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craynaar

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  1. I want to add an event listener that runs code when the player harvests an item, be it hanging moss, a plant, mushrooms, ect. I'm following this template: https://github.com/SkyrimScripting/SKSE_Template_GameEvents and when I change the code in plugin.cpp to look like this: https://pastebin.com/36UganYW (basicaly all I did was use the Harvested Event.) but. it doesn't want to compile. I'm able to use any other event template except this one. I could do a work around and use activation event listener and then determine if the player is "activating" with a flora object but that's just so.. inefficient.. and gross.. I would have to run a check every single time there's an activation, and I've run a logger, that event runs even if you're not "activating" something. This is my first time trying to create a Skyrim mod. Any suggestion would be appreciated. If I have no choice but to do it the inefficient way than so be it, but I'd rather do it the clean way if such an option exists.
  2. I got it to work with this line auto eventObject = event->objectActivated.get()->data.objectReference->GetFormType(); but apparently Snowberries are of form TREE and Ninroots are of form ACTI...
  3. I'm trying to get the form type or ID of an object that gets "activated' by the player. every time I output it to the logger I get "REFR" for everything and not "WEAP" for weapon or "BOOK" for books or "DOOR" for doors ect. RE::BSEventNotifyControl ProcessEvent(const RE::TESActivateEvent* event, RE::BSTEventSource<RE::TESActivateEvent>*) override { auto eventObject = event->objectActivated.get()->GetSavedFormType(); auto formIntoString = RE::FormTypeToString(eventObject); auto eventObjectName = event->objectActivated.get()->GetName(); logger::info("{} activated of form: {}", eventObjectName,formIntoString); return RE::BSEventNotifyControl::kContinue; } This is what I'm trying to do. GetName() works just fine. But I'm trying to filter for one specific group of objects (in my case, FLOR for Flora). I'm not sure how to pull that identifier out of the event object. I've tried multiple functions but they either don't compile, or give REFR for everything as well.
  4. I'm currently running [Loot Overhaul - Rarity and Abundance (SkyRem Loot)] - https://www.nexusmods.com/skyrimspecialedition/mods/26732?tab=description And It slightly overhauls how Harvesting Assorted flora and mushrooms which I enjoy.Based on your alchemy skill level, you may get an extra ingredient from the harvest, or none at all.The problem with this, in general alchemy levels pretty slowly... I have discovered most the the ingredient's properties and my alchemy level is only up to level 40 (smithing and enchanting levels are in the 60s-70s in comparison).Since adding this mod my harvests tend to fail more often than I'd like, which is okay in my opinion, the problem is that since I feel like my alchemy level is lower than it should be, compared to the pacing of the game, I feel a bit under leveled in that regard. I just want a simple mod that gives a little exp for every successful harvest (or even harvest attempt), that's it. I left a suggestion on the Above Modder's page but the mod hasn't been updated in just over a year so I doubt he'd get around to it anytime soon. I'd do this myself but I've never modded before and don't know the first thing that comes to creating a mod of this caliber, be it simple as it may be.
  5. Found the culprit. It was Northborn Scars. Form 43. I tried converting it to form 44 through SSE Creationkit to no avail. Best to avoid that mod entirely.
  6. This is my first forum post please be patient if I do anything incorrectly. Left side of Mod Organizer: https://pastebin.com/JmN6T19x Right side of Mod Organizer: https://pastebin.com/e6uh2T2D me recreating the issue: https://files.catbox.moe/rng02w.mp4 I can't post papyrus log because it's not a CTD. This is in Snapleg Cave. Haven't been that far into the game. no autosaving, no quick saving. only manual saving. no new mods were loaded/unloaded until this point. I have used sseedit and nif optimizer. I'm imaging this is a sequence break issue? I have no business being in this cave really, just wanted to go dungeon crawling for the heck of it. Whenever the enemy (in this case, the witch) makes an audio dialog, the game freezes. I can start combat with them, but the moment she says anything the game freezes. I tried to sneak away from the cave to exit because I wasnt sure if it was the hagraven, or an ai combat issue, but the moment she let's out a "sigh", instant freeze. so i know the issue is 100% with her. funny thing is, i remember coming across this same exact issue years ago. Different version of skyrim, different mod setup. should i go into the creation kit and just delete her? this is the end of the dungeon and no other witch gave me any trouble at all. I just hope I don't come across this again at a later time. I'm not sure what in the load order or what scripts could be conflicting. but i think this is a todd howard special imo. I hope im wrong. edit: I started a new game with no mods and used console commands to teleport to snapleg cave and im able to run through the entire cave with no freeze.
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