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megapatato

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Everything posted by megapatato

  1. Did you try to re-install all mods anew? Some Engine Injectors need to be re-deployed to work well. In Vortex, I use purge & re-deploy to force re-installations after updates.
  2. [two years later] Here's a video that shows most of them (at least the ones for bipedal actors)
  3. <tl;dr> How to get Art well placed on a staff in 1st AND 3rd person cameras? The "simple magic animation" graph for casting magics has a node IdleStaff, so a) if a NIF contains an animation block mIdleStaff b) and that gets loaded by an Art object c) used in a Magic Effect d) part of an Enchantment e) applied to a Staff then that controller fires if the staff is unsheathed, with an XYZ origin defined elsewhere (I don't know where... not the staff, perhaps the skeleton?) However, there seem to be different axes for the staff between 1st and 3rd person camera. Concretely, let's consider two staves, the vanilla conjuration staff and the daedric staff from the Creation Club (it only matters in that it is shorter than the vanilla one). The 0,0,0 origin is the same with either staff loaded, in 1st or 3rd person views. The vanilla staff looks fine, it doesn't require translations nor rotations. However since the daedric one is shorter, the art needs to be moved. And here lies the issue: the translation that makes the art align with the daedric staff in 3rd person camera, does not match the alignment in 1st person camera. View in 3rd person mode View in 1st person mode Q1: how would anyone suggest addressing this? Ideally, one would use the same file in both 1st and 3rd person cameras. So I went the hard route, defining 2 enchantments that use 2 magic effects that use 2 art objects that point to 2 different NIFs (one for 1st person camera, one for 3rd person camera), and added a script to the weapon that listens for camera changes and then swaps the enchantment (courtesy of SKSE). My script works as intended, and changes the enchantment (I verify via Weapon.GetEnchantment().GetName() & print-outs), but the art is not visibly changed. If I configure it such that it sets the enchantment None when in 3rd person camera, I get a staff with no enchantment (as seen in the inventory screen), but the art is still playing. Saving with the weapon unsheathed, quitting to main menu (to force reloading of assets), and continuing, persists with the art playing. Saving with the weapon unsheathed sheathed, quitting to main menu, then continuing, also persists with the art playing. Even though the staff is unenchanted... I then rewired the script to change specifically the path of the Art object itself (again, verified via Art.GetModelPath() & printouts), and same behavior. For some reason, the game is always using the 3rd person model, like it got cached somewhere and isn't getting refreshed... Q2: is there a way of forcing an Art object refresh / reload?
  4. I want to change the Actor Value of a magic effect. The magic effect is contained by a spell that gets applied to the player character via alias fill-in by a base-game start-enabled quest. I have a plugin that does the desired change, and works fine on a new game. But when trying to add the plugin to an existing game, I get a CTD at the end of save-game loading. Desired modification MagicEffectData/Data/ActorValue: Enchanting -> Enchanting Power Modifier Magic effect DLC2dunKolbjornFortifyEnchanting "Ahzidal's Genius" [MGEF:04027331] Spell DLC2dunKolbjornSetAbility "Ahzidal's Genius" [sPEL:04027332] Quest DLC2Init "Init quest" [QUST:04016E02] Alias Alias #26 (ALST 27: Player, forced reference to PLYR:14), ALSP#0 Again, I have a plugin that does the desired effect, but when I include it in my load order and resume a save-game, I get a CTD at the end of the loading (ambient music starts playing). With the plugin removed, the save game loads fine. For what its worth, SSEedit 4.0.3 doesn't find errors, and there's no wild edits nor CK artifacts in the ESL-flagged ESP file. What to do? a) Should I stop the quest (!!), apply the plugin, then re-start the quest? Wouldn't that lose a lot of progress and state?! b) Try editing the save-game so that the contents match the new definition of the magic effect? Can Fallrim tools change the stuff of active magic effects on the player? c) Something else?
  5. Just a wild guess, but does the NIF shape have the remappable textures flag set? BSTriShape/BSLightingShaderProperty/ShaderFlags1 I've noticed sometimes OutfitStudio may not keep some flags that were present in the original...
  6. Yeah, I use OutfitStudio to NIF-fy stuff. For de novo meshes, I exported the base body parts as regular OBJs so I have references to load into Blender, where I can work on creating the new meshes. Then I load those OBJ-exported files into OutfitStudio and do the animation weighting, Z-adjustments, partition setting, etc. Export as NIF files, then in NifSkope do sanity checks on stuff (i.e. convert to BSFadeNodes, triple-check shader flags). For game objects (or ground objects, or GOs), I used the ancient 3DS max plugin to generate a havok box in a dummy file, then Ctrl+C -> Ctrl+V into the target branch of the desired NIF file, then more tweaking on box size, inventory tags, BHX flags, etc. I did that once, it worked, and I haven't reproduced it, so I just copy+paste the same branch to all my mods and adjust box sizes.
  7. If you're looking for a vanilla quest where this kind of functionality is used, checkout the Thieves' Guild radiant quest The Shill Job, aka Duplicity, EditorID: TGRDU, FormID: 00015D24 (in the CK: Character\Quest\Faction\ThievesGuild\Radiant\TGRDU) It aliases a chest (#11 WeathyHomeChest<sic>) in some home (#4 WealthyHome), and creates the item to deposit (#5 Evidence). The script attached to Evidence uses the OnContainerChanged call to create the appropriate event, and then does some checking to update the relevant quests IIF the new container is the alias container.
  8. [some years later] I was fixing up the NPCs added by some mod, and was encountering this issue. In the stock mod, the NPCs appeared fine. With my mod (that added AI packages, routines, crime factions), the NPCs would only be present if the player character was inside their cell on game load. If the PC left that cell, and re-entered it, they would disappear. Trying to get them via `PRID [RefID]` would fail, with the game declaring that RefID was did not match a valid Object Reference (both while inside and outside the cell). I set the NPCs reference to have Persistance in the relevant location (which I created and contains their cell), and now they persist. The command `player.moveto [RefID]` works as expected. In the stock mod, they didn't have a Persistance location, but once I touched them in my mod, they apparently needed that...
  9. This worked for me as well. I had though of making the original asset into a Shared-Info, but since I was creating it, the Creation Kit baked into the path of the sound file both the plugin file's name, as well as the FormID of the new info. I tried looking in SSEedit, but the path was not exposed as a node; it seems it is dynamically inferred from the plugin's file name and the shared-info's FormID. This posed a problem because I would have to extract and place the sound-file in the location the game would infer from the plugin, and distribution of the mod would also distribute the original sound-file, which is likely afoul of Bethesda's copyright and the Nexus File Upload policy. This occult magic of using the CK to declare it as Shared-Info, then SSEedit to change where the record pointed to, allowed me re-using the sound-file and associated info in a different context. Just make a note of the desired info's FormID, because it won't show up by auto-complete in SSEedit as it is not a Shared-info; once the FormID is specified, the preview text will load up correctly.
  10. My problem was a corrupted / invalid XML layout file. Under "Skyrim Special Edition\Data\DialogueViews\" the Creation Kit saves layout data for the graph representation of the dialogue views. These files can get corrupted, resulting in a layout operation that crashes the Creation Kit. The files are named after the EditorID of the dialogue view in question. Deleting the file allowed me to open the Dialogue View tab and the specific graph successfully, with all nodes superposed on top of each other (which makes sense because I deleted the xml file that held the old layout). It would be nice if the XML schema were documented in these XML files, so they could be validated and not just syntax checked... my "corrupt" file was syntactically valid, but it still crashed the program >:/
  11. In response to post #37155425. #37155465, #37155610, #37155765, #37156020 are all replies on the same post. The answer, is: "" Really, nothing should follow the equals sign. Read this: http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation#How_To_Enable_Fallout_4_Mods
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