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maxarturo

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Everything posted by maxarturo

  1. The skin tint that CK applies to actors is only possible if the actor has a 'Head' piece where the tint will be applied and it's in the game's humanoid races that the CK's actors generation can read, and that CK can export that tint to the actor's face generation data, and from there it's also applied to the head's rest linked meshes (torso - hands - legs). In the case of a unified actor's mesh this can't be applied since there is no head part and no face generation data can be exported.
  2. I can't be accurate due to the nature of your issue, and by this I mean that it's a conversion and I don't have all the necessary data. But, what I can tell you is that this is very familiar to the issues some users have encounter when converting one of my mods. Those users had played the original SLE version, so they knew the mod very well. When they converted the mod to SSE some parts broke connection and they needed some guidance to re-apply / re-create them, here is a simple exampe: - In one cell there is a 'kind' of a laser alarm trigger that plays a loud alarm sound, spawns the guardians, and a bunch of other things, etc... When the user played the converted version the alarm trigger worked as intended but the alarm sound fx would NEVER fired. The solution of this weird issue (and to the other issues of the other users) was to load the mod in CK and retract/remove from the script's property the assigned value (the sound fx ref), then save and exit SSE CK. Then load SSE CK and reassign the removed property, after this when the user played again the mod (with all the same kind of fixes for all the issues he had, and amomg those where some AI package releated), all those things that didn't fire in game worked as it was in the original SLE version. So, my suggestion would be to retract/remove/delete from the converted version your AI package set up > save and exit SSE CK > and recreate the whole set up from scratch in SSE CK. "after all they're part of the base game and the creation kit so they should literally be how the game is built, and they should work..." Not exactly, keep in mind that (and with few words to not go into details): - SLE / original Skyrim was created in Skyrim's CK (or you could say SLE CK). - SSE is a convertion of SLE which was created in SLE CK. - SSE CK is the converted FO4 CK made to work with SSE. - SSE was never created in SSE CK, which actually dosen't exists. * That's why SSE and its CK version requierd so much work to actually make it a playable and moddable game. EDIT Note: This weird 'broke connection' issue was not the same for all users, each one experienced a different issue or issues and there were some that did not have any issues occured by converting the mod.
  3. You could use some other better editor, dylbill can suggest one very good which also suggested to me in the past to create and compile a 40+kb script. but I can't remember any names right now. * I've seen so many times over the years that 'Fox' guy poking around in this forums to create his videos and not even once I've seen him replied to any modder requesting assistance.
  4. Your first step is to learn how export your model to Skyrim's nif and then (or both at the same time depending on which steps/practice you'll follow) to 'RIG' the mesh you have to a valid Skyeim's vanilla skeleton, there must be around tutorials for 'rigging' custom creatures, don't ask me links cause I don't know any. Then comes the second step of inserting the 'rigged' mesh into the game to make it playable, this is the easy part and it requires around 10minutes.
  5. The way that I understood it is purely from my experiment/testing, since I couldn't find any documentation on the subject at that time, is that: - When you use for example the in-game 'Wait' function the game starts counting that time (in the game's timeline) and any register functions in between that piriod will fire since the timline is been counted by the system. - But if you 'set' the time the system jumps to that 'set hour' without actually counting the time it needs to pass, so any registered functions that existed between the time that the 'set time' function started to the end of it, they will not fire. If for example in my case/testing those registered functions played a crucial role in the functionality of the mod that had a registered funtion will end up broken, since the 'register time' functions are actually marked in the timeline. This happened to me while experimenting with my quest mod and a couple of other mods I already knew what they were supposed to do, but they didn't... I ended up breaking them all. After that I didn't experiment any further since it was more than clear to me that I didn't need to go any further with this.
  6. Magic Effect are hard coded to work ONLY on actors, this means that the enchantment will not fire if the projectile where the enchantment is living hit something else besides an actor. The Skyrim magic effect spell/enchantment system has some flaws which are in the category of the program's 'Engine Holes', meaning that the enchantment has the probability to not fire when it hits an actor or to fire when it doesn't hits an actor, this means that the magic effect system is not 100% reliable. So firing an arrow that sticks to the ground and then after a delay it fires its enchantment is not in the region of the supported by the engine default functions. Using the function 'Utility.Wait()' in succession on different references, as it will happen when you fire multiple arrows on a row, will cause save bloat and CPU overload resulting from loss of fps to lags and even ctds, this is because the function 'Utility.Wait()' requires proccessing power / CPU usage, when using this function the scripts forces the system to start counting, the more of this functions accomulate the more the system has to keep track of how many different 'Wait()' functions is counting and count them. * Just because something appears to be working it doesn't means that is 'Safely Working' or that is safe to use it. A lot of bugs and unexplained issues you may have encounter on mods or / and on your modded game are the result of this factor and by the modders attitude which is widely spread: "if my mods is working nothing else matters."
  7. Not a problem my friend. Yes, there is a way that this can be acomplished, but... Except from mods scripts that may have 'registerforupdate()', the main reason is the game's engine itself, and all the 'hard coded' and the game's simple Papyrus scripts that use the engine's timeline. * You are clever enough to understand that this is a launch nuke scenario. I also had a similar in application scenario where the player has to build something that requires 12 h of work, so I experimanted with this and let it baked in the save file along side with some other heavy scripted mods and play the game for a couple of Skyrim's days. Yeah.... you defenetly don't wanna do this or go this way.... ENB has the issue that disables the use of imagespace modifiers, but I don't know if this also applies for the function ''Game.FadeOutGame()'. In any case if you end up using imagespace modifiers, you can always warn / advice the user in your description page about this ENB issue, and also provide the user a way to make his ENB be able to use imagespace modifiers again. You can copy/paste the enb info from my description page in this mod: https://www.nexusmods.com/skyrim/mods/103522
  8. It's not recommended and you don't want to mess with the game's timeline!!, that's is a recipe for catastrophe!!!. Except that it doesn't exists a function 'SetTime()' in the default Papyrus and I don't think SKSE or an SKSE add on has developed one since they also know that this is a part you don't want to mess with. Your best path would be to fake it by using some imagespace modifiers or the function 'FadeOutGame()' to simulate a 'time has pass' fx, something like a 'passing out' fx that I'm sure you have seen in the game.
  9. First you need to insert those animations into the game, this means you need to decide which way you will go, will you be using DART, FNIS, etc...? Not all of them do the same things, and you can choose one way to go, exept of course if you will get into the trouble to make your animation mod competible with all. If those animations were 'replacers' things would be pretty straight forwards and fast, insert > go in game to test > you are done. If those animations were things like for example 'Poses', things would be a little bit more complicated (for a newbie), but again you it would be something simple like: insert animations > create quest for keybord's key registration > go in game to test > you are done. Now, those animations won't be triggable by the player (for example: On key down play animation), or part of a controlled scene (for example: Triggered by a trigger box or a part of a scripted quest scene), but the animations will play on the player's character under certain conditions on a random cell, random time, random everything, this means that in a way you want those animations to be handled by the game/engine. Well, the good news is that it can be done, the bad news is that things become a little bit more than just complicated even to an experienced modder that knows his way around CK. Unfortunately my friend this isn't a case that I could write you in a few words a solution, for example: How to do the example you described, by just adding a script here and pressing a button there and you are done, and considering that you have a pack of animations, the solution that worked for your example will not work for the rest of the animations and they may need a completely different approach. * Things here are way too complicated and requires a modders that has excellent knowledge of CK and is an expert in scripting/coding CK elements, so that the provided knowhow can be applied by the modder.
  10. Find and go to your cell > Type on the upper blanc left side of the 'cell view' window the object's ID > then double click it and it'll take you automatically to the item, if you don't see sfter this the item in the render window and instead you see another object, is because the object is inside or under the object you are seeing.
  11. You need to tick a 'flag' on the merchant faction you created in the container section, I think it's called 'Buy or Sell'. Sorry I can remember the exact name of the flag, and I've no CK around me to check it, but from there you assign your merchant to buy stolen items.
  12. Knowledge that does not exists documented on sites or written somewhere is gained/earned by the individual's experimentations and capabilities, what you want is beyond, far beyond the vast majority of modders. Although from what I can understand from your post, this is your first attempt swimming in this waters, and the solution could be as easy as pie, I would suggest that your best chance to obtain a proper guide for anything releated to SKSE, is asking the developers themselves in their Discord.
  13. Since it's your first attempt and you are using Blender, I would suggest reading this PDF or watch a youtube video, I do remember coming across a detailed one some time ago, so that you can back track your steps. https://www.nexusmods.com/skyrim/mods/111642
  14. If you follow all the steps correctly it will work, but did you fill in the properties of the script? if you don't fill/assign in the script's property from the drop down menu the 'Player' - the 'Spell' - and the 'Magic Effect', NOTHING WILL HAPPEN!!!! * Select the script in the script section and press the button on the right that sais 'PROPERTY' and fill in the properties from each property 'Drop Down Menu'.
  15. You are welcome. I don't think that you not having a premium membership has anything to do with people not responding, at least the ones i've in mind that provide unconditional constant assistance over the years, they may just be a little lazy to write a wall of text at this particular moment in time, or maybe they are also on vacations like I'm.
  16. I agree with you on the part "wouldn't call an event like a function unless I absolutely had to", but I wonder if through Papyrus you can call from an external ref an 'Event' like you can with a 'Function'. I guess the only way to solve this conundrum is by testing it. Well, I'll home in 14 days and if I haven't forgoten about it I'll test this and report the result. * I can think a couple of occasions that I could have use this, if it actually works.
  17. Hey IsharaMeradin, I think that there may be a difference, but I'm not sure and it definitely needs some testing that I hope I don't forget to do it once I get home. I was wondering if this: Event OnActivate(ObjectReference akActivator) EndEvent can be access externally like this one Function OnActivate(ObjectReference akActivator) EndFunction by this line calling on a 'Function' inside another ref (....... as ........).OnActivate() I hope i'm making myself clear, if no, then sorry... I literally just woke up and was the first thing that came to my mind.
  18. Stop it... you are making me blush... I only hope that I didn't forget something, I wrote all this from the top of my head because I'm still on vacations with no Skyrim or CK around me. But if I did forget something or it has any 'Typos', pleass sombody do rectify it.
  19. It took me a while to respond to your first request for help, but as i told you I was on vacations, and I kind of forgot about it...
  20. Re-compiling a DLL will not work, you need C++/C knowledge to edit the DLL to work on 64bit platform.
  21. For 'Slow Time Freeze' weapon enchantment effect (Voice Power Slow Time + Deep Freeze FX), this will result when it fires to have the attacked npc totally motionless, like a statue.Here is what you need to do:1) Duplicate the Magic Effect > 'VoiceSlowTimeEffect', give it a unique name and ID. 2) Create a 'Spell' (Fire and Forget) give it a unique name and ID, and add to it the Magic Effect you created in step '1'. 3) Create a Magic Effect and give it a unique name and ID.Effect Archtype = Dual Value ModifierCasting Type = Fire and ForgetDelivery = ContactAssoc. Item 1 = HealthAssoc. Item 2 = Stamina2nd AV Weight = 2.000Resist Value = NONE otherwise if you ad resistance the script will not fireTaper Duration = 0Taper Weight = 0Taper Curve = 0Base Cost = 1.100Skill Usage Mult = 0- FLAGS -HostileDeterminalFX PersistNo Recast- KEYWORDS -MagicDamageFrost- SPELLMAKING -Tick the 'Magnitude' box 4) Add this script in the Magic Effect you created in step '3', Fill in the script's property with the 'PlayerREF', the 'Slow Time Spell' and the 'Slow Time Magic Effect' you created in step '1' and '2'. 5) Create an 'Enchantment' give a unique name and ID, and add to it the Magic Effect you created in step '3', the 'Magnitude' is to your liking but i would set it to around '30', but the duration to '0'.OPTIONAL: Add to the enchantment 'FrostSlowFFContact' and a Magnitude of '100' and duration of '3'.OR = Perk Deep Freeze (If I remember correctly the name...) 6) Add the 'Enchantment' you created in step '5' to your weapon and you are done. NOTES: Due to how the Spells and Enchantments mechanics workd on the Skyrim engine, your slow fx will ONLY fire when the target gets hit, if you want the FX to fire when the player uses/fires and arrow, then this is a competely different set up. * Don't test your weapon on an existing save file, but 'COC' to the cell you will place the weapon to test it. Have Fun!.
  22. Well, the best and less process expensive way would be to create a DLL that runs a reverse 'Activation Event' to detect the furniture activation by the player and runs on the player, for example: Instead of Event OnActivate() To Event WhenPlayerActivates() But, our fellow modders have already gave you some soutions that you can work on.
  23. As said by Hanaisse, but you can also do something in NifSkope, select the TriShape that has the issue and then right click > Mesh > and face/flip Normals > flip faces if the textures are inside out.
  24. Never test a mod under development by using an existing save file, there are a lot of stuff that gets stored/baked in a save file that if you modify them you won't see them in game, always use the 'COC' to enter your cell to test stuff from the game's main menu.
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