Jump to content
⚠ Known Issue: Media on User Profiles ×

wtfmanreally

Members
  • Posts

    25
  • Joined

  • Last visited

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
  4. Hey there. I've been trying to add new voice types to the game, and so far I've been succesful by adding them to the necessary formlists, but I have a problem. It seems that any mod containing the same formlist but with different content will cause the formlists to overwrite each other For example, I have one plugin adding FemaleVoiceA (modA), and another one adding MaleVoiceB(modB), both to the vanilla FormList called VoicesPlayer. The plugin adding FemaleVoiceA (modA) is after the one adding MaleVoiceB (modB). However, it seems that instead of modA adding the FemaleVoiceA to the VoicesPlayer FormList, it's overwriting modB's VoicesPlayer FormList, which contains MaleVoiceB. This is pretty bad, because it means I only have two solutions: A) I merge them both, but then any other mod adding stuff to this VoicesPlayer FormList will overwrite these anyways. B) I create new conditions for each line of dialogue. But that's ridiculous. So, what I want to ask is: Is there any better way to do this?
  5. So, I've been playing around with an armor, mainly converting it to CBBE, and it's almost done. I had a few problems with the vertex order getting screwed on the armor itself, but that's fixed already. However I'm still having that problem with the skin. Even though my skin has the same amount of vertices and faces, it still gets screwed when I use the weight slider. I tested to see if the vertex order was wrong from one mesh to the other, and it's not, each mesh works as a shape key without problems in Blender (using the "Deformed mesh to RvK" script I can make one of them a shape key for the another one). In resume, is there any special treatment for the skin? Here's the .blend in case anyone has any idea on what's going on. http://www.mediafire.com/?y7b7tgc14t1f6m7 Also something I tried already is reimporting the skin nifs generated by blender to see if the exporter was doing something wrong, but they're alright and they still have the same vertex count and order. They're alright if I set the slider completely to the left/right too.
  6. Looking good. Also, how would you go on doing the cannon animations? We can't add new animations AFAIK.
  7. Here: http://www.mediafire.com/?3vmugvjwucg2a3c I don't know the author. It was uploaded in an anonymous site. Tris contain morphs for the meshes. So theorically you should be able to edit these now. It works with shapekeys. I tried to create a new tri for a custom headmesh, but it didn't work quite right (scrambled stuff in editor). Maybe it had to do with the tri mesh not being in the right position. Dunno. I'll just leave this here in case someone has a better idea of how it works. It imports Skyrim tris in Blender (including expression ones) and can export them too. It can import Oblivion ones, but it seems to miss some stuff for these.
  8. There's already one by SK, but for Oblivion. Just needs someone to convert it. I already converted cuirass, plate and boots, but the gauntlets are nearly impossible for me. I really can't wait for this, I see you made a head mesh. Will you try to give it morphs too? That would be tremendous.
  9. Neither do I. I frankly don't know where these black patches are coming from. I'll just leave it for now.
  10. Well, I pulled the Blade to make it look bigger, however it still looks pretty bad. I think it has more to do with the texture not fiting. http://i.imgur.com/gE7ZSs.jpg
  11. There is, however, I don't think extruding is the actual answer, since it ends up looking weird (like a bunch of blocks pasted together), or is it supposed to be this way with the edgeblood? Push/Pull seems to be what I'm looking for since it retains the shape of the blade...
  12. There's Extruding, and there's a Push/Pull option that seems like it does what you're describing.
  13. I'm sorry, but what do you mean with a bit of a push modifier? Mine is indeed flickering, it looks pretty bad. Do you mean scaling it?
  14. I read in the thread it's supossed to be some kind of stripped version of the actual weapon. My weapon has 3 separate parts though.
  15. Are you a wizard? It worked, thanks a lot! Now I just have to figure out how the "edgeblood" thing works.
  16. My STAT starts with a 01. I'm not sure it will fix your problem, but it's worth a try. Didn't work. I'll just upload the .esp, if anyone can check it I'd be grateful. I'm probably setting something wrong... somewhere. Here it is: http://www.mediafire.com/?7lseew96l2poqo1 I'll check this when I get home from work in 1hr 30mins ish... Unless of course somebody else finds the problem for you :) Thanks, I'll be waiting then. Didn't work, still CTDs upon equiping. Thanks anyways.
  17. My STAT starts with a 01. I'm not sure it will fix your problem, but it's worth a try. Didn't work. I'll just upload the .esp, if anyone can check it I'd be grateful. I'm probably setting something wrong... somewhere. Here it is: http://www.mediafire.com/?7lseew96l2poqo1
  18. I had that problem, i solved it about 4 pages ago. Anyway, what i did was assigning and ID which started with 01. So assign 010XXXXX where the X are your numbers. Also, be sure that your ID is not actually used by other things in game. I also changed the HEDR of the TES4, put 2048 in the last field. I don't know if the last thing is useful, but i did anyway. Try it like this and see if it works. What did you assign that ID to? My weapon does start with 01, the STAT subrecord doesn't though.
  19. The past couple pages, I explained how to use the GRUP WEAP and GRUP STAT to create new/duplicated weapons with new textures. Same would apply to replacing vanilla.. just don't need unique formIDs and so forth ... I did that and I got it to show in the menu screen now, thanks. But it STILL CTDs when I equip it.
  20. So, any ideas yet on why can I replace a vanilla weapon, but whenever I try importing it as a completely new weapon using a .esp, the game CTDs upon equiping it?
  21. So, I'm having the most retarded problem I've been able to find. I'm trying to import a weapon, and the mesh already works nicely in-game and all. This is replacing any two handed sword mesh there is in the game. But then, when I try to import it as a new weapon with an esp, when I equip the new weapon, BAM, crash to desktop. No error messages, no nothing, just a quick CTD. Any ideas? This is annoying me to no end...
  22. Good to know that one works, I might test it then. Any other problems they caused between 10.9 and that revision?
  23. Hi there. Well, turns out our little friends at AMD went bananas, and decided to nuke the possibility to use antialiasing with Oblivion! Or that's what it seems around here. My rig? C2D e8400, 4 gb of ram, hd4870 512 mb, Windows 7 32 bit, etc. Never had a problem like this before, not with Oblivion anyways... Went back to Catalyst 10.9 and guess what, AA works again! Anyone else having this God darn problem? This is why I don't like updating drivers, let alone AMD (ATI) drivers...
  24. So THAT'S the problem, thanks, I guess I should use the same method used for Hair models, right? But, what about the color? It doesn't seem to change much. I'm gonna try with some ridiculous color, like light green, and see if it works.
  25. Hi there. So I was trying to modify the eyebrows texture to change its color, everything went fine and not-so-dandy until I had to import the new Head Part. If I use the new Head Part I created (which uses the same mesh but with a different texture path), it won't morph with the head at all! And the only thing I modified in the mesh was the texture path so it pointed to the new texture! To show you my problem, here's a pair of screenshots. http://img171.imageshack.us/g/14509060.jpg/ Also yes, it looks the same in-game, and if I try to change the shape of the face, the eyebrows will stay on one place instead of morphing with the head. Thanks in advantage.
×
×
  • Create New...