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Everything posted by shumkar
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Backups are very helpful. It can be performed automatically on a regular basis, you'll need just to configure it one time. I download all mods manually, so I don't know this Vortex' feature and its pitfalls.
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If you have a backup you could rollback Vortex (or all the prefix) to a previous state/version.
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Linux does not work like that. It's designed for people who want to learn. Winetricks does that you tell him to do. I recommend you to create a 64bit prefix for Vortex. And, in fact, you don't need winetricks for creating prefixes. The main purpose of winetricks is installing libraries. "Near drive c" - not clear what you mean. There is no drive c in Linux. What is "/blacktreegaming/vortex"? Did you create such link to ~/.wine/drive_c/Program Files/Black Tree Gaming Ltd/vortex? Why so, in the root fs "/"? Edit: 64bit is not recommended but obligatory for Vortex: https://forums.nexusmods.com/index.php?/topic/8348018-offline-use-and-windows-xp/&do=findComment&comment=77010433
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Hi ovidius171, What kind of error do you get?
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It's LOD (level of detail). I never changed it manually but I know that can be done via adding/changing some settings in the game's .ini files. Some mods (for example, weather mods) alter those settings, so, may be, the effect that you see is due to a mod recently installed.
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Skyrim just shuts down every time i try to start it
shumkar replied to Neoxandrius's topic in Skyrim's Skyrim LE
Try to launch skse_loader.exe directly from the game folder, with Steam running. These log files are located in My Documents\My Games\Skyrim\SKSE. -
Skyrim just shuts down every time i try to start it
shumkar replied to Neoxandrius's topic in Skyrim's Skyrim LE
Hi Neoxandrius, How do you launch the game? "Play via SKSE" - does it mean you click SKSE on desktop or no? Is Steam running? What is the content of skse_loader.log, skse_steam_loader.log? -
You're talking about SSEEdit which is for Skyrim SE, and posted in Skyrim LE forum. Wrong forum or wrong program?
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SSE Input wanted for a mod mechanic
shumkar replied to Meridias561's topic in Skyrim's Creation Kit and Modders
SkyUI is written in ActionScript 2.0. I used CS6. About alternatives, may be this discussion could help: https://www.afkmods.com/index.php?/topic/4491-fo4-swf-recompilation/ - it's for Fallout, but many tools are mentioned here... Edit: Especially, look at JPEX. I remember positive reviews about it (but never used myself): https://forums.nexusmods.com/index.php?/topic/5927613-remove-level-from-loading-screens/&do=findComment&comment=53616633 -
SSE Input wanted for a mod mechanic
shumkar replied to Meridias561's topic in Skyrim's Creation Kit and Modders
No, SKI_WidgetManager.psc handles HUDMenu only (which I dealt with)... In case of InventoryMenu it's SKI_Main.psc. -
SSE Input wanted for a mod mechanic
shumkar replied to Meridias561's topic in Skyrim's Creation Kit and Modders
Yes, editing .fla and .as and then recompiling .swf. And also (see below) editing .psc and recompiling .pex. My expirience in tweaking SkyUI is not great. I managed to achieve my goal with editing just a few lines in ActiveEffect.as and without creating my own clips/pictures: https://forums.nexusmods.com/index.php?/topic/7979018-skyui-not-showing-effect-hud-icons-only-time-bars/&do=findComment&comment=76423198 As you have to add your own picture, it's a more difficult task, because it requires not only a work of creating this picture, but also may require editing the SkyUI's widget manager which handles all icons, widgets, everything (look at SKI_WidgetManager.psc) and, possibly, other files that are being called up the chain of functions. -
SSE Input wanted for a mod mechanic
shumkar replied to Meridias561's topic in Skyrim's Creation Kit and Modders
I am afraid only one .swf (only one video clip, roughly speaking) for each menu (InventoryMenu in this case) can be active at a time... So, you'll have to make a tweak of the SkyUI's file(s). Do you know Wayback Machine? This service stores snapshots of almost all popular web pages for many years. I've just made a snapshot of the tutorial at Bethsoft (imho, it's more convenient to use than other reposts, with all scripts in spoilers), it's going to be available all the time while the service works. Edit: If you know other valuable pages at Bethsoft, you still have time, for now, to make snapshots of them! :thumbsup: -
SSE Input wanted for a mod mechanic
shumkar replied to Meridias561's topic in Skyrim's Creation Kit and Modders
Drawing an icon in the inventory list can be done for sure only with Flash (.swf), as in SkyUI. "InventoryMenu". Tagging an item... not sure; it may need a Papyrus script (in the case of hot key?) or an interaction between ActionScript (built in Flash) and Papyrus script (in the case of mouse click?). Never looked into it especially. SKSE plugins (.dlls), AFAIK, are usually used for the tasks that can not be done in Papyrus, or can be very slow in Papyrus. Though, there are SKSE plugins that can be fully rewritten in Papyrus (what I did in my last mod). Edit: The best tutorial about working with Flash: https://forums.bethsoft.com/topic/1509769-tuthow-to-create-widgets-using-flash-tools/ -
Unfortunately, my progress in the Thieves Guild is low so I don't know all these specifics. Yeah, the most difficult part here is not scripting as such (unlikely the script would be long and complex; just adding/switching spells) but understanding to which object(s) your script(s) should be attached (may be it's better to attach not to your quest, but to something else), and which event(s) it should contain, to cover all cases that you described. There is a plenty of events in Papyrus https://www.creationkit.com/index.php?title=Category:Events Edit: I don't have yet much experience in creating mods either.
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The author of Better Nightingale Powers adds the 3 powers with console commands player.addspell 000f1987, player.addspell 000f1986, player.addspell 00017122. Sure, this could be done with Papyrus: https://www.creationkit.com/index.php?title=AddSpell_-_Actor I would recommend you to create your own functions in your own scripts... You could attach your scripts to your quest: https://www.creationkit.com/index.php?title=Dynamically_Attaching_Scripts (and also see the next link below). To be able to work with any object in a Papyrus script you need to define it as property. An example (with 2 properties: a spell and the player). The property value can be auto-filled or assigned manually while attaching the script in CK (to a quest, or to something else, does not matter to what).
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Dwemer... yes. Absolutely! Well, I would also like a mod like this (at least snowshoes)!
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The dog sleds would be faster :smile:
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Login into Steam is required for running Skyrim regardless of SKSE. Launching Vortex is not required for running Skyrim, and I recommend to launch Skyrim (or SKSE) not from Vortex, but directly, from desktop.
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cumbrianlad, Sorry to hear that. Wish you the best of luck. OK, I understand about Discord. Next time I get an idea for a new mod and need for testing it, I will know that I can contact you for help!
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Yes, it is. SE build 2.0.17 (runtime 1.5.97) SKSE64 version ^^ ^^ Skyrim SE version
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.psc are sources of Papyrus scripts, and .pex are their compiled variants.