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Everything posted by icecreamassassin
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Why are all the boards on this site so inactive?
icecreamassassin replied to InDarkestNight's topic in Site Support
@InDarkestNight if you feel like coming over to the Icecreamassassin mods discord and start a support ticket if you have any more issues getting your setup going, I'm sure someone from the community or a dev team member will be happy to help out. -
Why are all the boards on this site so inactive?
icecreamassassin replied to InDarkestNight's topic in Site Support
Look buddy, you need to stop whining about the script cleaning issue because we have been deterring people from doing that for YEARS now but you have it in your head and that's that I guess. Also we had always utilized script cleaning since the early days BEFORE you knew about issues it caused so your departure from "following" legacy wasn't because of actions on our part it was because of what you learned about the risks of script cleaning. Get over it already. As for general stability, if you want to make specific claims and reference data that actually substantiates your claims which we can use to solve said issue, that's great, otherwise pipe down, your commentary is not helpful or welcome. That said how about letting the topic actually return to the topic at hand? Sorry folks, just had to respond since I was once again publically called out for this BS. -
SSE QuestVMVariables and Stage Logs
icecreamassassin posted a topic in Skyrim's Creation Kit and Modders
been awhile since I've needed to post but I'm desperate lol. So quest stages can fire one of several possible logs/fragments depending on conditions and it evaluates from the top of the stack down until one passes the condition check. I have QuestVMVariables set as conditions but the quest stage log variants do not seem to be actually recognizing them at all. They will pass as true no matter the QuestVM value. The variables are properly assigned as flagged as conditional, but no dice. Oddly as well, it seem that the log stack is processing EACH variant rather than the first that passes. I set up debug lines in each variant and all that pass fire. Any ideas why the QuestVM can't be read by the quest stage log conditions? Did I just stumble on a random "cuz reasons" CK quirk? I've used these variables before in dialogue with no problems, but this is vexing. Thanks. EDIT UPDATE: Figured it out. Didn't realize that log entry stacks process ALL entries rather than just the first one that passes. As far as the QuestVMVariable I just goofed and had another plugin overriding some things I was working on in the newer patch, so that's why it didn't seem to be respecting the conditions, they were being overwritten -
No audio for my custom voiced dialogue
icecreamassassin replied to Vai1lyn's topic in Skyrim's Skyrim SE
Did you make sure that the audio file is 16bit 44.1k hertz mono? If it's anything but 16bit, it won't play. -
So this was never a problem in LE, but now in SE if you enable parent link too many objects to a parent controller and then right click that parent and tell it to select enable state children, the CK just freezes up. No memory bloat, no processor drain, just hangs where it was with resource usage and does nothing. Has anyone else experienced this or found a solution? Nukeem can't seem to replicate the problem but I know other modders who have the same issue. Currently uploading a 9GB dump file to see if we can't find a solution. The only lead is that Nukeem said that with selecting a prefab book shelf setup (shelves you can place books on via container), it was throwing an infinite loop trying to process the object bounds, so I'd wager it's similar here. Any thoughts?
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Nexus doesn't need taxation revenue from mods, the mods are what DRAWS people here and helps them get advertising revenue, it's why Nexus actually throws a few bucks in the tip jar as well in the form of download points to authors; it's the source of the draw for their business. Ultimately you are saying that you are too cheap to pay for anything and you want everything for free. Sorry buddy it doesn't work that way. Authors like myself and Arthmoor and Ethreon provide a huge service to Nexus by providing mods for it's users to download, what exactly do you provide? hmmmm... nothing, if you are too cheap to buy a lifetime premium membership (which is a freaking steal btw), then I'll bet you have never given a thank you tip to any modder and likely don't even endorse very often either. Just buck up and buy a membership and that'll be it; you'll have faster download speed and will have done your part to help support the modders and the venue through which you get your free content from.
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@armathyx There is a huge difference between accepting donations or patronage in thanks for already created works which are openly available to the public for no cost implied or expressed and actually SELLING content made with Bethesda's proprietary software using their copyrighted IP. Making things available only through a pay gateway to those people who have paid something is against TOS of the publisher. Accepting a cup of coffee or lunch on someone who loves the work you do is just someone being nice and encouraging you to continue your efforts. Now if you offered exclusive content in exchange for those donations, you'd be back in sticky paid mod territory. TLDR; you are wrong from a legal/TOS position.
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Was just informed by a user that a Russian pirate has stolen and is selling many mods over on their website and also has established a Patreon. I have filed DMCA claims against their registrar and Patreon and suggest that if anyone notices other stolen mods posted by this person, that you report them to the appropriate authors so they can take action as well. Thanks. http://modding.club/...orn-650-rub-10/ https://www.patreon.com/KristaModding
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Hey sorry about the lack of information concerning the project. We have gotten under way in a huge way and are making massive progress. Come by our Trello page to track our progress and contribute ideas! https://trello.com/b/bybjrWOB/odyssey-of-the-dragonborn-act-1 Also check out our developer discord: https://discord.gg/a6JuV4F
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[LE] Non hostile animal questions
icecreamassassin replied to cuddleman1976's topic in Skyrim's Creation Kit and Modders
I think the combat is simply being triggered by the presence of the wolf and has nothing to do with the AI behavior of the racoon themselves. I would look at the rabbit and see how they are handled. As far as day/night goes, if a spawner is involved you could set the properties to only spawn them at night, but you also would want to have another timed script that would disable and delete them, or simply make an AI package for them which has to return to a den location during the day, that'd probably be the best bet. -
[LE] custom houses and adoption
icecreamassassin replied to GowiHasti's topic in Skyrim's Creation Kit and Modders
There is no default way to make a player house work as a vanilla house does. Your best bet is to utilize Hearthfire Multiple Adoptions which has a spell "bless home" that when set up properly, will allow a family to move into it. The mod includes a full guide of how to set up your home with proper markers, ownership settings, keywords, etc to make it all work properly. -
https://www.creationkit.com/index.php?title=Category:Papyrus everything you need is there. Sounds like something like a script which looks for you to enter the barter menu and then targets the person you are in that barter menu with and totals the value of their stock. Then upon exit, totals it again for the net gain/loss. You could then take that net gain or loss alter a global variable which you start at 100 and drop by 5 for every 10k gold worth of profit they have (or something like that). Then you simply add more leveled lists of more valuable items and even very rare items and more vendor gold in the form of leveled lists which use the global and have "Chance None" (chance the container will not have the item; starts at 100% chance based on your global) set to that global. Anyhoo, that's really just a rough off the top of my head, there are certainly tons of functions that would be helpful for this. and just as a jumping off point, here is a script I developed for a sell cart which you put items in and it sells a random number of stacks between a certain range each day, calculates the gold value and runs a formula to calculate enchanted values, adds it all up and gives you a percentage of the value based on a value which goes up slightly after every so many uses. I'm sure you will find some useful functionality there import math ObjectReference Property SellPile Auto Float Property TotalSale Auto Float Property ValueMod Auto ObjectReference Property MoneyBox Auto MiscObject Property Gold001 Auto Int ItmCnt Int GoldValue Int ItemTotal Int Index Int RandomItm Int NumSell Enchantment E Form SellItem Weapon SellWeap Armor SellArm GlobalVariable Property SellChestUses Auto GlobalVariable Property MinSell Auto GlobalVariable Property MaxSell Auto Int MinS Int MaxS Event OnUpdateGameTime() ItemTotal = SellPile.GetNumItems() MinS = MinSell.Value as int MaxS = MaxSell.Value as int NumSell = Utility.RandomInt(MinS, MaxS) if NumSell > ItemTotal Numsell = ItemTotal Endif While NumSell > 0 NumSell -= 1 RandomItm = Utility.RandomInt(0, ItemTotal) if SellPile.GetNthForm(RandomItm) as weapon SellWeap = SellPile.GetNthForm(RandomItm) as weapon ItmCnt = SellPile.GetItemCount(SellWeap) if SellWeap.GetEnchantment() TotalSale += GetEnchantedGoldValue() * ItmCnt Endif Int ItemValue = SellWeap.GetGoldValue() * ItmCnt TotalSale += ItemValue Sellpile.Removeitem(SellWeap, ItmCnt) ItemTotal = SellPile.GetNumItems() Elseif SellPile.GetNthForm(RandomItm) as armor SellArm = SellPile.GetNthForm(RandomItm) as armor ItmCnt = SellPile.GetItemCount(SellArm) if SellArm.GetEnchantment() TotalSale += GetEnchantedGoldValue() * ItmCnt Endif Int ItemValue = SellArm.GetGoldValue() * ItmCnt TotalSale += ItemValue Sellpile.Removeitem(SellArm, ItmCnt) ItemTotal = SellPile.GetNumItems() Else SellItem = SellPile.GetNthForm(RandomItm) if SellItem != NONE ItmCnt = SellPile.GetItemCount(SellItem) Int ItemValue = SellItem.GetGoldValue() * ItmCnt TotalSale += ItemValue Sellpile.Removeitem(SellItem, ItmCnt) ItemTotal = SellPile.GetNumItems() Endif Endif EndWhile TotalSale *= ValueMod MoneyBox.Additem(Gold001, TotalSale as Int) TotalSale = 0 if ValueMod < 0.5 SellChestUses.Value += 1 if SellChestUses.Value == 10 Valuemod += 0.02 SellChestUses.Value = 0 Endif Endif RegisterForSingleUpdateGameTime(24) EndEvent Int Function GetEnchantedGoldValue() GoldValue = 0 if SellPile.GetNthForm(RandomItm) as weapon E = SellWeap.GetEnchantment() Elseif SellPile.GetNthForm(RandomItm) as Armor E = SellArm.GetEnchantment() Endif Index = 0 While Index < E.GetNumEffects() MagicEffect ME = E.GetNthEffectMagicEffect(Index) Float MEBaseCost = ME.GetBaseCost() Float Mag = E.GetNthEffectMagnitude(Index) Int Dur = E.GetNthEffectDuration(Index) Float Calc = Calc + ((MEBaseCost*8) * (pow(Mag,1.1)) * (pow(Dur/10,1.1) )) GoldValue = GoldValue + Calc as int Index += 1 EndWhile Return GoldValue EndFunction
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so this is weird.... I am using two of the double-door gates from the whirlwind sprint test at High Hrothgar and I have them set as opened by default and unlocked. I have a trigger box with the following script on it which closes the doors then locks them. The result is that the right half of the gate has collision but the left half doesn't. This seems to apply randomly to both gates or sometimes just one (always the first but the second varies) and it is ALWAYS the left side that seems to leave it's collision in the open state where you can click on it and collide with its invisible former location. Any ideas? Scriptname DBM_Excavation01TrapScript extends ObjectReference ObjectReference Property Door1 Auto ObjectReference Property Door2 Auto Quest Property DBM_Excavation01 Auto Auto State ReadyTrigger Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() Debug.Notification("tigger entered") RegisterForSingleUpdate(0.2) GoToState("TriggerRunning") Endif EndEvent EndState State TriggerRunning Event OnUpdate() Door1.Activate(Self) Door2.Activate(Self) DBM_Excavation01.SetStage(142) Door1.Lock() Door2.Lock() Door1.SetLockLevel(255) Door2.SetLockLevel(255) Utility.wait(15) DBM_Excavation01.SetStage(143) Self.Disable() EndEvent EndState
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I think that people are always hesitant when it comes to change but now that I feel I've adjusted to this new layout I can easily say that it frankly is terrible IMO. Never mind the fact that it is 10 times slower than the old system and causes people to spam the submit button and end up with 2, 3 or more identical posts and replies (which is reason enough to roll back frankly), but I agree that the important stats about downloads and endorsements are very obscure to see. The documentation is also even harder to access and we mod authors already have a hard enough time getting some users to RTFM already. I was also highly annoyed by the initial lack of indentation on the post boards individual comment threads which made it difficult to tell where one convo started and another ended, but luckily they have since tweaked that. All in all this a FAR from the fantastic overhaul they promised and while I realize it's only the first phase, it's still worth noting that if this is the direction they are headed it's just making things difficult for everyone. I'm also annoyed that they have thus far done nothing to fix categories in the Skyrim modding section such as separating legitimate follower mods (voiced followers) out from the rabble of waifu mods (vanity followers) that are pumped out like a factory, which STILL causes me to want to block the follower tag which results in blocking legitimate mods that happen to include followers (like my own mod). Despite being told otherwise, my suggestion has gone ignored I guess. But I digress. Generally I give the site redesign a 2/10 thus far.
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Yeah absolutely. If you come join the discord (https://discord.gg/a6JuV4F) that is where development is largely taking place. Actionfighter11 is in charge of the voice casting for most roles, so you'll want to get in touch with him with any demo reel you have. Thanks for the interest :smile: It will be some time still before we need VA's as we're still finishing up the worldspace and such, but once we start laying down the NPC package, we'll start doing scripting and casting.
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[LE] Strange cell loading dilemma
icecreamassassin replied to icecreamassassin's topic in Skyrim's Creation Kit and Modders
Really it's more likely Skyrim Voodoo than anything we specifically changed. There are no scripts involved here, just two worldspaces and two doors that do not lead to an area that is somehow getting redirects from the doors. My suspicion is that it may have something to do with how it was a LOOOOOONG time ago, when the hot springs area WAS an active part of the solitude worldspace and the exit to the Tamriel worldspace was by going through the guildhouse. Somehow the NavMesh index may have the areas cross linked or something. It's just peculiar because this wasn't happening to this degree until I removed some dummy objects in the dummy space and now it seems to happen more rather than less. We had issues where if you entered from the safe house interior cell into the hot springs, sometimes the safehouse would vanish, or even parts of the platform and you'd fall to your death, which just didn't make any sense but probably was people being ported into the dummy space somehow, like something deep seeded in the ESP still thinks that the doors are linked to that space when they simply are not. -
So not too long ago we released V19 of Legacy of the Dragonborn and during beta we experienced a strange issue which we previously had seen a couple times but wrote off as a strange fluke. Well now that we have released it seems that it's happening a lot more often and I have no idea why. First the setting. The museum is in the Solitude worldspace, and there is a doorway which leads to a cliff side hot springs area that is in the tamriel worldspace, overlooking the land. There is also a door in that hot springs area leading to the interior of the museum safehouse. The issue is that sometimes, seemingly randomly, the player will use a door to go to the hotsprings and instead of ending up in the tamriel space, they end up in the dummy area outside the museum wall which is a visual copy of the hotsprings so when you look down from the balcony, it looks the same as the real space. This area doesn't even have doors, yet somehow the player will end up out in this space with no normal way to get back. This area should not be accessible in any way but it seems to be happening more often. Also NPC's seem to now be getting stuck in this dummy area and I am at a complete loss. This doesn't appear to be a mod conflict that we know of and the only real changes we made were to delete a dummy building in the fake space and allow the LOD from the real building instead (because parts of that building would seemingly vanish randomly). It seems that solving one problem broke something else. This issue seems to defy logic and everything I know about cell worldspace inheritance so any advice would be very helpful, thanks.
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So I've made dozens of dungeons and areas with many creatures and NPC's but this new little 3 cell dungeon I have made (just three floors of a tower more or less) has some skeletons and a boss enemy, just standard encounter enemies in the case of the skeletons and a custom NPC for the boss. Apparently when you reload a save, they can disappear entirely. Some folks testing the beta are even reporting the enemies disappearing when just coming and going from the cells a few times. This has never happened to me before. The cell is properly navmeshed, all doors and nav links in place, all enemies enabled properly, the cell has no location data, etc, there are no other assets or stray navmesh in the void, etc. Any ideas?
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Just a brief note for potential voice actors for Legacy and Odyssey projects. Here's my basic requirements/format requests for submissions - Mic should be able to pick up a fairly full range of frequency ranges and have some noise cancellation. - All tracks (demos or final) should have a white noise reduction pass done on them - Final submissions requested as 1 file with pauses for visual queue between lines. Multiple takes of each line or "best of" are fine - MP3 format - 44100hz Mono 16bit sound format Note on demo submissions: The actual lines are not important, I do not have a set script to read from. All you need to do is record a few generic off the cuff lines or vanilla lines showing your broadest range of vocal types and character varieties that you feel comfortable with. Ex: a single reel with dark elf, an old man, whimsacle insane person, orc voice, and high elf, eloquent version and snooty version; that sort of thing. Simply post on a site such as sound could, mediafire or google drive (or whatever you prefer) and PM me a link. For final submissions I prefer direct download links and not soundcloud as it can be a pain to get to file downloading. Thanks. Currently I am in the process of reworking some final lines for Legacy and actually have a few small roles to cast to clean up the final lines. After that is all done I'll be on to Odyssey again and will be looking for VA's in the next few months most likely.