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Everything posted by SeraphTC
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It sounded like just a problem for NMM users. That is the suggestion. What I'm saying is I fail to see how NMM does anything that would cause this. I don't believe it's related, it's simply that a large proportion of users on this site use NMM so a conclusion has been drawn without anything other than coincidence to support it. Just to clarify: This isn't meant to sound defensive towards NMM. I work in a professional support environment, and drawing unfounded conclusions is a pet hate :) I'd like to know if anyone has actually demonstrated any conclusive proof regarding the conclusion. A bunch of users with NMM who have the problem and a bunch without it who don't is *not* conclusive. What I'd like to see is this: A user starts a new game with zero mods and saves. The same user installs the mod with NMM, loads the save, and observes the error. The same user removes the mod, and installs manually. They then load the save, and don't observe the error. This would be much better proof that NMM is involved.
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N00b seeking help - follower armor / inventory
SeraphTC replied to SzechuanLlama's topic in Skyrim's Skyrim LE
Ok. That doesn't seem right to me based on my playthrough (the only time they wouldn't swap was when the bonuses on the items were worse), but it could be a problem I guess. Are you using the latest patch? Have you taken a look at the Ultimate Follower Overhaul mod? -
It wouldn't. The only thing it does is copy files into the game folders, and record what it copied where. As DizzasterJuice says, the problem appears to be with the way Skyrim reads script files that are stored within BSA's. This is a bug with Skyrim, not with NMM. If you are not modifying vanilla scripts (and if you want to maintain compatibility with other mods, I'd avoid it) then just make sure your scripts have unique names and you shouldn't have a problem with them being loose.
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Nope. This is something that may be added to Automatic Variants at a later point, but it's a pretty difficult thing to accomplish.
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Not having any issues with NMM with or without BSA files. It makes no sense that there would be - the bsa is simply placed in the game data folder along with the esp, and is loaded in the same order as the esp file. There is no registering of bsa's required for Skyrim (as with previous TES titles). The only time I can see that anyone would have a problem is if they installed Steam (and therefore Skyrim) to C:\Program Files\ and are not running NMM with admin permissions - at which point it could have issues writing files to the folders, and AV/Security packages are more likely to interfere. The real reason for using loose instead of BSA, is that items in BSA's will be overridden by loose files. Therefore, by using loose files you ensure that your version of files are the ones used by the game unless the player overwrites them.
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N00b seeking help - follower armor / inventory
SeraphTC replied to SzechuanLlama's topic in Skyrim's Skyrim LE
Just had a quick look - it appears that the hooded novice mage robes have an armour rating of 5 - which has to be a mistake. None of the other base 'college' magic user robes have an armour rating. -
N00b seeking help - follower armor / inventory
SeraphTC replied to SzechuanLlama's topic in Skyrim's Skyrim LE
I usually found that they wouldn't equip the item because the stat bonuses were worse than what they were wearing, not because of the armour rating. However - you could always open the construction kit and remove the armour ratings from the robes in the game. You'd only have to edit the base robe values, as the variants all use the base robes as a template item. -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
I've made some progress! Scriptname STCAS_AncientNordSmithingSkillBook extends ObjectReference GlobalVariable Property STCAS_CraftAncientNord Auto Event OnRead() stcas_craftancientnord.setvalueint(1) debug.messagebox("Read by Player") disable() delete() EndEvent When the player opens the book it still opens, and the messagebox is still displayed. If the user puts the book down, then it gets removed (perfect!). Now I can probably write something to have it do the same on container change, but what I'd prefer is that it worked like a spell book. ie, the player doesn't have the option to read, only to pickup, and when they read it the book is removed from the inventory and *something* happens. I'm pretty sure the onequip function is called when an item is clicked on in the inventory, but using player.removeitem doesn't work when a book is being read, and that's the default function for books with onequip, unless they are set to teach a spell. I guess what i need to figure out how to do is recreate a spell book with a script? Still working on this.... Again, I'd appreciate any input anyone can offer! Thanks! -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Thanks for the suggestion, but I'd really rather avoid using a quest. I want to keep it really clean and simple. I'll see if I can figure something out with a trigger or spellbook. I'll update here in case anyone is interested. I'd still appreciate any ideas or suggestions anyone can offer :) -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Nope - afraid not. neither player or self work. :( Looks like I'll need another method. What about if the book isn't a book..... Could I create some sort of item in the game which, when selected, displays a message on the players screen and then disappears? Could I then simply give that object the art asset of a book? -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Thanks - I've already tried something similar. The problem is that player.removeitem won't work until the player is the container for the book - at OnRead they are not, so the book doesn't get removed. Your code is a little different to mine though - I'll give it another shot. -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Would I be better off using something like a spelltome rather than a book? How would I make that work? What defines the book as a spelltome? Is it simply the 'teaches spell' option? I was hoping each tome would have a script attached that I could work with, but unfortunately not :( -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Okaaaaay......next problem!! I've got the book working - just not quite how I'd like. Basically, I refuse to duplicate content from an existing book from the game, but I also don't have the patience right now to write my own content. What I'd like to do is have the book 'magically impart knowledge' to the player before disintegrating. This way, the player sees a book pop up and open, then they get a message that they understand the content of the book, but that it's destroyed in the process, then when they click ok the book is gone and they are free to continue as normal. So effectively: Player reads book->set global variable->display message box with fluffy text explaining that the book disintegrated due to age->remove the book I can do everything but 'destroy' the book. Is this even possible on Read? (isn't this how spell tomes act?) Again, I'd really appreciate any help! -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Absolutely spot on! Nice one! :) Thank you! -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
Thanks for the excellent reply :) I actually know how to add crafting recipes, but what I wanted to know was, how are the draugr items restricted to only being available after the companions questline has completed - I couldn't find the variable, or the crafting recipes to check. But as you've given me that information, that's absolutely perfect :) It was an excellent response nonetheless, had I not known about recipes/tempering already, it would have been even better! The other thing I wanted to know was, if I add a book to the game to allow the crafting of these items early, would it cause a problem with the quest. Now that I know the quest just sets a global variable, I know that it won't cause a problem. I can just set the variable with a script on the book :) You provided pretty much all the information I needed - so thank you very much for that, and bonus Kudos! :) What I don't want to do is make the additional weapon smithing items available at the same time, as that would negate all of the bonuses from using the skyforge after the companions quest. What I've done is create a new global variable, and set that on each of the crafting recipes for the pieces of draugr armor with an OR clause (so they will appear if my new global is set, or if the skyforge global is set). This means I can allow the forging of the armor separately from the weapons. I've tested the variable in game, and it works. I've created a book, and for now it's on the floor by the forge for ease of testing. I've created a script with the following content: Scriptname STCAS_AncientNordSmithingSkillBook extends ObjectReference GlobalVariable Property STCAS_CraftAncientNord Auto Event OnEquipped(Actor reader) stcas_craftancientnord.setvalueint(1) EndEvent and assigned it to the book. The script compiles successfully. However, when I pick the book up in the game, the global variable does not get set. I assume I'm not doing something correctly here - any ideas what that might be? -
Altering the Skyforge - crafting Ancient Nord Armor - Help Please!
SeraphTC replied to SeraphTC's topic in Skyrim's Skyrim LE
In addition, I've been considering that by the time you are able to craft the Ancient Nordic Armor it's pretty useless (I'd moved on way past Iron armor by the time I'd finished the companions quest), so I'm considering adding a book to the tomb near Riverwood that gives you the ability to craft it when you'd still potentially want to wear it. I don't think that would be unbalanced as in stats it's basically just Iron armor anyway. One of the things I'm worried about is how this will affect the end of the Companions Quest - if you can already craft the armor, and then Eorlund gives you the ability to craft it again, will that double up the entries on the crafting menu??? Any hints, clues or suggestions as to how I'd go about this would be fantastic! Cheers, SeraphTC -
Hi, Once you have spoken to Eorland Gray-Man after completing the Compantions quest line, you are able to craft Ancient Nord Armor at the Skyforge. What I'd like to do is add a couple of custom items to this list of Ancient Nord Armor. I don't have any problem adding the items to the game - what I want to do is not have them appear in the crafting list outside of the Skyforge or before the Ancient Nord Armor is available. If anyone could offer any suggestions I'd very much appreciate it!! Cheers, SeraphTC
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Weapon showing through everything? plz help!
SeraphTC replied to RustyShackleford90's topic in Skyrim's Skyrim LE
Screen Space Ambient Occlusion - more info here: http://en.wikipedia.org/wiki/Screen_space_ambient_occlusion ENB is a directx 9 dll wrapper that allows additional post process effects on games like Skyrim - more info here: http://www.enbdev.com/ I'm not really sure I offered any useful help, but you're welcome :) Excellent - glad you got it sorted :) -
Try posting on the ASIS thread here: http://forums.nexusmods.com/index.php?showtopic=696547
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I could really do with some help - anyone anything can offer would be great!
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Weapon showing through everything? plz help!
SeraphTC replied to RustyShackleford90's topic in Skyrim's Skyrim LE
Are you sure it's a problem with your model? The current implementation of SSAO with ENB is bugged and causes this. -
So, I've decided to have a crack at it, given that the problems with the thinner mesh aren't much worse than those with Vanilla. Instead of including the vanilla mesh, I want to scale up the thinner mesh so the Orc heads have a mesh that is somewhere in between. I've done this by opening the model in nifskope, using transform->edit and transform->apply. It's enough to make an improvement - as long as the body isn't set to max weight (100) in the game. as soon as the weight slider clicks over that last notch, the helmet model seems to change. I'm viewing it by loading a clean save, using the console to provide a glass helmet, then equipping it and using showracemenu. I'd appreciate any help - I can't find anything obvious in the CK that tells the game to use a different nif at max player weight, but it's almost like it is loading the default race mesh instead of the larger orc one?
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After spending some more time with the mesh, and the original, and faces in skyrim, I honestly think it just needs a different mesh. I've noticed the thinner one causes clipping with certain facial hair, and even the default mesh clips with the orcs nose. It's going to take someone with some model editing skills that I don't possess to fix the problems with it I think.
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I second this. Start here - it's worth it.
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Hi all, I was looking for some clarification. I like the 'Better Fitting Glass Helmet' mod by Abakus, but unfortunately it clips rather badly with elven ears and orc ears and noses. As suggested by JeffSteel on the mods thread, I adjusted the stats for the base helmet in the CK so that it also used the Ears body slot. This has resolved the clipping with the elven races (yay!). The problem is that the new narrower helmet is a tight fit for Orc heads, and it still clips with the lower earlobe and nose. What I wanted to do was revert the Orc race to using the default mesh for the glass helmet - I'd simply take a copy of the original mesh and rename it, then alter the entry for Orcs accordingly. This is very simple in the CK, but would it prevent me from releasing the mod? I know some developers in the past have been unhappy with the distribution of unmodified versions of files from the base game, so I wanted to check. (I would also need to check with Abakus before I could release, so that would be the next thing on my list, I really just wanted to see if it would work). I'd appreciate any feedback. Thanks :)