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Lollia

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Everything posted by Lollia

  1. Yeah, I totally agree this is far from ideal, and looks bad. But like you also found out, if we don't add extra words to the mod title they are very hard to find. So this was kind of an experiment to test if this would work. And it did, and so I posted this topic. :smile: I'm definitely going to take this into account when creating new mods and deciding the name. But when I released this mod I did not know of that issue yet and I don't want to rename the mod now, so I added tags in the title. Well, if it's actually effective, then maybe I'll try it out when I un-hide the mod. It'll look a tad messy, but I don't really have anything to lose at this point, so why not? :happy: Was there ever an article on the main Nexus page solely about the feedback site? I saw a mention of it in the article where Demorphic was welcomed, but many folks are prone to skimming, so perhaps an article highlighting the existence of the feedback site could help draw more people to it? Edit: I see that there was an article posted in January of this year, the one that was primarily about the new focus group. Nevertheless, I still think that the feedback site could benefit from its own article.
  2. I do understand where you are coming from, Phaz. One of my mods (which is currently hidden while I write up some new articles for it) has a rather lengthy title. It's called Denizens of Morthal - Dialogue and Character Expander. I had to add the hyphen and the text that follows it in order for the mod to show up in the main search results with other dialogue mods, but one of the problems I continue to have is the "character expander" part. That's all well and good, but I have expanded four different follower NPCs (with more on the way) to a pretty good extent. Since the names of the NPCs expanded are not listed in the title, most people never find out it exists when searching for dialogue mods concerning those very same NPCs. This is the first time I've ever seen a mod set with tags (in the title) before. I'm not sure if something like that would work in my case--when mods already have lengthy titles, well, it seems a bit much visually. Have you by chance seen this post on the feedback site? I think it has some real potential for situations like this, especially if we could create our own keywords. Adding the names of the followers I've expanded would certainly be a boon. I bet it would do wonders for you, too.
  3. I let him live. :cool: He's a fun guy to create dialogue for--plus, I looked at the script notes attached to his lines; he is described as a "passionate curator." There is no malice in him, only naivety. The poll results are certainly interesting. Even all these years later, Silus still inspires debate.
  4. The best way to figure something out is by taking it apart. :happy: The quest you're looking for is WIAssault01, which handles attacks on relatives. WIAssault02 is the one that handles attacks on the enemies of certain NPCs.
  5. Did you ever have any luck with this? I was trying to condition some events to check for global values, but I can't create any new ones and trying to edit the existing ones just causes the GECK to ignore me--if it doesn't decide to crash first. :dry:
  6. Holy moly! I had the exact same problem on four different quests! It got so bad that I tore three of them apart and restructured them entirely! This was the solution the whole time!? Good thing I haven't dismantled the fourth one yet--this may just save it!
  7. I never knew that about keys! That's certainly something to consider. Noted with gratitude! Another option I was considering was giving the player the ability to request more of the same item from the quest-giver if the number reached 0 before the quest was completed. (But only if I decide to make it edible again. The frosting does look rather tempting.) I'll give everything I have read here some careful thought before proceeding further. I've been working on this thing (it's actually eight different quests connected to each other through an intricate web of global variables and condition checks) since bloody January. I've gone from a love/hate relationship with it to a barely-tolerant/smite-on-sight form of feeling. :nuke:
  8. I've run into a scripting snafu with a certain quest, so I'm tearing it apart and patching it back together in a way I know for sure will work. The only problem is that the quest items will no longer be...well, quest items. They'll just be mundane (albeit custom) objects, while conditions checking on the player's inventory will do the rest. The custom items in question should really be classified as food, but then the player might decide to eat them, which would be bad. Ergo, I have them set as non-edible miscellaneous objects, but the player could still decide to drop them, which would cause the quest to become stuck. Is there a way to keep the objects from being dropped without making them into Quest Items via an Alias? Should I try setting them as weapons? I think weapons have a built-in option to not be droppable--unless that option doesn't do what I think it does. :whistling:
  9. In that case, I'm going to guess that it's safe to mark down their exact family relationship (brother, sister, father, mother, etc...), but keep the other part set as "acquaintances" until certain events transpire. Then I'll change it via script to either enemies or allies. Should do the trick. :thumbsup: Thank you, Sphered.
  10. Thank you for the link! I'm a little confused about why I have to log in to prove I'm an adult in order to watch a video about room bounds, but okay. :tongue:
  11. I'm not sure what the case would be with this one, but I have seen bans where the Nexus decides that they wish to completely cut ties with certain authors depending on their behavior or the nature of the ban. If the Nexus account of the banned creator is entirely closed, then it might be possible that the banned author also requested that all of their mods be removed (which can only happen if the whole account is closed down, if I'm remembering correctly).
  12. Thank you for the response! This is quite helpful. Let's say I choose to go the floor route and move all the objects below... If I set them as disabled as well, does that prevent them from taking up processing power while in-game? I don't think disabled objects are rendered, but I'd like to be certain.
  13. I'm not normally one to create a new topic right after posting another thread, but this is a drastically different subject: I have been receiving some seriously mixed signals whenever I inquire about editing or adding to vanilla areas. Some people have told me that you have to keep EVERY SINGLE OBJECT--trees, chairs, decorative bits--keeping them where they stand and opting to disable them. Others have said that you can freely delete them--provided that you know the objects are not tied to any NPC scheduling or quest requirements. The former sounds like a nightmare in the making, while the latter sounds quite fair... But which method is correct?
  14. I checked the Creation Kit wiki, and though it says that the "Secret" checkbox that's available in each individual Relationship entry is not used, I have found instances where it is utilized. Does it actually do anything? Perhaps prevent (secretly) related or friendly NPCs from showing up at weddings if it's checked? I originally hail from the Sims series, so family trees and relationship settings tend to hold a key significance in my eyes, but I realize that in the mechanics of Skyrim they might operate on another level. Is it essential to create a relationship entry between every related NPC, or is that going to cause problems if a later quest-line pits them against each other?
  15. Thank you so much, Hanaisse! That is exactly what I needed to know. :happy:
  16. Normally I try to avoid going near any of the markers put down by Bethesda that I don't readily understand, but I can't seem to escape certain markers related to the civil war. They appear to be for sieges which were never implemented for the smaller holds, like Morthal and such. I doubt it will affect anything in a truly vanilla game, but with civil war mods... So what should I do with these types of markers? Can they be safely ignored? They're clipping into an area where I have some buildings placed right now.
  17. Too true. I've already had to correct one overly excited AI-user for having the wrong voice actor listed. Hundreds of lines generated, and they can't tell whose voice they're actually working with! :rolleyes: I thought it was common knowledge that you're not supposed to take things (like credit listings on sites with free editing permissions) at face value. Show some curiosity, do some actual research, and above all, USE YOUR EARS! (Disclaimer: I am a dialogue splicer, and I take what I do very seriously.)
  18. I thought for sure I could find a mod to smite all of the green fog of Nuka World's Kiddie Kingdom (just the visuals, I can live with the radiation), but there's absolutely nothing! I did what I could with the Creation Kit, changed the mesh path of what seemed to be the relevant cause of my misery to a safe mesh from a fog removal mod, but the evil things are still there--tormenting me, plummeting my already low FPS and grounding it into mush. :ohdear: Since I can find no mods to help, I was hoping that tips on how to traverse the wretched place could be offered. Helpful landmarks to be on the lookout for, that sort of thing. It must be noted that I am playing with a perpetual night lighting mod (I get an extra 12 FPS if I keep it dark), so here's the scene: It's extremely dark, there is green fog everywhere, the pip-boy is of no help at all (it reflects the fog back into my eyes), and there are feral ghouls on the prowl. Oh, and Oswald the Outrageous is being an annoying prat. How do I get through this place as quickly as possible? Guide me.
  19. Thank you for responding! I finally received confirmation that the other afflicted person is indeed using the same meshes. After I told him what to remove, he was able to traverse the location with a much steadier FPS. :thumbsup: You brought up an excellent point about incompatible textures, which inspired me to load up NifSkope. These meshes came packaged with their own textures, so I went through and checked over all the related the folders and compared each file contained within--everything is as it should be. Experimenting further, the custom textures even appear to be compatible with the vanilla game meshes; everything looks good, plus I encountered no further FPS drops with just the textures installed. The mystery is apparently destined to live on! :laugh:
  20. I'm not good with the CK but why is asking for an object reference? Can you post the code/method you are using? If you are using a reference you should be able to point to it in the script I believe. Thank you for responding! Unfortunately, I can't exactly post what I was doing, because I really have no idea anymore. After being thwarted by yet another script failure, I basically did the modding equivalent of driving my car off the designated road, and started barreling through the wilderness instead. I've made a good bit of progress since then, albeit unorthodox progress. The end result should be...interesting, to say the least. :sweat: I can tell you that I was following the scripting process of the Dawnguard's radiant quest system. I was looking at the part where a Dawnguard member tells you to speak to Isran, because he has something for you to do. The way that particular script fragment is set up calls for an object reference, which happened to be Isran, who was in the Fort's cell. What I wanted was for both the quest giver and the quest target to be chosen based on matching criteria in the Alias' conditions, but the script refused to compile unless I named specific NPCs for the roles (like the Isran example). That's when I decided to do a little "off-roading." :cool:
  21. Been working with setting up some radiant quests for the last several hours, and I need to know if there is absolutely no way to defeat a certain nagging evil--the CK is insisting that the quest giver be listed as an ObjectReference, which requires that the quest giver's name and cell location be filled out. This is a problem, because the quest giver is based off of matching conditions in an Alias Reference (so it's not tied to just one individual NPC). :wallbash: Any help would be much appreciated! Edit: My brain won't slow down, so I can't stop. I'm trying out a different plan of attack and moving on, but if anyone does have an answer to my original question, fire away. Maybe I can use it in the future.
  22. Thank you for the advice, Leonidas. :happy: I know I'm being a bit vague on the details here, but upon reflecting about the exact nature of the quest, I think I'm actually going to end up making multiple versions of it and tailor-fitting those different versions to named NPCs who can be married, focusing on their past instead of their present. It will make the process of putting it together take much longer, but I think the end result will be worth it.
  23. This is a Bethesda "feature". :yucky: Certain lighting mods can make the effect look a bit more obvious, but it basically lights up the player character as well as NPCs. For some reason, I find the Fallout 4 version worse than the one present in Skyrim. If you want to get rid of the effect, open your console and type: CL off You will have to do that each time you load your game. If you want to set it up so that it is typed in automatically for you each time you launch the game, or if you are just interested in adjusting the strength of the effect, then read this for instructions on how to do so: https://www.nexusmods.com/fallout4/mods/3771 Edit: I checked the page for Darker Nights, and if you look under the section for Frequently Asked Questions, it has this to say: "There is sort of ghostly glow affect on the NPC during the night. What gives? This is added by vanilla and this mod makes it more noticeable. You can get rid of it with ENBoost and its DisableFakeLights setting enabled. You don't need to use an ENB preset for it to work but there may be a performance cost having the glow removed this way. Another solution is to open the console with the ~ key, type cl off and press enter but you need to repeat this command every time you start Fallout 4. A more permanent solution (and other useful info) can be found here: Disable character light"--for the latter, refer to the link I placed earlier in this post. :thumbsup:
  24. For some time now, I have been trying to help someone solve an FPS issue that takes place primarily inside of Treva's Watch (not the interior with the escape tunnel, but the larger section of the fort). I have had similar woes with that very same location in the past, but it was pretty easy to ignore, so I let the matter drop--until I discovered that the Ragged Flagon was beginning to act up in much the same way: My FPS would plummet and the game would slow to a hypnotic crawl. The Thieves Guild is normally not something I play, so I have not had cause to visit the location since...oh, about 2017 or 2018, which was about the time I installed some mesh replacements. This is relevant because I currently have no mods loaded that are touching any of the cells connected to Treva's Watch or the Thieves Guild locations. The primary culprit appears to be some meshes related to lighting--sconces and the like. In Treva's Watch alone, my FPS went from a mere 5 up to 29 once I pulled out the folder they were in! I still need to compare notes with the other afflicted person, but I'm betting this will help root out their problem as well. I suppose my purpose in writing this is to ask why this would happen. I know nothing of how meshes work, but I do know the origin of these meshes and that they were from a very reputable creator. The size of the nifs appear reasonable to me, and in other areas of the game that they appear, no behavior like that which I have encountered in Treva's Watch or the Ragged Flagon occurs. I am quite mystified by it all, and was wondering if anyone could share some insight. :huh:
  25. This is a bit of a re-post of a thread I made for the LE version of the Creation Kit a few days back, but I'm hoping (for better or worse) that I might get a response here, because I would like to get started tackling this before my interest fades. - - - - - I am trying to figure out if it's possible for the game to sense where the current home location is for a radiant quest giving NPC, one whose "home" location can change depending on other game-play events. To offer further clarity, I'm experimenting with a concept concerning spouses. I don't specifically need to know which house the player has their spouse stationed in (hopefully this will help it work with custom homes), but rather where exactly that house is located in the Skyrim world-space--like which hold--Eastmarch, Whiterun, Hjaalmarch, etc... Is this possible to do, or am I looking at just limiting the radiant locations via keeping them conditioned solely to the Skyrim-specific world-space? I think that limiting it to the hold the spouse is currently living in would make the most sense given the context of what the quest entails, but if it absolutely has to send the player traveling across Skyrim to fulfill it, then I suppose it's better than nothing. :confused:
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