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ashpcatup

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Everything posted by ashpcatup

  1. Intuitively it would seem they differ in name only, but there must coded differences as well, or people wouldn't have the mysterious problem of being able to load one but not the other. The usual advice is some combination of clean your saves, install the SKSE memory patch etc. but I haven't been able to find a definitive explanation for why this happens. I'm wondering if there's potential for a utility to convert an autosave to appear to the game to be a normal save, or vice versa.
  2. I'm pretty much a newb, so I would appreciate it if you spell things out for me like I'm a child in as much detail as you have time and patience for. I'd like to update my mod, but this is my first one ever and I'm not sure how to go about it. I'm assuming users would have to delete the current version and reinstall the updated version. Aside from being a minor hassle, will this create dirty saves that get dirtier and dirtier every time I ask them to update? How big a deal is this? It has one script in it with nearly 100 properties if that matters. Is it important to try to minimize the number of updates you make? IOW, is it better to release improvements as soon as they are made, or save them up in order to minimize creating dirty saves?
  3. When I go to file->create archive for my mod with a lot of menus(form type MESG), all I see is a psc and a pex file. And yet it works. How? Where are the menus? Just want to make sure it's really working on it's own and isn't grabbing those files from somewhere I'm not aware. Back story in case it matters: Never thought I'd care, but I've got a mod that I think is pretty good, so now I'd like to make it a proper mod ready to share. Problem is I've had to separate it out of one big messy mod where I've been experimenting making all kinds of various weapons, armors, spells and enchantments. I've properly removed most of the dependencies on extraneous master files using TES5edit. I disabled the MessyMod in Vortex and imported my newly created ProperMod. It works. But I can't shake the nagging feeling it's depending on getting those MEFG forms from somewhere else.
  4. Ok so I changed the "Runs in" folder path to where the .jar file lives and that did the trick. THanks again! :thumbsup:
  5. *very sheepishly* Uh looks like I spoke too soon before thoroughly testing. It starts the patcher alright but I didn't actually run it. Now that I've run it, the patcher says something like "please add dual sheath redux.esp to your load order." But it still runs fine if I navigate there directly. Crazy.
  6. Awesome! That did it. Curious why Vortex didn't think I had java. But oh no matter. Working great now. Thanks!!
  7. I don't know if both machines have java on the same path, only that I used the same method on each machine to point Vortex to their respective .jar files: - I pressed the "Add Tool" Button - I pressed the folder icon on "Target" dialogue and navigated to the "Dual Sheath Redux Patch.jar" file in my actual data folder, not the vortex virtual folder - did the same for Start In On my laptop, it works perfectly. On my desktop, I press the run arrow and it gives me an error telling me I don't have Java installed, BUT if I navigate to the .jar file manually it runs perfectly. Not sure what you mean by %appdata%.
  8. Ok thanks, good to know. Should be some kind of tip or message on Vortex itself. Easy to screw this one up IMHO.
  9. I've got my new machine started with about 30 mods so far, including DSR, FNIS, and XPMSE. My old machine has 120ish. I'd like to be able to continue playing my old saves on this new machine. XPMSE gives me the 'ole "HAHA YOU failed, loser" message with any save from my latest character. It's working great with saves from any of my other older characters. This surprises me. I would have thought it would work for all or none and wouldn't depend on the save. So what is special about this save and how can I get it to work? This save is female. The others are not. CBBE. NIngheim. The others are vanilla races and bodies. When I installed XPMSE on the old machine, I'm not sure what options I chose, and I highly doubt my new XPMSE options match the old perfectly. Is it possible the female skeletons don't match? Could that cause issues? I say this, not because I know what I'm talking about, but because I've seen warning about not replacing the skeletons. I'm not really even sure what a skeleton is or where to find it. But I'm thinking I could check for a mismatch then replace one of the nif files to match*shrugs shoulders*???
  10. "can't you just duplicate whatever it is you did on your laptop in order to get it working on your Desktop?" That's what I would think. I'm doing the exact same thing, but on my desktop Vortex says I don't have java installed.
  11. So it's normal for some applications to create data outside of Vortex? If you choose save, does that mean you lose the ability to go back to your previous configuration? IOW, say I install some animation mod, and FNIS gives me the revert or save question, and I click save, then decide I do NOT like the animation, can I easily go back to the way things were before?
  12. I think my original post may have been ambiguous. Please see edited version.
  13. I just installed FNIS, then ran the generator after setting up the tool in the dashboard, and it seemed ok. Then set it to run on every deployment. Then installed the creature pack, and it tells mod files were changed outside Vortex and asks to revert or save. Is this normal? Seems very non-intuitive if so. Should I revert or save? If I revert, then it seems FNIS isn't allowed to do what it need to. If I save, then it seems Vortex loses control and can't do what it needs to.
  14. No. What is it called and where is it? Only bat files I see are "More Heapspace -32Bit.bat" and "More Heapspace -64Bit.bat"
  15. On my laptop, DSR patcher is working perfectly as a tool that I added to my Vortex dashboard and was very easy to install. Now I'm trying to do the same thing with a Vortex install on a newer, better gaming computer but when I press the run arrow it gives me an error telling me I don't have Java installed. Java is in my environment variables path. If I type java -version in cmd I get "java version "1.8.0_201"".
  16. I've got a hammer that grants shock resistance when equipped. Now I'd like it to only grant that resistance when attacked by dwarven spiders. Dragons Bane sword does something similar against dragons, but its target condition works by keyword, and automatons don't have keywords as far as I can tell. There is a keyword: actortypedwarven, but I don't know what that refers to since when I open up the actor windows from the object window, none of them have keywords except a few from DLC1. The only thing I can find that they have in common is "dwarven" in their name, but I can't figure out a way to use that in the target conditions, like a condition function like "namecontains". I guess I could go in and add my own custom keyword to every spider, which wouldn't be horrible, but I'd like to know if there's a better way that could be more universally applied, like say for instance, next time I want to target a spell that only works on falmer....
  17. I apologize in advance for a question I'm guessing has been asked a million times but I can't seem to find any good way to filter it on google. Is there a way to make the weapon description in-game show the description typed in the weapon description window AND the description of any echantments AND the description of any magic effects linked by script etc.? I've got a hammer that's enchanted with shock and grants shock resistance when equipped. I'd like the in-game description to display the enchantment value, the resistance value, and some custom message that's independent of the enchantment or magic effect. Like, have you noticed how if you enchant The Longhammer, the weapon window description, "Rahd's hammer, the reduced weight allows it to be swung more quickly.", overwrites the enchantment description? I know I could make a custom enchantment or effect that says whatever message I want, but that seems like a hacky solution and could get tedious and bloated if I wanted to do this with lots of different stuff. Plus the enchantment message would still overwrite the effect message so I'd have to manually input the effect magnitude into the enchantment description.
  18. Any clever ideas? I've figured out one way but looking for better.
  19. Yep that's basically what I'm currently doing. Still want more flexibility though.
  20. Sorry I should have given you a little background. Thanks for such detailed answers! But I'm using messages in the usual way with no problem. If papyrus could read the button text or title though, I could do a lot more. I'm creating a fairly generic multi-level menu system that doesn't rely on a million if-then statements that only work in one specific situation. What I've done so far is working fine, but it'd be a lot simpler, flexible, and concise if I could flag whether each button opens another menu or makes the final choice.
  21. Is it possible to access the "Title" and or "Button Text" and use it in Papyrus? Here's the sort of guesses I made that of course failed: mystring = mymessage.title mystring = mymessage.buttontext() It's a mystery to me how this "assignment" displays a message... ibutton = mymessage.show() ...and then on the very next line you can use it to access the integer index value of the choice made by the user on the screen. if ibutton = 0 ... Where does someone learn this stuff? I can't find anything going into the details of using messages or anything else on the creation kit site or anywhere really.
  22. Ah, ok. Thanks for that. So does that mean the vanilla changes that are working for me are working on esm files? Sorry if this seems needlessly academic. It just bugs me to do stuff without understanding why I'm doing it...and as a practical matter, the better you understand, the less stupid questions you have to ask in the future:)
  23. I can make changes to vanilla stuff, like the weight of an elven helmet, but can't do the same thing to mods I get from Nexus, like the weight of royal elven helmet http://www.nexusmods.com/skyrim/mods/19161/? My mod is last in the load order. Keeping with this same example, I can change the weight of the royal elven helmet if I make the royal elven mod active, but I don't have to do this if I change the weight of the vanilla elven helmet. I'm assuming this is normal? Or I am missing some check box somewhere? Just trying to understand the order of precedence of mods and under what circumstances my mod can and can't over-write other files.
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