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Everything posted by SirFarq
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SSE Question regarding Player Alias
SirFarq replied to SirFarq's topic in Skyrim's Creation Kit and Modders
Great answer, thanks that makes perfect sense. I did assume that Schlangster's method would be the obviously better choice but it's good to have some reasoning to understand it better. -
Hi all, just a question that's been bothering me today. In the MCM Quickstart guide it is suggested to assign the player alias via Specific Reference > Cell any > Ref PlayerRef In the past, with no perceived issues, I have always assigned it using Unique Actor > Player Is there a difference between how Papyrus sees these two implementations and if so, is one better practice or more preferred than the other? Cheers for any insight.
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Papyrus changing string cases?
SirFarq replied to waterlogic's topic in Fallout 4's Creation Kit and Modders
Yeah, that seems to be it. Thanks for the help with diagnosing this. Glad I'm not chasing some daft mistake. -
Papyrus changing string cases?
SirFarq replied to waterlogic's topic in Fallout 4's Creation Kit and Modders
It only seems to be the word "Gold" that gets dropped to lowercase! Wondering if this is an engine level implementation to allow string concatenation relating to gold pieces??? If so, that's really bizarre. NOTE: I've just realised that this original post is sitting in the Fallout 4 area while I am speaking specifically of Skyrim. Apologies for the oversight in my original reply. If I find anything specific to Skyrim, I'll post the findings in the relevant area. -
Papyrus changing string cases?
SirFarq replied to waterlogic's topic in Fallout 4's Creation Kit and Modders
Thanks for providing that. In my case I have a string array: String[] tierNames = new string[4] tierNames[0] = "Platinum" tierNames[1] = "Gold" tierNames[2] = "Silver" tierNames[3] = "Bronze" When pulling the names ... debug.notification("A " + tierNames[tier] + " medal!") ... each is correct apart from "Gold" which is always returned in full lowercase as "gold" I am about to start some more testing however as I haven't done much yet. My main point in querying was to see if OP had an epiphany that would save me some time. Thanks for your reply. I will update on findings as this is the first search that appears if anyone else sees the issue occur. -
Papyrus changing string cases?
SirFarq replied to waterlogic's topic in Fallout 4's Creation Kit and Modders
Sorry to revive a 2 year old thread but I can't see this discussed anywhere else and I'm having the same issue. For some strange reason, papyrus changes some strings to lower case and others to upper case with no apparent cause. Did you ever find an answer? -
Win a copy of Fallout New Vegas or Fallout 3 with GOG.com
SirFarq replied to Pickysaurus's topic in Site Updates
I'll not enter to leave chances for those who haven't already experienced these classics but kudos to Nexus for this promotion! Good luck everyone. -
I went to check the mod page and it's gone with a message "Please direct all questions to Thuggysmurf" Thuggysmurf... what up bro? EDIT: Outcasts & Remnants is down too but a message says it's being updated. May be the same for FCR.... hopefully!
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I know this is at risk of being a necropost but the thread is only 4 months old and I haven't seen any reason thus far that this couldn't be done. GrayWolf04 laid out a pretty good task list and I've yet to see discussion anywhere else on here, or any other forum, where the mod is confirmed as impossible. I simply do not have the skill to do this myself. I could maybe work out the scripting but animation creation would be beyond me. I hope that after the couple of months this went unanswered that there is a modder out there who would find this as useful as we would and might have the guts to take the project on. Any takers??
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It's frustrating to see how many people have "read" this post and still had a go about "paid mods". If you can't understand the terminology in this post, you shouldn't be here in the first place. This is an extremely well thought out process and is a clear and obvious leader in the mod donation front. Well done to the Nexus team! Good show!
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Guys, when refreshing webpages, CTRL+F5 ensures a full refresh.
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 You are a genius! I updated Papyrus and not the game works fine. YAY!  :laugh: Now, instead of having to wait until the weekend to try to fix Skyrim, I may actually be able to play a bit tomorrow after work. I cannot express my gratitude. Most welcome. Itâs always good to mitigate lost gaming hours to frustration.
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Make sure you update if (available) or disable any mods that rely on earlier versions of SKSE. Notably, those that use dll extensions.
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Actually, the only direct memory address reference I found within the source was 0x0003C000. The code surrounding it looks like it relates to the camera locking on to an NPC when you are talking to them. These memory locations have already been found and calculated, the bulk of SKSE64 development was finding and mapping these. Being an alpha release, I don't think there's reference documentation yet however. Additionally, the bulk of this mod is written C++ and unfortunately I'm currently studying Java. I haven't begun to look at C++ yet, so my knowledge is quite limited.
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Hi all, Towawot has explained that he has left the Skyrim modding scene and has kindly given me permission to look into conversion of the hugely popular Face To Face Conversation mod (https://www.nexusmods.com/skyrim/mods/30533/?) to Special Edition. I asked him in the original mod page and Towawot provided the link to the Github for the SKSE plugin in order to allow conversion (https://github.com/towawot/towConversation) Unfortunately, I don't have the knowledge to convert a 32bit SKSE dll plugin to be readable by SKSE64, even with the source. As far as I know, this could be a simple repackage or could even be a complete rewrite... I just don't know. I am hoping that someone is able to help with this as I have spent quite a bit of time looking through the source to get a feel for the complexity but I really don't know where to start. If someone has the knowledge to convert the SKSE plugin I more than happy to do the rest of the basic stuff like esp porting, testing, uploading, mod page, credits etc or of course, if you wish to completely take on the project yourself I will happily explain this to Towawot. I just really miss this mod in my playthrough. http://i64.tinypic.com/110b1ud.png Thanks for any help anyone can provide as this mod was essential to my Oldrim playthroughs and I think it could be another popular mod on Special Edition with the enhanced graphics engine. DayDay
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Now that I think about it, Iâm more than 90% sure youâre right. Iâll follow up a search on the new SkyUI alpha page. Cheers
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Thanks mate. I did just that. Not trying to clutter. Just looking for the right place to share these sorts of things to help identify if it was something that was known.
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Is anyone else having a problem with the latest alpha, SKSE64 (2.0.4) - SSE (1.5.3), with occasional crashes when autosaving on bringing up the menu and, albeit less often, quicksaving? It seems to cause the game to hang while the sound still plays and the only way to exit is to kill from task manager? Just wondering if this is a known issue as I can't seem to find any info when I search around for it. Other than this, I have had no significant problems with SKSE64. Well, the save menu is a bit glitchy but it's totally bearable.
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Thank you. So what, may I ask is the purpose of this thread as opposed to the link you suggested?
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Alpha means No Support, Nada, use at own risk. I'm quite aware of this. I wasn't looking to make an official bug report. I asked a question of the community, hence why I said, "wondering if this is a known issue". The amount of times I've seen people post this unhelpful line is beyond ridiculous. There's little point in releasing an alpha if the community aren't willing to somehow collate data amongst themselves and help point towards growth.
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Is anyone else having a problem with occasional crashes when autosaving on bringing up the menu and, albeit less often, quicksaving? It seems to cause the game to hang while the sound still plays and the only way to exit is to kill from task manager? Just wondering if this is a known issue as I can't seem to find any info when I search around for it. Other than this, I have had no significant problems with SKSE64. Well, the save menu is a bit glitchy but it's totally bearable. I'm using the latest build of both SSE (1.5.3) and SKSE64 (2.0.4)
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No one took you up on this? Man I wish I had more mod experience because this would be absolutely fantastic. I found this thread simply by searching for a radstorm warning siren but seeing your idea of also introducing ghoul / COA attacks got me really excited only to then see 1 person replied... shame. 10/10 would play
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In response to post #48072705. Take all the time you need. We appreciate the work you all put in.
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