Jump to content

Merrymac

Premium Member
  • Posts

    12
  • Joined

  • Last visited

Posts posted by Merrymac

  1. I'm pretty sure the reason Delete() isn't working is because the function only works on references created in the game, as per the Delete Wiki page.

     

    Try this script (note I haven't had a chance to see if it compiles) if you would rather not require SKSE:

     

    Hey, thanks!

     

    I tried your script and it both looked promising and compiled fine, but wouldn't remove the tome, either in the inventory, a container or on the ground. I tried both with Self.GetBaseObject() and mybaseobject.

     

    It might be fixable by keeping the individual book properties I have now, but I am also worried it won't fully cover reading a book from the player's inventory while accessing a container (seems like it would always try to remove the item from the container, if I'm reading it right) and/or reading a book from an NPC's inventory. Since the SKSE part feels like a safeguard against that, and perhaps other ways of reading books I don't know about, I think I'll just go with that.

  2.  

    @MerryMac, could you give us an overview of what you haven't been successful in doing yet that you want to do? We've taken a few subject leaps since the first post so I'm gradually getting a bit disoriented :sweat:

     

    It's actually coming along so far--The BlockActivation() part, together with being able to check for specific menus with SKSE should put the necessary constraints in place, so that the books in question won't trigger the OnRead() script from anywhere outside the player's inventory. So far I can't think of any other ways to access book contents in-game, at least.

     

    It would have been ideal to not have to rely on SKSE and to not have individual book properties for every tome, but I've done worse mods :)

     

    I've just started copying the scripts and adjusting the book properties for each tome (using TES5Edit, so it's not that bad) and will play with it for a while to test. Seems promising for now, thanks a lot for the help again! Glorious credit will be yours if it ends up on the nexus :D

  3. I solved my container problem with SKSE, by adding a UI.IsMenuOpen("InventoryMenu") condition to the OnRead() event. Now it looks like this:

    Event OnRead()
      if UI.IsMenuOpen("InventoryMenu")
        Game.DisablePlayerControls(False, False, False, False, False, True)
        
        int ScrollAmount = Utility.RandomInt(5, 8)
        Game.GetPlayer().AddItem(RandomScroll, ScrollAmount)
        
        Game.GetPlayer().RemoveItem(ThisTome, 1, true)
        
        Game.EnablePlayerControls(False, False, False, False, False, True)
      endif
    EndEvent

    If not in the player's inventory menu, it just plays the book opening animation instead. Perhaps not the most elegant solution, but it does the job \o/

     

  4.  

     

    RemoveItem works while in the inventory menu, but I could not get it to work with Self, which means I would have to manually add a property for each book, and also somehow make sure that part doesn't fire when a book is activated outside the inventory menu.

    Self refers to the objectreference, not the base object. You should use something like

    actor player = Game.GetPlayer()
    book myTome = self.GetBaseObject() as book
    player.RemoveItem(myTome, 1, true)

     

    Isn't the reference actually what I want to remove, since that is the instance of the base object being activated? Or am I misunderstanding how that works? I tried adding this, but it wouldn't remove the item from the inventory.

     

     

     

    You could perhaps use BlockActivation OnInit or OnLoad. Then my theory is that it wouldn't open any menu when activated from the world but still run your script. Then it's at least possible to check for menu mode.

     

    <snip>

     

    EDIT: Oh, I actually don't think you have to check for menu mode anyway. If you disable normal activation onInit or OnLoad, then the OnRead event might only be able to run from the inventory! That means that you can just have an OnRead event that removes the book from the inventory and an OnActivate event that disables and deletes the objectreference.

     

     

    You are absolutely right, BlockActivation() solves my initial problem! I'm fine with having to define book properties for each tome, so this is what I have right now:

    Scriptname _SCR_ScrollTomeLarge extends ObjectReference
    
    LeveledItem Property RandomScroll auto
    Book Property ThisTome auto
    
    Event OnLoad()
      BlockActivation(true)
    EndEvent
    
    Event OnActivate(ObjectReference ThisTome)
      self.Disable()
      Game.GetPlayer().AddItem(ThisTome, 1, true)
      Utility.Wait(1.0)
      self.Delete()
    EndEvent
    
    Event OnRead()
      Game.DisablePlayerControls(False, False, False, False, False, True)
      
      int ScrollAmount = Utility.RandomInt(5, 8)
      Game.GetPlayer().AddItem(RandomScroll, ScrollAmount)
      
      Game.GetPlayer().RemoveItem(ThisTome, 1, true)
      
      Game.EnablePlayerControls(False, False, False, False, False, True)
    EndEvent

    Now it appears as if you just pick up the tome when it's placed in the world and then activated, and when you use it from the inventory, it adds the scrolls and removes one copy of itself.

     

    However, I just realized that it's possible to read a book while it's still in a container, which has presented kind of the same problem over again, except that this time it can't be solved by BlockActivation() ;) So I'm currently banging my head against how to find out if the book is in a container or not.

     

    Thanks a lot for your help, it's greatly appreciated! Let me know if you have any ideas about containers as well :D

  5. I want to turn all existing spell tomes into bundles of scrolls, so that when the player "reads" them, an amount of different scrolls are received instead of learning a spell or opening the book.

     

    Here's a script I have attached to a tome (which is changed to being a regular book), which does so successfully:

    Scriptname _SB_ScrollBundleLarge extends ObjectReference
    
    LeveledItem Property RandomScroll auto
    
    Event OnRead()
      Game.DisablePlayerControls(False, False, False, False, False, True)
    
      Game.GetPlayer().AddItem(RandomScroll, 6)
    
      Game.EnablePlayerControls(False, False, False, False, False, True)
    endEvent

    However, I also need to remove the book itself (which the script is attached to), and this has to account for both the book being in the player's inventory, and the book being activated as an object in the world, outside the inventory menu.

     

    Adding the following works for the latter scenario, but does nothing when in the inventory menu:

      self.Disable()
      Utility.Wait(1.0)
      self.Delete()

    RemoveItem works while in the inventory menu, but I could not get it to work with Self, which means I would have to manually add a property for each book, and also somehow make sure that part doesn't fire when a book is activated outside the inventory menu.

     

    I also tried keeping the book as an actual spell tome, having the player learn a dummy spell without effects and attaching the same script to it, with RemoveSpell DummySpell added so the book could be used again. This seemed really buggy however, in that sometimes the script would just not fire at all, and it displays an unwanted "spell learned" notification.

     

    Is there any simple way to have the script remove the book it's attached to, no matter where/how the book is activated?

     

    Alternatively, is there a way to detect if the book is being read from the inventory menu or outside it, so that the player would simply pick it up when activating it outside?

  6. I'm making a mod to expand on substance addiction and withdrawal, and I am fairly new to scripting (both for FNV and in general).

     

    I kinda learned as I went along, and I now have large portions of my total script content running as effect scripts -- When the player gets addicted to something, a magic effect is cast on them, which has a base effect tied to a script that constantly checks for withdrawal effects, increased/decreased addiction levels, if the player is sleeping, and a few other things.

     

    I have since noticed that effect scripts seem to run on every frame and I'm guessing that they might be a lot more resource intensive. I also have the impression that using quests for those kinds of scripts is more normal overall.

     

    Is it a bad idea to have long-lasting and kind of big scripts running as effects? It seems to work fine in my otherwise heavily modded game, but I plan to release it and don't want it to blow anyone else's computer up :)

     

    Converting it all into quest scripts would take some time, so I just want to make sure it's necessary, or at least recommended, first.

  7. As part of my increasingly intricate mod setup, having cells (cleared or not) reset after only 24 hours is vital. However, for a lot of outdoor areas, this means the hand-placed static dragons (near word walls and such) reappear just as quickly, which is not as desirable.

     

    Does anyone know of a way to separate the dragon respawn rate from the general cell respawn time? Unconfirmed ideas are welcome too, I don't mind trying to make my own mod for it.

  8. Your Load order is as long as my arm and your using Ugrids 7.

     

    Your game is struggling and is out of resources. Most likely the npc's failed to render....

     

    It could be a graphics card issue or a memory issue either way I would expect CTD's to show up soon as well.

     

     

    Took a much longer look at the LO, yes your running out of Graphics Memory and so basically there are some easy things that the game wont do like load npc's until your right up on them.

     

    Now I know your thinking but my computer is so big and beautiful....Your so jealous of my PC its so vonderbar.

     

    Well, at Ugrids 7 your Graphics Card is being forced to load stuff up that you cant even see yet.

     

    Yeah, I think it makes sense that it has to do with computer resources. The game does run pretty well overall, but there's no denying that my mod list is a bit on the long side :)

     

    I've experienced creatures/NPC "pop-in" before, on a lower-end computer, but those have at least appeared where they should.

     

    I still don't understand how the creatures appear right next to me instead of where they are supposed to, and the thing is that I see them before the spawning happens. For example, before the spot that i posted a screenshot of in my previous post, I pass a tower with some bandits in it and I can see them clear as day while running. Then, a short stretch after, the exact same bandits appear again, next to me, and just start walking back to the tower.

     

    I did also revert to ugrids 5 for a while and still had it happen.

     

    But I guess I'll have to clean out a lot more to fix this.

     

    Thanks!

  9. I have started a new game, and after playing for a while, the problem appeared again.

     

    I realize this isn't a very common issue, but any insight at all is greatly appreciated as it totally ruins the experience of traveling.

     

    After doing some testing, I am now pretty sure it only happens to creatures/NPCs I have passed - My guess is that creatures from a cell I was just in teleport to me when I cross over to a new one, but this is just me speculating. I don't know enough about how Skyrim works or how the outdoor cells are divided to confirm this.

     

    I did, however, find a spot where I could reproduce the bug. I have attached a screenshot of the location below, and running from Haemar's Shame to this spot (with speedmult modified to 300), the game will suddenly spawn foxes, bears, deer and bandits I have passed along the way. They will often not be hostile to anyone, and instead walk back to where they are supposed to be.

     

    Here is the location (where my player marker is):

     

     

    http://i.imgur.com/cus3Y5L.jpg

     

     

     

    And here is a party of stuff that suddenly spawns there:

     

     

    http://i.imgur.com/E46L97z.jpg

     

     

     

    Again, any help or thoughts are greatly appreciated.

  10. Whenever I travel outdoors, there is a good chance for creatures I have previously met/passed to spawn right next to me, even in places they shouldn't exist. This usually includes wildlife and/or bandits, but I have also had friendly named NPCs spawn in the same way, far away from their usual paths. I think this only occurs when I have passed their original location beforehand, but it doesn't seem to be limited to specific creatures.
    It does not have anything to do with fast travel (I play with both fast travel and carriages disabled) - they simply pop up right beside me as I'm running or riding.
    I am running the latest skyrim update and all of the latest unofficial patches. My ugridstoload is set to 7, but I have tested it with 5 and still had the same problem - not that I really know if that could cause it, but it was just something that came to mind.
    Googling didn't turn up much. It seems some people have had trouble with corpses appearing on fast travel, but that's not exactly the same and was supposedly fixed in a patch. Does anyone have any experience with this?
    Thanks!

     

    Modlist:

     

     

    Skyrim.esm
    Update.esm
    Unofficial Skyrim Patch.esp
    Dawnguard.esm
    Unofficial Dawnguard Patch.esp
    HearthFires.esm
    Unofficial Hearthfire Patch.esp
    Dragonborn.esm
    Unofficial Dragonborn Patch.esp
    Skyrim Project Optimization - Full Version.esm
    Falskaar.esm
    Lanterns Of Skyrim - All In One - Main.esm
    AzarHair.esm
    EFFCore.esm
    SGHairPackBase.esm
    hdtHighHeel.esm
    HmmWhatToWear.esm
    HmmWhatToWearDawnGuard.esm
    SPIKE.esm
    daymoyl.esm
    Unofficial High Resolution Patch.esp
    Better Stealth AI for Followers.esp
    Ancient Skyforge Armor.esp
    getSnowy.esp
    7B-Sexy Tsun Armor.esp
    The Coenaculi.esp
    Moss Rocks.esp
    Reinforced Armor.esp
    BFPU Orcish Armor.esp
    Barbaric Steelarmor.esp
    NewmGlassRobe.esp
    SimpleTaxes.esp
    BlacktalonArmorV11UNP.esp
    AncientDraugr.esp
    BHWarPaints.esp
    ReadingTakesTime.esp
    KS Hairdo's.esp
    College of Winterhold Entry Requirements.esp
    CrimsonTwilightArmor.esp
    UIExtensions.esp
    Convenient Horses.esp
    DF_T33.esp
    NiaOutfitBBP.esp
    Differently Ebony.esp
    ImmersiveFP.esp
    Pinup Poser.esp
    DragonPlateBrazen.esp
    EC Clothes.esp
    RaceMenuPlugin.esp
    InvisibleCloak.esp
    HelmetToggle2.02b.esp
    MacKom_LoreStylesHairSet.esp
    Brows.esp
    Forbidden Ebony Armor.esp
    IHSS.esp
    NS_HuntingGroundsOutfit.esp
    Auto Unequip Ammo.esp
    FullMetalBikini.esp
    FaceMasksOfSkyrim.esp
    SplashofRain.esp
    7B Barbarian Armor.esp
    Footprints.esp
    Footprints - Ash.esp
    LootandDegradation.esp
    Mannequin.esp
    The Coenaculi_Makeup.esp
    MashupUNP.esp
    Ebony Catsuit.esp
    NewVampChainsCuirass.esp
    No More Glowing Edges.esp
    NewVampChainsGloves.esp
    Travel Attire.esp
    NightHawkTBBP.esp
    Black Lotus.esp
    Reduced Distance NPC Greetings.esp
    StaticMeshImprovementMod-DragonbornTernFix.esp
    Northgirl.esp
    KJ Tattoos 2K.esp
    BWS.esp
    StaticMeshImprovementMod-FurnitureChestSnowFix.esp
    RaceMenu.esp
    RaceMenuOverlays.esp
    RevampedExteriorFog.esp
    SleekSteel_StandAlone.esp
    SGHairPackAIO.esp
    360WalkandRunPlus-RunBackwardSpeedAdjust.esp
    SkyUI.esp
    towPov.esp
    AradiaKatoArmor.esp
    Titanium Armor.esp
    UNPB Barbarian Armor.esp
    Waterbreathing Breathless Emerge.esp
    You Hunger.esp
    AMB Glass Variants Lore.esp
    VioLens.esp
    Convenient Horses - Unique Frost.esp
    Dovahkiin Mercenary Armor and Weapons UNP.esp
    Ghorza's Armor.esp
    Babette.esp
    GDZZJJDH.esp
    Dual Wield Parrying_RandomAttacks_Dawnguard.esp
    Guard Dialogue Overhaul.esp
    Thieves Guild Requirements.esp
    Weapons & Armor Fixes_Remade.esp
    EFFDialogue.esp
    Nocturnal.esp
    Clothing & Clutter Fixes.esp
    Scarcity - Less Loot Mod.esp
    NonEssentialChildren.esp
    Scarcity - 6x Loot Rarity.esp
    Scarcity - 6x Merchant Item Rarity.esp
    Remove Interior Fog V2 - Skyrim.esp
    Immersive Sounds - Aural Assortment.esp
    Nightingale.esp
    WATER.esp
    Veteran Nord Plate.esp
    ADS.esp
    SkyFalls Plus SkyMills - All DLC.esp
    Further Dark Dungeons for ENB.esp
    Remove Interior Fog V2 - Dawnguard.esp
    Remove Interior Fog V2 - Dragonborn.esp
    WATER DB Waves.esp
    Cloaks.esp
    StaticMeshImprovementMod.esp
    Dead Body Collision.esp
    1nivWICCloaks.esp
    HeljarchenFarm.esp
    Smelter_Riften & Solitude.esp
    Sotteta Huntress Armor.esp
    TheChoiceIsYours.esp
    Point The Way.esp
    SkyrimImprovedPuddles-DG-HF-DB.esp
    Sotteta Necromancer Outfit.esp
    Chesko_Frostfall.esp
    Blacksmith Chests.esp
    Cloaks - Dawnguard.esp
    Dark Dungeons for Dawnguard.esp
    1nivWICSkyCloaksPatch.esp
    more plants all extra.esp
    AesirArmor.esp
    CompanionArissa.esp
    DarkDiciple.esp
    RANs FFT-Archer.esp
    WATER DG.esp
    WATER Plants.esp
    The Paarthurnax Dilemma.esp
    Ritual Armor of Boethiah.esp
    WestWindAssault.esp
    calyps-bosmer.esp
    dD - Enhanced Blood Main.esp
    Improved Combat Sounds v2.2.esp
    dD - Realistic Ragdoll Force - Realistic.esp
    mjhReducedGoldRewards.esp
    DragonboneBarbarianArmor.esp
    TheChoiceIsYours_Dawnguard.esp
    dD-Dragonborn-Dawnguard-EBT Patch.esp
    daedric remodeled.esp
    daedric_phelm.esp
    daymoyl_DawnguardAddon.esp
    iHUD.esp
    BetterNightEye.esp
    GothiChix.esp
    Real Clouds.esp
    WestWindMisfit.esp
    dovahkiinrelax.esp
    TheEyesOfBeauty.esp
    moveitLWT.esp
    Requiem.esp
    Requiem - Resources.esp
    Requiem - Heavy Shield Fix v1.7.3.esp
    Requiem - HearthFires.esp
    Requiem - Falskaar.esp
    Requiem - Loot and Degradation Patch.esp
    Requiem - Hard Times.esp
    Soul Gem Fragment Values.esp
    Requiem - Cloaks.esp
    Requiem - WAF+Clothing and Clutter Fixes Patch.esp
    Requiem - Guard Dialogue Overhaul Patch.esp
    Requiem - Arissa.esp
    Bijin Warmaidens.esp
    mslVampiricThirst.esp
    mslVampiricThirst - Requiem.esp
    EnhancedMageExpForRequiem.esp
    EnhancedMageExpForRequiem-MageArmorVFX.esp
    EnhancedMageExpForRequiem-Alchemy.esp
    EnhancedMageExpForRequiem-Enchanting.esp
    EnhancedMageExpForRequiem-SkillBasedPerks.esp
    RealisticNeedsandDiseases.esp
    RND_Dawnguard-Patch.esp
    RND_HearthFires-Patch.esp
    RND_Dragonborn-Patch.esp
    RND_USKP-Patch.esp
    Hunterborn.esp
    Hunterborn_Dawnguard-Patch.esp
    Hunterborn_Frostfall-Patch.esp
    Hunterborn_RND-Patch.esp
    RND Requiem Food Patch.esp
    Hunterborn_Requiem-Patch.esp
    Immersive Travel Hardcore.esp
    Alternate Start - Live Another Life.esp
    wizDynamicThings.esp
    Bashed Patch, 0.esp

    Snowcrabs:

    http://i.imgur.com/JP0fbR7.jpg

  11. I have something that very much looks like the draugr eye glow effect, but despite all the available solutions I can't get rid of it. I have tried the following:

     

    • player.DispelAllSpells
    • player.addspell / player.removespell, for all the IDs I get when I type 'help "draugr abilities"', including the ID listed here.
    • add/removespell with the draugrfxscript file from this thread
    • add/removespell without any of the unofficial patches loaded
    • Running all the cure batch files from this thread, except the two for mods I am not using. I made sure that the numbers matched my load order.

     

    The sexchange command fixes it briefly, but the effect returns as soon as I enter first person or make a new save and then load it.

     

    Something to note is that I do have a save without the effect right before it happened, and I don't even have to fight anything to have it show up. Simply fast traveling to another area does it.

     

    The effect is a little less pronounced than some of the videos/screenshots I have seen, but it acts similarly. When I run, it produces the same trails from the eyes.

     

    I have previously had an issue with the dragon priest abilities which I was able to solve with the fix from this thread (thank you :smile:), so it's not like my game is immune to any sort of effect removal.

     

    Here's how it looks. Only part of the glow is visible, but I'm guessing that's due to face editing/mods:

    http://i.imgur.com/3jP5bIn.jpg

     

    Here's how they look inside the character's head:

    http://i.imgur.com/P3wlTcE.jpg

     

    Does anyone have any idea?

     

     

    Edit: Never mind, it was the draugr eye effect and I just had a severe case of the derps. I apparently hadn't tried all of the "draugr abilities" IDs while both deactivating USKP and loading the script fix from this thread. Adding and removing one of the other IDs (not f71d1) fixed it. Might be because I am using the Requiem mod, as it changes quite a lot - not sure.

     

    Tip for others having difficulties with this effect: type help "draugr abilities" in the console and try adding/removing all the IDs listed.

×
×
  • Create New...