to lead cleanly to a solution. Eventually I figured it out, but only after several WEEKS of hair pulling. So... I'm going to document the solution in the next couple of posts, and the tiny sublties which led to the confusion. So, to set the stage for the mini-Tutorial: You're writing a mod for a "Highwayman" in which the player will use a BrassKnuckle weapon to subdue a target traveler, then their companion will hold them from behind, while you pull a burlap sack over their head, and tie them up for transport to a holding cell, while Ranson Demands are made. The player will initiate the scene, and take several actions (animations) using several 3d shown mesh objects. The weapon will act as a Target Pointers, selecting before combat which of the two companions will assist, and later who will be the victim. There is the randomly selected target, the victim, who is just a road traveler, and is not selected for the action by the dialog or scripted plot before runtime. The player makes the runtime selection. You have two companions, one of whom will only watch (probably in horror at your lawless behavior!), the other will hold the stunned victim from behind while you head-sack and bind them. You have a Weapon:Brass Knuckles which will initiate the Action and hold the scripts achieve the playing of a secquence of Animations envolving the actions. So... how to implement all this nefarious action!?
  20. Yes, this is the same FUGLY conclusion I've come to... and you're right, it is cumbersome, tendious, and limited to the extreme! I'm still searching for a better solution or some kind of trickly work around, and I think there may be one in the usage of a Quest Script, and attached ReferenceAlias set to the ActorRef from akTarget, which is found in the Magic Effect Script, and set in a script which fires on the OnEffectStart event, as you've stated... But I cannot find enough clear documentation / examples about how to use Quest ReferenceAlias mechanism to even begin the test coding of it? There are lots of places where it is talked about, but no one provides a clear, step by step tutorial on how to implement it. Here are a few related web pages: https://www.creationkit.com/index.php?title=ObjectReference_Script https://forums.nexusmods.com/index.php?/topic/5282495-papyrus-oneffectstart-and-quest-alias-question/ https://forums.nexusmods.com/index.php?/topic/2071309-referring-to-actor-activemagiceffect-script/ https://github.com/xanderdunn/skaar/wiki/Understanding-Forms,-Object-References,-Reference-Aliases,-and-Persistence Clearly, these people are all pursuing the same thing, but no one seems to have a clear idea how it is actually done! I SEE it being done in some other complex mods, such as "Interesting NPCS", but those mods are far, far too large, and complex, to reverse engineer. I (we) need a simple, clear cut, explained, tutorial example of how to use quests, ReferenceAlias to MagicEffect akTarget values, to pass an actor reference from one script to another. In essence, we need a way to pass an instance (not base) actor ID from one script to another, through what amounts to a Global Variable, like we might pass an Integer of how many materials of a particular type a room or container holds. -
  21. I am pulling my hair out on this one... I think it can be done, but I'm not sure. I have a simple 1hand weapon. The weapon has a script. I have a spell attached to a weapon. The spell also has a Magic Effect which has a script. In the Magic Effect script, an actor reference is capture on the script firing, as the akTarget. I want to pass the akTarget actor reference back to the script attached to the weapon itself. I'm fairly sure this can be done by Full Property, but it must be done by the Set funtion inside the Magic Effect, at the time of the Magic Effect being script processed, because it was shortly go out of scope and disappear as the Magic Effect is completed. The script running on the Weapon has a actor property of actor0, as does the script on the magic effect. I just want to pass the actor reference from the Magic Effect script to the Weapon script as part of processing the Magic Effect. Any suggestions? -
  22. An old topic, but a very, very useful one! Now bookmarked, because I search and search, figure this out... not use it for 8 months... forget... lose my notes... Thanks scrivener07 You're a fantasic help!
  23. Bless the OP a 1000 times! I've been fighting this problem for weeks, finally found this in a google search, and it works! Now I can fine position all of gear items that have been clipping and annoying the devil in me. Thanks Again! -
  24. So I found a true solution to this problem, you have to use NifSkope to edit the havok values to disable the response of the object at a NIF file level. http://wiki.tesnexus.com/index.php/Removing_havoc_on_an_object Once you have NifSkope installed on your computer and running, click the Load button at the top of the screen and pick the file that you want to alter (remember we are turning a havoced object into a static object, so this must be an item with havoc). When the file is loaded and you can see the mesh in the black window, go to the Block List window and open the NiNode block. From there, open the bhkCollisionObject block. You should now see a block titled bhkRigidBody. Select this block. Now find your Block Details window and scroll down until you find the properties Motion System and Quality Type. Change Motion System's value from MO_SYS_BOX to MO_SYS_KEYFRAMED Change Quality Type's value from MO_QUAL_MOVING to MO_QUAL_FIXED (the Quality Type's value could also be MO_QUAL_MOVING2 or MO_QUAL_MOVING3, but change it in any case) Now, the mesh should be motionless. There are a few more steps to get the mesh in game, however. Save the mesh as a new .nif file by clicking the Save As button at the top of the screen. Save the mesh anywhere under the Oblivion\Data\Meshes folder. Open up the TES Construction Set and the plugin you are creating. Find the object window and select the Items menu on the left. Depending on what type of object you are altering, you may need to go to the Ammo, Apparatus, Armor, Book, Clothing, Ingredient, Key, MiscItem, SigilStone, Soulgem, or Weapon sub-menu. This tutorial assumes you are altering a weapon, but it could be any of the above objects. You should check to determine which type is your object. In the list of objects that appears in the right side of the window, find the original object that you are altering. Double click it so the window to edit the object appears. Change the ID of the object to your own unique name. Click the button that holds the ".NIF" file and pick your new mesh with the file chooser. Now, you can alter the rest of the values (like the name) to whatever you wish. Once you are done, press Ok to create the new object (say yes to the prompt). Place the new object where you need it. You are done!
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