-
Posts
123 -
Joined
-
Last visited
Everything posted by bluemarvin
-
Adding to the weirdness: the Activate message shows on hover, but nothing visible happens when I click. Again just for this one display type. I added a debug.messagebox to the vanilla script and it fires when activated, nothing else happens though. Also possible factor: this started after I finally built Lakeview Manor, not sure if that matters. But same issue on even fresh new games where I haven't built it yet.
-
So this is curious. Running Skyrim AE latest version. I have weapon display racks all over my player home mod. All kinds. This is a mod I've worked on for a while, and racks have always worked. Suddenly half way through a test play-through the large glass display racks stopped working. I'm just using the standard setup here, how they're setup/used elsewhere in the game. Nothing custom about it. However the glass dagger displays, the wall racks, the shield wall racks, all these things still work. The issue affects racks in every cell of the player house. So it seems I did SOMETHING to globally affect all the large glass display racks at once, but no idea what that could be. I've looked at specific instances of them in CK and all seem to be setup fine. Compared to the dagger racks that are working too and found nothing obvious. Anyone have any ideas on what could have caused this? I tried disabling the only mod I added somewhat recently (no change) and even tried disabling the Unofficial Patch in case. No change. Issue also persists with brand new start (i.e. not re-loading a save), so the issue doesn't appear to be related to my test play-through or save data.
-
Packing Mods for Distro Questions
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
Yeah, for the most part I like it. But mostly just got tired of managers changing all the time and stuck with this one. Game is Skyrim AE (I keep getting thrown off by the SKYRIM banner at the top of the page thinking I'm in a Skyrim specific forum). I didn't realize CK had a way to auto add prefixes, that would have been a HUGE help ,from the start, lol, and while I've mostly done this myself (like 95% of them), there are a few that slipped through the cracks. Thanks for the thoughts everyone. -
Hey guys. I have a mod that I'm getting ready to release (after quite a lot of development), but I want to make sure I do this in the optimal way. The mod has a lot of scripts I wrote that it relies upon, as well as a few sound files and meshes, etc. The scripts are especially tricky because while I tried to name them in a way that makes them easy to find associated files, some of the fragments get named like "qf_" etc, meaning I can't easily see which are mine and which are from something else. I started playing with Archive tool, but it seems I have to manually add/select all dependent script files otherwise is just packs the .esp file only. What's the best way to go about this? Is there a tool that can pull them all into a .bsa without me having to manually identify all needed files? Thanks for any advice on best approach for this, I'd hate to accidentally leave out some needed scripts.
-
Stumped - Mod Suddenly CTD - Skyrim AE
bluemarvin replied to bluemarvin's topic in Mod Troubleshooting
Well as luck would have it, solved this one. JUST in case someone is as stupid as me, I'll post what happened, but I doubt anyone else would do this. Lol. I was messing around with Location and Encounter Zone settings for some exterior cells. For some stupid reason on the "Interior Data" tab for the cells, I set ownership to PlayerFaction. This causes a hard CTD. Once I realized I had done that (and set them all back to NONE), the issue resolved. -
Stumped - Mod Suddenly CTD - Skyrim AE
bluemarvin replied to bluemarvin's topic in Mod Troubleshooting
Ah dang, been a while and I thought these were game specific. Sorry. Skyrim AE is the game. -
Hey guys, I'm really stumped here. Working on a player house mod which has been stable for a long time. Made some edits to the outside of the house area, and now I get a CTD whenever anything even close to that exterior cell loads. (Inside of house is fine.) Changes I made were mostly cosmetic, with a few changes to the location data (I was trying to get an ore vein in the area to respawn normally). I undid every change I can remember, and still get the CTD. Logs indicate a crash while SOMETHING in loading into memory in one of the cells, but I can't track it down further and it could be in one of a number of exterior cells. I've even tried deleting the things I had touched (like the ore vein) and nothing works. I can even start a new game and COC to the cell, and instant CTD. Everything loads fine in CK, no signs of obvious errors there. Any ideas on things to check would be greatly appreciated because I'm just completely at a loss.
-
SSE Laundering Stolen Items Script
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
OK, here is what worked -- with the caveat that any quest items allowed to be removed from inventory would have the problem that Ishara mentioned above. I added a "temp" chest out of view for use below. ObjectReference Property TempChest auto Event OnClose(ObjectReference akActionRef) if (akActionRef == Game.GetPlayer()) Int iFormIndex = self.GetNumItems() While iFormIndex > 0 iFormIndex -= 1 Form ItemToTest = self.GetNthForm(iFormIndex) Int MyRefCount = self.GetItemCount(ItemToTest) TempChest.AddItem(ItemToTest,MyRefCount) EndWhile else ;Do Nothing endIf self.RemoveAllItems() TempChest.RemoveAllItems(MyChest) endEvent If anyone knows any way to check items to see if they are quest items, then I can add that simple check before removing them. Sadly I can't find a way to do that so far. -
SSE Laundering Stolen Items Script
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
Hmm, that note wasn't the issue. Tried dropping the stolen soul gem into the environment, picking it back up THEN adding it, same results. -
SSE Laundering Stolen Items Script
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
Appreciate the responses here guys. Sadly the second method does not seem to work for whatever reason. I see the risk being brought up, but I can't seem to get that approach to work. The first method kinda works, with one big issue - it won't remove the stolen item for some reason. So if I place a stolen soul gem for example in the chest, then open it again, I see the stolen one still there and also a second non-stolen one. This MIGHT be why? Notes in the CreationKit.com wiki: "The function does not work on object references that have only existed inside containers, for example an item the player has crafted. Even if you use the Self reference." Still trying to find a workaround here. -
Hey everyone. I'm looking for a way to make a script that will remove the "Stolen" flag from any items that I add to a chest. So far experimented with trying to change ownership of items added to the chest, that doesn't seem to do anything though -- at least, not how I implemented it. For example, something like this: Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) akItemReference.SetActorOwner(Game.GetPlayer().GetActorBase()) endEvent Any ideas how this might be done?
-
First of all... holy cow what an amazing response. This is so kind, thanks for taking the time to provide this kind of detail. I tend to mod once or twice a week so apologies for the delay in getting back to read this. From what you said above, I think I may have some flaws in the design of the room -- but I guess that's going to depend on how things shake out. So, my room is way smaller than what you described with your library -- but with a lot of static items all over the place. Still building it so they're not all in there, though. But, all the objects would be potentially visible at the same time. So it sounds like what I should have done was to design the cell so that the objects, while all in the same cell perhaps, can't be all seen at the same time, so like corridors leading to other rooms. I was trying to avoid breaking it into multiple cells due to the loading time issue, which, nobody likes waiting for things to load. Thanks again for your amazing response. It gives me a lot to think about.
-
Just wondering what everyone's experience is with respect to cell complexities and memory limits. To explain: Any thoughts on a good way to determine if a cell you're building out is going to cause problems on a lot of machines to do size, number of different models used in the cell, etc? I'm working on a rather ambitious cell with respect to the number of static models it will need to include, and while no problems yet, I'm wondering if I'm going to start running into issues at some point. Any tips on how to gauge this as I go?
-
[LE] Setting Up A Normal Imbuing Chamber
bluemarvin replied to DigitalShinobi's topic in Skyrim's Creation Kit and Modders
Yeah thanks, that's basically what I did along with the Quick Start mod, but that's still a tad more of a pain than just loading a save. Since you have to make the character and what not. That said, half the time loading a save crashes when I'm making changes so it probably ends up being a wash on time really. Thanks again. -
[LE] Static Models and CK Crashing
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
Hmmm, interesting, I'll give that a try. Thanks for the response here, appreciated. -
[LE] Static Models and CK Crashing
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
So, I am doing exactly this, apologies I didn't explain well above. There's something about the last step of pasting in the path into the newly made static object that starts the death spiral, I'm betting a memory leak. -
[LE] Setting Up A Normal Imbuing Chamber
bluemarvin replied to DigitalShinobi's topic in Skyrim's Creation Kit and Modders
So the good news is, I definitely had everything setup right. The 'meh' news is... it was a save file issue. I started a whole new game and tested that way, worked like a charm. Frustrating cause it's not always easy to test things from new save files and one never knows when it's that or just mistakes in the setup. Anyhow, issue resolved now. Thank you for your responses to me, that's really appreciated. -
[LE] Setting Up A Normal Imbuing Chamber
bluemarvin replied to DigitalShinobi's topic in Skyrim's Creation Kit and Modders
Yes indeed, done all of those things and triple checked, but I'll look one more time. Could it be a save file issue? I was testing from a save file from a current play-through. I'm at a loss here. -
[LE] Setting Up A Normal Imbuing Chamber
bluemarvin replied to DigitalShinobi's topic in Skyrim's Creation Kit and Modders
Yes, just want to get the chamber working. But if you go to the interior where DLC2 has this setup, there is a hidden "container" (have to view markers to see it) that is linked from the lever/activator. There is also an xmarker pointing towards the chamber, which is probably for NPCs, I'm not sure. But at the end of the day, all I want to do is make the thing work in my player home. -
Just thought I'd ask in case someone knows a solution to this. In my mod I often create static models -- for example, I may want to create a decoration out of a bottle that won't get moved by physics. To do this I'll typically create a new static object off an existing one, then change the model to say the bottle in this example. I do this but finding the bottle base item, copying the path to its model, then opening my new static item and replacing the model. This is where trouble is introduced. The moment I click the "Edit" button to change the model, it's like taking a poison pill and the timer starts. I can paste in the path to the model and save, thus creating my new static model, but I'll have like somewhere between 3 and 10 mins before CK will crash at that point. But crash it always will. So after making the model it's just waiting on the inevitable, so I'll saving like every step until... boom, crash. It sucks because it takes a while to re-load the CK and my mod, it's not a quick process. So this makes me hate to have to create static objects, but I need them for my designs. Anyone know any tips that might help with this?
-
[LE] Setting Up A Normal Imbuing Chamber
bluemarvin replied to DigitalShinobi's topic in Skyrim's Creation Kit and Modders
Bumping this old thread because I've tried everything suggested here and still can't make this work. What I've done: - Copied the lever, container and chest from the DLC2 cell, placed them in my player home. - Edited the properties for the top script attached to the lever... made sure they were all set correctly, pointed the dropbox to the chest in my home. (The second script has no properties) - Linked the lever to the container hidden below the floor. - Gave everything a unique ID. - I even added the xmarker, though I don't know if it's needed. I try to add pods and rubies, but pulling the lever ... nothing. Just the same ingredients sit in there no matter what. Any thoughts on what I maybe missed? Appreciate any help. -
I'm looking for a way to prevent monsters, currently engaged in combat with the player, from following the player when he goes through a specific door. I though the "Do Not Open In Combat Search" checkbox option would do the trick, but alas, the monsters still follow through the door. "Hidden" checkbox also doesn't do the trick. Thanks for any ideas on this.
-
[LE] Huge Mystery with GetItemCount
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
Just as an update here... so far open/closing the chest is the only thing that works. I tried waiting around in the cell, then leaving, then fast traveling to the other side of the world and back, but still reports "0" on entering the cell unless I open/close that chest first and THEN leave/re-enter it. That's a potential problem for the mod. Any ideas how I can force that chest to load the inventory programmatically? -
[LE] Huge Mystery with GetItemCount
bluemarvin replied to bluemarvin's topic in Skyrim's Creation Kit and Modders
You nailed it, wow thank you so much. I wasted HOURS on this. It was the opening the chest that did it; I had already been exiting and re-entering the room in order to cause the script to fire, so apparently that wasn't enough, I needed to actually open the chest once. I hope this was just caused by my use of an old save file to start, because the chest will ultimately be hidden and players won't have a chance to open/close it of course when all is done. Thanks again. -
Thank you for the response. I just duplicated and changed the name of the Quest so it would appear to be a new one to the save, then deleted the old one, and that seems to do the trick.