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Beccy

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Everything posted by Beccy

  1. Hi, to be breif i have 120 mods, 160 active plugins in NMM, so isolating this problem isn't going to be easy, especially seen as i've recently installed windows 10, and had to re-install all of my mods through NMM. so isolating which mod has actually caused the issue could be lengthy, Hopefully however, someone will have seen/heard or experienced this problem before and can help me isolate it faster, basically my character is automatically collecting anything in range without any keypresses from myself, (Basically any plants, or hanging food, or even items lying around. Anything that wouldn't be considered "Stolen" is collected.) I don't have auto harvest installed which is pretty much the only mod that shows up when i google. and i've tried disabling the obivious options, like Convenient horses which has a similar feature when mounted, Automatic follower looting, which has followers perform the task (Despite my not having any followers currently) and a few of the dynamic items and storage mods that i use, (Arods and Dynamic things) Would really appreciate any help isolating the issue in order to fix!
  2. Hey folks, i'm trying to find an old player home i used a long time ago, that would really suit my current playthrough. but i can't find it anywhere. It was a cave-home near the Pelagia farm outside of Whiterun. I can't for the life of me think of the name of the home, (which is probably why i can't find it!) I remember it was part of (possibly the winner of) a house-mod contest somewhere, thats how i found it. But i can't even find the contest page now, it was basically a large open cavern with different ''platforms'' used for different things, like Kitchen, Storage, Blacksmith, Alchemy, Bed, all connected via bridges, i remember a lot of running water there too, really would appreciate some help finding this mod! Thanks in advance for any help that can be offered! Beccy
  3. Keep me updated Xander, if i don't respond here message me, and good luck with your book tracking mod! keep me updated on that one too :D i have book related acheivements i need to complete! And thanks again Shomru, Xander + Ishara for your help and suggestions. Beccy
  4. None that i saw, i was looking. Also, i just had a reply from Ogerboss (Requiem Author) Saying he's no idea how his mod could overide or interfere with the GetCombatTarget function, though the function isn't greatly documented on the CK Wiki Its possible its interfering in a way he's unaware of. He did however point out that for akTarget to function properly the CK aspects of the spell need to be adjusted to Target/Projectile rather than Self - However i think this is going to stop the spell from working because all the other effects of the spell are basically on Self, From what i gather (With my limited brain!) The spell looks for a target, moves you to their position then slows time and knocks down neaby targets, the target of the spell is never the 'epicenter' just the source of the location for your players movement. unless i'm wrong. Beccy *Edit* Oh! and get to bed! :P I've waited 2 weeks to get this far with a fix, you've done more than enough already. Mush, Sleep.
  5. Wish i could report it working so you could sleep easier, but this too has hit a brick wall, the script compiled fine, sadly it has the same effect ingame, the buff runs for 5s but nothing i do will make it have any effect on hostile, or non-hostile actors. Beccy
  6. <3 Xander, Thank you for all your help so far, sweet dreams!
  7. do i still need the EndEvent at the bottom of this? because i'm getting this : Starting 1 compile threads for 1 files... Compiling "vRiftEffectScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(30,9): function variable target already defined in the containing script C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(60,0): mismatched input 'EndIf' expecting ENDFUNCTION C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(62,0): script event oncrosshairrefchange already defined in the same state No output generated for vRiftEffectScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on vRiftEffectScript
  8. Hmmm new code same effect, 5s buff but it doesn't trigger over the actors i highlighted, both hostile and non-aggressive like last time :(
  9. Hmmm no joy, the spells goes off, i get a 5s buff from the spell called "Phoenix Strike" but nothing else happens, i don't 'charge' at the target or anything. Tried casting it (looking off first, then moving the cursor / crosshairs over the target) first on a civilian, then when it didn't work, aggro'd a guard and tried it on them and still nothing.
  10. That one compiled perfectly, testing now.
  11. Still not compiling properly, smaller error this time though, Starting 1 compile threads for 1 files... Compiling "vRiftEffectScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(52,1): type mismatch while assigning to a actor (cast missing or types unrelated) No output generated for vRiftEffectScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on vRiftEffectScript When i tested with the last compiled effort it still tried to teleport me to 0,0,0 :S
  12. Starting 1 compile threads for 1 files... Compiling "vRiftEffectScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(18,1): RegisterForCrosshairRef is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(52,1): type mismatch while assigning to a actor (cast missing or types unrelated) C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(53,1): UnregisterForCrosshairRef is not a function or does not exist No output generated for vRiftEffectScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. :S Should i compile it anyway?
  13. Haha thank you for your patience and hard work here Xander, you really don't know how much this means to me, i'll test your new suggestion right now and hope for the best ^^
  14. Tested, the spell fired, but i basically just got teleported endlessly west, like, through the landscape for an infinite distance to the west ><
  15. Thanks Xander, will do, will get back to you in a sec
  16. Starting 1 compile threads for 1 files... Compiling "vRiftEffectScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\vRiftEffectScript.psc(45,1): mismatched input 'endif' expecting ENDEVENT No output generated for vRiftEffectScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on vRiftEffectScript Was the result, compiled it anyway, not sure if it worked though, because i still got the caster updates in the top left of the screen and i don't see that in the coding :S
  17. Just walked in from a slightly busy day Xander, but i'll give it a try in asec, stay tuned.
  18. I've messaged Ogerboss to ask him, see if i get a reply, the only option i can think of beyond that is to use a different targeting method, possibly an invisible projectile like other mods use, (namely Sjoggas Psijic Teleport Spells as an example) Thanks for your help in identifying the issue though Xander! You've been awesome. Beccy
  19. Ok, Results are in! : The Script Compiled perfectly that time by the way, don't know how/why it was different. i've not changed anything my end, -2: Caster: 1, Target: 0 -1: Caster: 1, Target: 0 were the two lines of text,
  20. On it will report back shortly, (compiling with errors though, i've no idea how to download the 'rest' of SKSE ^^)
  21. I tried your script Xander and nothing changed, the logs still reported the "Target is None" result, but i did have a problem compiling your script, i got an error saying "GetName()" wasn't a function?, i saved anyway because i know you said it assumed i had SKSE installed and figured it might be some code that SKSE read that CK didn't but nothing new happened, nothing showed up in the logs or the console that i could see. Let me know what/where i should look at i'll take a peek. Otherwise all the same outcome :( Beccy
  22. Hey Ishara i've tested with new saves and and new games and the effects have always been the same, i guess i've just been lazy doing it this way, but a clean save might be better for testing purposes i guess :D Thanks for your help Xander, i'll give your suggestion a try like i said ive tried asking Ogerboss but he's very busy and i've not had the help i'd have liked from that quater, but i can't really complain, Requiem is a monster mod and probably has a lot of upkeep. Anyway! I'll try your script now, i have had event logging enabled and target is none is exactly the debug that came back, so far we've not been able to figure out why or how requiem interferes with the getCombatTarget() line, but i'll try ogerboss again. its annoying that of all the spells added by FMR this is the one i want the most, and i can't play without requiem anymore >< i've tried, i just cant :D Beccy
  23. Just tested your suggestion Ishara and the changes go back to making the spell return a no-target :S My test subject is a hostile frost troll just outside of windhelm (I have a save where he's aggro'd me and i'm about 30yds away) So theres no intervening objects to get in the way of the spell, or anything of the sort, the script just doesn't seem to recognize him as an enemy while requiem is installed.
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