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wtfmanreally

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Everything posted by wtfmanreally

  1. Well, thanks to Irfeir's help at the Skyrim CK public chat in Steam I figured it out. The solution to the quest adding it every time the save is loaded was to nest every formlist.addform(form) inside an if !formlist.hasform(form), to check if the formlist didn't contain the form, if it didn't, add it, if it did, do nothing. Then to uninstall it, to prevent the forms from staying inside the formlist after the plugin/master is disabled, I created a spell to stop the quest, check if the forms are there with formlist.hasform(form), remove every added form from every formlist with formlist.removeaddedform(form), and show a dialog saying it's safe to remove now. I hope this helps people adding stuff to formlists dinamically in the future. If it works with voice types, it should work with mostly everything else. Good luck.
  2. Hey there. First than nothing, I actually did it already, and it does work with no apparent trouble. I'm doing this to prevent modifying the formlists in the load order, effectively avoiding conflicts between plugins that modify their contents. This is how I'm doing it: First, I create a quest just how it gets created when you use RacialCompatibility (I just disable "run once"). Then, I create a new script, add my properties and edit, and this is the script: Scriptname AddBerserkVoicesScript extends Quest VoiceType Property MaleGuts Auto VoiceType Property FemaleCasca Auto VoiceType Property FemaleSchierke Auto FormList Property VoicePowerVoicesListNoDraugr Auto FormList Property VoicePowerVoicesListwithTsun Auto FormList Property VoicePowerVoicesList Auto FormList Property VoicesFollowerRough Auto FormList Property VoicesCommonCombatant Auto FormList Property VoicesPlayer Auto FormList Property VoicesCommonAdult Auto FormList Property DefaultNPCVoiceTypes Auto FormList Property VoicesNPCs Auto FormList Property VoicesFollowerNeutral Auto function addvoicetypesberserk() VoicePowerVoicesListNoDraugr.AddForm(MaleGuts) VoicePowerVoicesListNoDraugr.AddForm(FemaleCasca) VoicePowerVoicesListNoDraugr.AddForm(FemaleSchierke) VoicePowerVoicesListWithTsun.AddForm(MaleGuts) VoicePowerVoicesListWithTsun.AddForm(FemaleCasca) VoicePowerVoicesList.AddForm(MaleGuts) VoicePowerVoicesList.AddForm(FemaleCasca) VoicePowerVoicesList.AddForm(FemaleSchierke) VoicesFollowerRough.AddForm(MaleGuts) VoicesFollowerRough.AddForm(FemaleCasca) VoicesFollowerNeutral.AddForm(FemaleSchierke) VoicesCommonCombatant.AddForm(MaleGuts) VoicesCommonCombatant.AddForm(FemaleCasca) VoicesCommonCombatant.AddForm(FemaleSchierke) VoicesPlayer.AddForm(MaleGuts) VoicesPlayer.AddForm(FemaleCasca) VoicesPlayer.AddForm(FemaleSchierke) VoicesCommonAdult.AddForm(MaleGuts) VoicesCommonAdult.AddForm(FemaleCasca) VoicesCommonAdult.AddForm(FemaleSchierke) DefaultNPCVoiceTypes.AddForm(MaleGuts) DefaultNPCVoiceTypes.AddForm(FemaleCasca) DefaultNPCVoiceTypes.AddForm(FemaleSchierke) VoicesNPCs.AddForm(MaleGuts) VoicesNPCs.AddForm(FemaleCasca) VoicesNPCs.AddForm(FemaleSchierke) endfunction Event OnInit() addvoicetypesberserk() EndEvent I only know it is indeed adding them dynamically in-game, because I activated the plugin using this script with a similar plugin containing a script to add the female khajiit voice to the followervoicesneutral formlist, and they work nicely together. What I don't know is -how- it's doing it. These are my questions: 1- Will this happen only once? 2- Will this happen every time the savegame gets loaded? 3- Do the voice types get "unloaded" from the formlists ingame whenever you exit the game? 4- Do the voice types disappear whenever you deactivate the plugin? 5- Will it keep on adding the voice type forms even if they're already there? 6- Should I make it check for the voice types being in these formlists before adding them? 6.a- If so, how? Or rather, should I make it unload the voice types from the formlists on exit, or with some function attached to some NPC with dialog? Thanks.
  3. Hey. I can see Enhanced Character Edit adds available nose and mouth morphs. My question is, how is it done? It seems just editing the chargen tri and adding the morphs in Blender isn't enough (I know how to edit tris so skip that). I can't see any option to do it in the CK, is it only possible with some tool? Nevermind I found how it's done. I had to increase these global settings: iBrowMorphCount iEyeMorphCount iLipMorphCount iNoseMorphCount
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