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qwertypol012

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Everything posted by qwertypol012

  1. I'm just going to try to help here, although i also have no actual clue on what's the problem here. But just to make sure, are you playing in SLE? I ask you this because i found this: "Vigor - Combat and Injuries (SE).esp=1" Is the name of the plugin really has "(SE") word? If so, it's probably a mod for SSE and not for SLE. You should be using Vigor SLE version instead. I'm also using Vigor and i know that the plugin doesn't have "(SE)" word. Anoher thing, i'd say that SMIM should not be the culprit because it's simply a meshes and textures replacer mod (with a plugin or two to fix some visual problems), unless you have a weak PC which is struggling to run with it installed. If you have a decent PC, SMIM should not be a problem. If you're in SLE, i also can ask you whether you're using Crash Fixes or SKSE memory patch, because these should help with stability in your game.
  2. Try to install Load Game CTD Fix. See if it fixes your saving and loading problem. As for Crash Fixes causing your game crash whenever loading saves, i also have no absolute clue. I just know that Crash Fixes changes the file format of your saves to avoid having string limit problems, but it probably only runs when you're saving your game. But if i were you, i will use Crash Fixes in a new game instead of in an existing save, because Crash Fixes has an option to create its own memory patch which is different from what's used in vanilla game and even SKSE memory patch. Means that you should not use Crash Fixes memory patch feature along with SKSE memory patch. Crash Fixes memory patch is activated via "UseOSAllocators=1" in CrashFixes.ini file. You also need to set "CustomMemoryBlock=1" and put your own "CustomMemoryBlockTotalSizeMb" number as you need. If you want to use it, then you must deactivate SKSE memory patch by commenting out its SKSE memory blocks inside SKSE.ini. It also requires you to install SKSE Plugin Preloader in order for it to work. In short, use either Crash Fixes memory patch or SKSE memory patch, not both. I also want to add that using either Crash Fixes memory patch or SKSE memory patch is better than Safety Load, because they're meant to replace it.
  3. Then just replace your sneak key into walk key in the TDUM MCM menu. This was what i did when i still had TDUM installed. I binded the "new" sneak key into Alt (ie. walk key). About disappearing cursor, it's probably have something to do with interface. Are you using an interface mod? I was using Customizable UI Replacer back then (when still having TDUM in my load order), and sometimes the cursor disappear. All i could do to solve this was by opening Less Intrusive HUD MCM menu and tick on "Use alternate sneak crosshair", as suggested by in the modpage of Customizable UI Replacer. Less Intrusive HUD is a requirement of Customizable UI Replacer.
  4. *Cough* To be honest, i've done it already, but with a different approach and only for my personal use. It's yet to be tested properly though, so i won't release it yet until i can make sure that it works properly without issues. But let's back to your question here. I was actually just like you, never done scripting previously. But my will to make my own mods prevails, and it "forced" me to learn Papyrus. Guess what? It wasn't that hard. What you need to do is to have a good app to write codes (i personally use Notepad++) and a basic Papyrus understanding if it's just a simple script. And fortunately, what you're asking is pretty simple in terms of scripting. As what @dylbill has wrote above, you can try to put the lingering damage magicka effect/MGEF into its own spell, then make the script to cast it whenever you cast your summon familiar spell. In other words, attach it into your summon familiar's magic effect/MGEF. I'll add another event into the script tough, so it will be like this: I'll try to explain about how to link your script with the plugin (your .esp), step by step: I'm not an expert yet, so my explanation might not be perfect. Edit: I found this mod https://www.nexusmods.com/skyrim/mods/10335/ This mod seems to be similar to what you want to achieve. But it seems to modify vanilla conjuration spells and perks, so it's probably not compatible with other mods, especially mods which overhaul vanilla perks such as Ordinator.
  5. Not sure if this will work for you, but i have a mod which applies a lingering damage (health, magicka, and stamina) to the player. It simply uses Value Modifier to each Actor Value (in your case, it's magicka) and the magic effect is flagged with Detrimental. Basically, you can try to copy the effect from vanilla lingering damage Magic Effects (from vanilla poisons) and set the Actor Value with magicka. Then set the duration with the same duration of your spell. I also think that they way you cast this effect will determine whether it will work or not. I mean, if you simply add this Magic Effect into your flaming wolf summon spell, i don't think it will work because the spell is not targeted to yourself (summoning spell targeted to anywhere your face your cursor in the game). So, try to use a script to cast the lingering damage spell to the player whenever you cast the summoning spell. You can probably do it either by using a referencealias to the player, or by using vanilla script "magicCastAnotherSpell" (if i'm not mistaken; can't remember the exact name, but try to look for this script in vanilla game) which is attached to the magic effect of your summoning spell. Remember to put the correct variable when using "magicCastAnotherSpell" script so that the effect will be correctly casted toward you (the player).
  6. I finally got the chance to post my load order. Here it is: @JimmyRJump Thanks for the reply. I'm using CrashFixes with its memory patch on, deactivated skse memory patch, using ENBoost with a proper enblocal.ini setting, and have a moderately decent PC. Basically for the optimization part, i'm using the one here as reference. About F5 key got connected with a command to speed-up the game, all i can say is that this behavior doesn't happen in the beginnin of starting a new game. It only happens after several hours playing the game. Need to do a bit more research about this F5 (quicksave hotkey) thing, but i'm using Safe Autosafe which avoids saving in weird or dangerous times and i didn't set the hotkey in the mod menu (i always use its automatic save, while doing the manual save myself when i want to exit the game... which lead to this very main issue i'm suffering). About havok, i'm using Havok Fix. Not sure if it's related, but now i'm disabling it to see if it's the culprit of this behavior. And about gametime speed, the only mods which could affect it (in my assumption) are Time Flies and my own edited timescale (i edited to 10) which i put inside "Merged Patch - zzz alpha testing.esp". I don't remember having a mod which automatically alter game speed, unless previously set by a configuration just like what Time Flies does. Now, specifically about my load order i posted above, i know it's probably a bit confusing for many people, but that's just the way i put to test things in my game. You can notice several plugins with the name "... Merged.esp", which are merged mods i made using Merge Plugins Standalone. Just ask anything about my load order if you need more information. Any help is appreciated :)
  7. As the title says, sometimes (usually after playing the game for several hours, or after several in-game days), when i'm attempting to save the game, the game gets fast forwarded (similar with "sgtm" console command) with an incredible speed (eg. from morning, next to noon, next to afternoon, next to evening, etc just in seconds), making the game unplayable and can potentially lead to crash. I usually solve the issue by reloading the save file. It works for the most part, but sometimes the resulting saves were becoming problematic (causing weird behaviors) so i had to load the previous saves. I'm currently unable to post my load order because i'm not with my gaming PC now, but my load order is quite big so i'm not sure if it's sensible to post here. I did test my installed mods little by little, adding them little by little, and see if they worked in the game without issues. But i don't have enough diagnostic skill so i can't see whether there's actually something wrong or not. So, is there any clue on what could be causing this weird saving game issue? Thanks in advance
  8. I'll try to help here. First of all, do you use a mod manager to install your mods? If not, then you should, because usually a good mod manager will show you if there's something wrong in your load order. And your load order does have several things wrong, which i'm going to point out next. I personally use Mod Organizer 2 as my mod manager. It can show us any conflicting files between mods and if there's a missing master file or any other stuff. There are several problems with your load order. But still i'm unable to point out all of them because you only post your plugin list (list of esp) and not mod list; and also i can't guarantee that my knowledge will be able to cover all of the problems in your load order. I'll just mention some of the obvious ones. Now, i have a feeling that these are probably not all of the installed mods you're using, so the issue can root in some of other mods in your load order. It can also root from a mod which makes edit to Arvel himself, if you have any in your load order. It's worth checking them all in TES5Edit to see any conflicts or specifically if there's any plugin which modifies Arvel. Last thing, have you also employed some optimization methods in your game? Such as CrashFixes, ENBoost, SKSE memory patch. If you haven't, then try to use it, because i ever experienced CTD from looting bodies due to using skin texture mods which have too big texture sizes. Try to look for what skin texture mods, and make sure they're not higher than 2K if you have a mid-end PC or lower.
  9. As the title says, i'm in the making of a mod, and i have this NPC as a boss whom need to be defeated. I flagged him as essential, but when his health goes down into a critical level, he will just stand in place without bleeding out like any other essential npcs. Somehow his health meter dissappeared after i hit him until reaching his supposed-to-be "bleeding out" health level, but he just won't bleed out. I totally have no clue on what's going on. I do have a script attached to him, and it's a script to trigger a transformation when his health is low or he's entering bleed out, but i don't think it's related. So, what did i do wrong here? Why won't he bleed out in low health? As a reference, here's the script attached to him (it's probably unrelated, but i'll just post it if somehow it's actually related):
  10. Greetings everyone, I have a script in which it has some functions to equip and unequip items to NPCs, and it includes player-enchanted items as well. First, i tried to use EquipItemEx (i've filled the parameters as well), but it didn't seem to work. My enchanted amulet, enchanted ring, and unenchanted pair of gauntlets weren't equipped by the NPC. Then i changed it to use EquipItemByID (filled the parameters as well), but still the same result. Reading the description of EquipItemEx it's written that it forces the actor to equip the first item in the specified form's extralist, while EquipItemByID is for adding an item without an extralist. I have no idea what extralist is (no explanation provided there). So i'm assuming it has something to do with it, but whatever i'm not sure about it. So here's a part of my code for this equipping-unequipping functionality: So, how do we use them correctly? Edit: It seems that i have managed to make it work somehow. I'm now using EquipItemEx and i added some formlists which are to be filled whenever an item is about to be equipped by the NPC. I'm not sure why but suddenly it worked in my recent tests. So i'll stick with it and do a bit of modification to the script to check in what extent it'll keep working.
  11. I have an installed mod named "Mark of Arkay" (a death alternative mod). It had been working previously without issue (MCM showing up, features work, etc). But recently i added more mods into my load order which many of them have their own MCM menus, and just like what usually happens many MCM menus won't load (likely due to having too many MCM menus which are loaded at once and many of them were probably not properly written in such a way which can increase the capability of the MCM script to properly load at the game start) (There's a known method and guide for this, but this is not the topic i want to ask about). So, i installed Jaxonz MCM kicker, and now all of those previously "hidden" MCM menus are loaded properly. But, there's a single mod which MCM menu won't show up no matter what. That is "Mark of Arkay" a death alternative mod. Not even starting a new game can load it. I wanted to ask about this issue at the mod page, but unfortunately the author hid all of his mods (no clue on what's the reason) so i couldn't ask there. As an attempt, i opened the esp in TES5Edit and check the MCM quest priority (which was set to 0), then increased it to 40 (just like what was set for other quests in the same mod). Then i loaded the game, but still it wouldn't show up. I'm really at lost here, and thought that i'll just edit the script and the esp to set my desired values instead, but that's surely inconvenient and can be problematic if some values aren't having a proper description (ie. having no idea on what's the value about) either from the script or from the esp. So, is there any way to solve this?
  12. I think this is what I've been looking for. I didn't actually know how to utilize the brackets {} to properly show the exact value i want. I thought that i can just put (.) into the number inside the brackets to show a float value, but it didn't seem to be the case. Alright, I'll try it later. I'll post my reply again if i get another problem about this matter. Thank you very much. :)(Unfortunately i can only try it next Tuesday due to my pc is in repair and will be done at Tuesday)
  13. Yes, i edited both of them with the same changes i put in the main post. I tried to look for example from other mods which have have at least a single slider with a float stringFormat value but couldn't find it (at least from the mods i got my hands into).
  14. This is as far as i know. I've been editing NPC records from many plugins, so this is based on my experience. And since it's experience-based, it's not guaranteed to be absolutely true/correct, especially in different cases or conditions. Situation 1: If the first mod only add faction by editing the NPC's vanilla faction records (this is a possible method), then no conflict will happen. I've done it for some conflicting mods which edit same NPCs in my load order. But if the first mod add new faction records (not editing the vanilla factions of the NPC), then it needs to be patched to work with the 2nd mod. Conflict will surely happen without a patch. Situation 2: Yes, 2nd mod will overwrite changes from 1st mod. So they need a patch to work together.
  15. First of all, i don't know if it's the correct place to ask because there don't seem to be a thread specifically for MCM scripting, so i apologize in advance if it's indeed not the correct place. But if you ask me to ask in the MCM page (the github?), i'd say that i'm not familiar with that site so i prefer to ask in a place where i'm more familiar with. Now, to the issue i'm having... I'm still new to MCM scripting although i've managed to tweak several MCM config scripts which seemed to work in game. But currently, i'm stumbled into an issue, which is to properly show the float literal value for some sliders. To be exact, in a case, i'm trying to put a slider about level mult, which has the range of 0 to 5 with the interval of 0.05. At first, i wrote the formatString by "{0} X" (ie. n X level mult), but it couldn't show the float value and instead only as integer values (ie. 1X, 2X, 3X, 4X, and 5X). Then i tried to write the formatString by "{0.0} X", and it still didn't work. What i want is for the formatString to show, for example, "1.25 X" if i put the slider into that number, and et cetera. So, how do i write it correctly?
  16. It's a shame then, to think that CK has an upper memory limit like that. I have successfully rebuilt navmesh for several plugins which were previously messed up due to their master files were not flagged as esm. I esmified the master files, rebuilt the navmesh, saved the plugin, then reverted back the esm-fied master files into esp. So far they they showed no problems after being checked in TES5Edit. But i still have 2 remaining plugins which should also have their navmesh rebuilt in CK. Now i don't even know what to do with these 2 plugins, because they're the plugins which CK was unable to handle/open (will CTD in the end). :confused: Thanks for the help anyway :smile:
  17. Oh, i just remembered that i also got some related issues. I tried to open and save some different plugins just like what i did with the messed up plugin above, but the result was that CK couldn't open it. CK immediately CTD when it's about intializing the files (after loading all master files). Another file even makes CK immediately closed even before trying to load master files (this one has the highest master files amount compared with other plugins). So, what's the deal with these happenings?
  18. @Rizalgar Yes, i did use TES5Edit to check it and in fact it's from TES5Edit that i knew something is wrong. I've never considered to turn the plugin into esm though, because some master files are just esp and not esmified-esp, so it would make no sense for an esm plugin to have esp master files. @IsharaMeradin I see. That's too bad then. The plugin does have a lot of .esp master files. Thanks for the suggestion. So, esmify all of the master files is the only way to solve this? It would be too much hassle then, since the plugin does have so many .esp master files :sad: I'm also afraid if esmifying esp will mess up something from the file (i have no clue, hence i've been reluctant to do it) An arising question is that, will my load order be changed if i esmify all of these master files? Because some of them are also master files of some other plugins. And in fact, i have several merged plugins just like the one messed up by CK above :confused: Edit: I got some other rising question 1. So, can i just forward the rebuilt navmesh record from the post-CK plugin into the original plugin (by using TES5Edit)? Some edits may necessary probably, but if it can simplify things then it's okay for me, i guess 2. This one is a bit tedious, but not impossible if the master files are not too many. So, what if i just use the post-CK plugin and then edit it in TES5Edit to forward the removed records (and bring back the removed master files) from the original file? Will the rebuilt navmesh be okay? Edit 2: I think i can answer my questions myself. The problem when trying these "alternative" methods was that, the post-CK plugin itself is flawed already. The removal of some master files causing the plugin to be having some errors if you check it in TES5Edit. So, the post-CK plugin simply can't be used safely. Now i'm trying my best to esmify the master files without messing up things, and hopefully the new post-CK plugin will be error-free.
  19. Alright, so i got this plugin (.esp) which is a merged file of several plugins which i merged using Merge Plugins. It was a bit big (around 8mb size), but since Merge Plugins merged it succesfully, i think it's not a problem. But Merge Plugins sent a notice that the navmesh needs to be rebuilt in CK (since Merge Plugins is unable to rebuild it), so i did as it says which is opening the plugin in CK then save it then exit CK. The thing is that, after comparing the result of post-CK file (ie. after being saved in CK to rebuild navmesh) with the original file (pre-CK, ie. before being saved in CK), the result was totally unexpected. Several master files were removed from the plugin, and as the result, several records were also removed from the plugin (eg. some leveled items were removed, some edits to NPCs were removed, etc). I was totally flabbergasted... So, what the heck?? What the heck did the CK do? So, could anyone please tell me what's going on here? What's wrong exactly? Did i miss a step or something? I just want to simply rebuild the navmesh (which should be done by simply saving the plugin in CK right?), but why did this happen? FYI. I'm using this fix https://www.nexusmods.com/skyrim/mods/99796 to make CK more stable and less prone to crash. It worked well, because without it i couldn't even open the plugin because CK was seemingly thinking that the plugin is too big or something like that. In addition, i also have no experience in CK other than compiling scripts (because it was the only thing i ever need from CK) because the tool is just unconvenient to use, looks complicated, and unstable, which hinders me from using it (i always use TES5edit to edit plugins or make mods since it's a lot more convenient, user friendly, and more stable).
  20. Hi Valentina22, Thanks for the reply. You mentioned "skse files for xml", was it a .dll file as well? Also, does the skse file has the same name with the .esp file of the mod?
  21. As the title says, is it possible to merge mods which have their own skse plugins? For example: Simply Knock, Face to Face Conversation, A Closer Look, etc which typically have their own .dll file (it's a skse plugin right?) with the same name with their own .esp name. Will they still work fine if i merge them (obviously with a new merged .esp name)?
  22. Omg, that's right! Just did it and it worked. What an oversight on my part, haha. Thanks, it's solved now :D
  23. Thanks, but unfortunately it's still the same. Maybe it only works for SSE? I'm in SLE btw. And by skse plugins, you mean "skse_1_9_32.dll" and "skse_steam_loader.dll", right? Just did that but still failed to compile. FYI, i also compiled my other scripts (other than this project) which also contain some native skse functions and it compiled successfully. I compiled it using the same 3rd party method i'm using for this project. So, i naturally think it probably has something to do with the scripts itself. Edit: I confirm that the native skse functions which didn't get "recognized" are GetEffectiveMagickaCost, GetNthEffectMagicEffect, and GetNthEffectDuration. So i think i might be using it wrong, but not sure which part is it.
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