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shumkar

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Everything posted by shumkar

  1. .psc are sources of Papyrus scripts, and .pex are their compiled variants.
  2. Thank you for the explanation! Noone has invented something like "use strict" for Papyrus, so far?
  3. A simple replacing-and-renaming might not work, because the textures are associated with meshes. Moreover, NPCs facegendata is being stored in the saves. In general, the main program for editing the game is Creation Kit. Edit: Maybe, this will be helpful: https://forums.nexusmods.com/index.php?/topic/5266980-nightmare-of-facegen-data/
  4. Not really an advice, but a wild guess... My modding level does not let me give you advices... I'm mostly expirienced in languages, where declaring variables after using it won't work, so I thought: what if moving properties declarations to the beginning of the script will do the trick? Low probability is more than zero probability. First I checked CK docs, the properties are declared always in the beginning there [1], and then posted that... ^^ [1] - https://www.creationkit.com/index.php?title=Variables_and_Properties
  5. I am using those: for CK in general and for Papyrus scripts - Official CK docs for interface modding - Tutorial by CrEaToXx Actually, the modding covers several very different areas, with very different software and methods being used. Making a new animation or a new dialogue sound, or a new mesh... Very specialized things each with its own pitfalls. I have never seen a general tutorial which would cover the whole thing.
  6. Hi K4nna, I myself found it only recently: Simple Horse SE
  7. Purr4me, Thanks for your reply. Yes, I understand better that I should never have been lazy to look how are Skyrim saves arranged... :ermm:
  8. And they prevented SKSE from running? Which are these mods?
  9. Read/write permissions of the game folder, of your User folder? Antivirus blocking? Edit: Log files skse64.log, skse64_loader.log ? Please compare the last modification date of the log files with the time of your last SKSE launching to be sure that the logs are "fresh".
  10. I recommend to install SKSE according to that: https://steamcommunity.com/sharedfiles/filedetails/?id=1211799672 Edit: And not to forget to copy all SKSE .pex scripts to Data\Scripts. And .psc scripts can be copied to Data\Source\Scripts. And please check whether the two SKSE .dll files are in the game folder (where skse_loader is).
  11. The author of the second mod - Daggerfall Traits for Skyrim - wrote in the permissions: Feel free to create any patches for this mod or link to it or modify it as you see fit, but credit would be nice. If I understand correctly, as you see fit includes porting to SSE. The archive contains only .esp and Papyrus scripts, so, I think, it could be ported to SSE only with CK.
  12. And even Fallrim won't help? https://www.nexusmods.com/skyrimspecialedition/mods/19631 It's just a question, I am not an expert in the matter.
  13. cumbrianlad, Thanks a lot for the response! I was beginning to think no one is going to reply. The problem is I never used Discord. My main system is Linux, with all free programs; I use Windows for some specific purposes only (creating mods for Skyrim is one of them). Is Discord your requirement or not?
  14. Hi Forechosen, You could get more replies if you post in this specialized thread: Skyrim SE - Mod Detectives Thread Good luck!
  15. If still crashes, then, I would recommend: - to make a backup of the game folder, also of the folders containing Skyrim .ini files, save files, MO2 files - to uninstall (not to disable) at once ALL the mods - to load the last save, to start a new game If no crashes at least with new game, we can say for sure that it's the problem with one of mods and for finding the offending mod it's necessary to uninstall them, one by one or in groups... The backup will let you rollback when the offending mod is found. It's important so I recommend to do it carefully, not to forget some files in user's folders etc.
  16. It is Debug.Notification function. Did you read the official Papyrus docs?
  17. I would check if this issue can be reproduced in the following conditions: (1) all the same, but with other scripts (2) a clean new plugin file just with Quest + PlayerRef and the same script "SpellResearchImportPlayerAlias" If there are crashes in (1), more likely that the problem is NOT WITH the script "SpellResearchImportPlayerAlias" (with the plugin file? CK? OS?) If there are no crashes in (1), more likely that the problem is WITH the script "SpellResearchImportPlayerAlias" If there are crashes in (2), more likely that the problem is WITH the script "SpellResearchImportPlayerAlias" If there are no crashes in (2), more likely that the problem is with the plugin file And so on. Isolating the problem.
  18. Move 'skyrim' from subdomain to folder: https://www.nexusmods.com/skyrim/mods/11811 https://www.nexusmods.com/skyrim/articles/540
  19. Unfortunately, I never dealt with the animation. Those 'visual effects' aren't animation? I thought, they are. May be, it's necessary to indicate the path to .hkx in some text file (.hkt?)... I don't know. Someone with experience in this area could help.
  20. Are there folks ready to help with testing my new mod in different languages? This mod uses game's strings and flash text. According to logic, everything should work as expected, but I wouldn't like to upload it "to production" before testing at least a couple of times in other languages. I tested it in russian. So, any other languages would be helpful. The testing won't take much time; just a few clicks for activating objects in any city or village. The mod has ESL flag. The mod is pretty simple, about 50 lines in Papyrus. Requires SKSE. If there are any volunteers, I am ready to upload the archive to a file hosting, to post all further explanations and the source code. Thanks in advance! Edit: This mod uses game's strings and flash text - just reads! Doesn't change.
  21. DawnandTwlight, What happens if you start a new game?
  22. BangaaDragoon, a file text can be inserted between [ spoiler ] [ /spoiler ] tags (remove spaces).
  23. Franklin365, Yes, there is a mod like this! For Skyrim LE: (many enemy parameters, no MCM, no requirements) - LFSpell Divine - Know Thy Enemy If you need for Skyrim SE (sometimes people posts in the Skyrim forum meaning Skyrim SE), there are even two! :smile: I was looking for a mod like this for Skyrim SE so long that finally created a new one, and only after that found out about the existence of the first mod. :smile: So, for For Skyrim SE: The first mod (almost all enemy parameters, MCM, 3 requirements) - Perception The second mod (mine; only enemy race and weaknesses/resistances, no MCM, no requirements) - Show Weaknesses And Resistances
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