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theFuzzyWarble

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Everything posted by theFuzzyWarble

  1. I don't know what the hell I did and to whom, but I can enter Windhelm just fine. But entering the Palace of the Kings, everyone jumps me#@! I haven't stolen anything or killed anyone here. I did install mid-playthrough but I didn't have issues a few in-game days ago when starting Blood on the Ice, I could talk to the steward and progress to get into the locked house but going back to talk to this guy after gathering clues.. I am KOS inside the palace! UPDATE #1: Archived my saves and started a new game to test. Using Live Another Life, I started out in the wilderness and made my way to Whiterun at Level 3. Entered DragonsReach and was attacked on site, it seems the Jarl and his guard, regardless of where, want me dead! UPDATE #2: Loaded the first save, right after LAL dumped me in the wilderness, and I coc to Dragonsreach. No problems, no KOS. I don't know what I did in 2 levels, besides looting dead bandits and guards on the way, to become infamous to the Jarl's! Going to continue from the first save and see what happens this time. Again, not sure what could be causing it, any ideas are more than welcome. Current Load Order
  2. I'm trying to load some mesh/texture overrides via a bsa/dummy esp. Anyone have a clue what would cause a dummy esp to stop the game from loading? I've tried creating one from scratch in the CK. As well, I copied one from another mod and renamed it, placed it my mods folder. Double checked both versions in xEdit and it looks fine. With the esp disabled, the game loads fine. Ff enabled, the game fails to load. I'm puzzled. Halpz
  3. Thanks Rasikki, yeah I gathered much of that. I thought I was missing something else apart from that though. What I was looking for was a formlist of what is actually loaded and displayed in game. Some further digging though and I think I made sense of it, it was the actual conditions on certain loadscreen mods that threw me off. Thanks all for the input!
  4. Not sure why this is happening.. Been testing load order for a over week or so. First one I've come across/noticed but I hope it's just a fluke. I recently created a SMASH patch though, could that cause this? Ideas?! Mod List: https://modpicker.com/skyrimse/mod-lists/6906
  5. I'm trying to understand how loadscreen are determined. Meaning, if you have a custom loadscreen mod. Why does it overwrite the vanilla, if it has it's own nifs/textures that don't overwrite? If you load additional loadscreen mods, why is the last winner? I am digging into two mods now to see if I can find what asset controls what is loading their respective nifs but I'm not seeing it. Anyone with better insight into this?
  6. Not sure if your still waiting.. But I am actually setting this up now. Just found this: https://wiki.nexusmods.com/index.php/Tool_Setup:_Merge_Plugins and then I just set the "Merge destination directory" to "C:\Users\{user}\AppData\Roaming\Vortex\downloads" Still going over potential merges still so haven't tested it yet.
  7. I Yes, I have both versions installed. NoESIS for dae conversion, unless another format is better.. I am open to suggestions! I I see! I can't get any version to load old/new-Rim nifs at all. Thanks Algabar
  8. Anyone have an updated and WORKING workflow for Blender and SSE nifs. Tried versions 2.79 and 2.80 and neither imports Oldrim nor SSE nifs using two version of Niftools last releases. I've search around a bit and keep find old info. Can we start an updated resource?
  9. Crisis Averted! I've reworked the scripts overall and implemented some better flow control on the ThreadWorker script using OnUpdate/RegisterForSingleUpdate which is much cleaner and doesn't seem to lead to overflows like when trying to use While/Waits. As well, I've utilized some locks for additional control at key points. I'll try to post some scripts once I've cleaned them up a bit but for now I can finally refocus my energy/time on the next stage as this issue has delayed me waaay to long!
  10. I'm testing out integrating multithreading using the Futures Pattern for a mod I am porting to SSE. I've setup the scripts around my existing core scripts but I'm hitting a wall. When passing an actor reference from my main scripts OnHit event to the Thread worker it, more often than not, loses the reference and I end up with None based errors. In debugging, traces/notifications in the Thread Worker[TW] show the reference landed there but when it comes to passing those values to the TW's local functions they result in None on execution. I can't tell if it's firing to fast but it almost feels like that as I know by the time I see a notification those functions have long been fired, in terms of papyrus processing time. Testing while loops, with/without waits, throws expected errors and overflows, hence the wall my head is smashed against repeatedly. I'm still trying to wrap my head around threads and the voodoo that they do. Anyone well versed in multithreaded scripts got any theories?
  11. Yes, the actual function has it set as a random integer and the values above "0" work fine. "0" is the only value in the range that throws an error.
  12. No better way to start a New Year than with a New Game! Thanks for the re-chance!!
  13. Depends on the mod in question. If it's one you downloaded, obviously check their forum and see if it's a known issue. If it's a Mod you creating, as in my case, I just fixed the problem I had. Please note, if it's not your own mod, PROCEED WITH CAUTION, as you will need to be familiar with the mod's scripts and setup. My culprit ended up being an additional reference to the MCM script in the Quest's updater script. I had 2 separate instances of the script being loaded thus rendering two MCM menu items. Additional Tips from my experience: 1] BACKUP BACKUP BACKUP#@! Whether your straight forward modding into the Game Directory [ouch] or using a mod manager [highly recommended], backup everything you intend to touch. 2] Make sure you deactivate/remove any ESPs [in that mod's folder] that your mod doesn't need. For me, this was older versions I'd been editing in the CK during debugging. 3] Make sure any OLD versions [if any] of the scripts for that mod aren't being pushed to the Game folder. Be sure to clear them out if they are no longer being used from both ../Scripts and ../Scripts/Source. I had renamed all my scripts for better tracking in the CK and scripting consistency. 4] Lastly, if you've tried the above and it still a problem... Make sure to test from a NEW save, in case old references to the MCM script have already been baked in. TIP 2 is in case the Mod might still be referencing them. Once moved/archived/deleted, you will at least get an error pointing you to the specific problem if your recompiling in the CK. Hope that shines a little light for you Jordo24. Let us know.
  14. Nevermind. Ending up converting it to a png, breaking it apart, etc.. Not sure which did it, but I'll dabble more later. For now I'm good.
  15. Tool: Flash CS4 I've created an swf for use in my mod's MCM menu. It's a bitmap image on one layer and another bitmap, animated within it's own clip, in a layer over it. In game, I am able to see only the animated layers 'shape' elements but not the any of the bitmaps. For a simple animation, do I need to go into the whole SDK/actionscript side of thing to make it work somehow? Or is bitmap rendering just a limitation of swf support in-game?
  16. In my mod, when I try to use this function: akXprTarget.SetExpressionOverride(0, 65) Papyrus throws this error stating: Error: Invalid expression - must be in the rage of 0 to 16, inclusive What am I missing here?
  17. I didn't... but what I figured out is, don't write posts when you've exhausted having been up for over 30 hours .. I'm so embarrassed right now to even figure out how I screwed the pooch on this post! This post was intended to be about niNode targeting with the PlayImpactEffect function actually and an effect not firing on the automatons but firing on humans. I don't know how I didn't catch my insane mix up even while replying to my own post@#! I'll just blame it on lack of sleep and having an accidental win at 2am while simultaneously working out the mods separate issue with a shader implementation on the automatons. I will edit the original posts and let's not speak of this to no one David :ermm: :facepalm:
  18. While working in the CK on another part of my mod, I think I've found the answer to this issue.. and that is, there is no fix/trick... but someone please chime in if I'm wrong. I see that in the Race window, there is a Preview toggle for Full and Head nifs for each race. humanoid creatures show a Head preview but others like animals, my automatons, etc.. don't, it just gets stuck showing "Updating...". So I guess that's that for now. But as they say "It's not a bug, it's a feature." and I've already figured out how to turn my problem in to just that! [uPDATE] Thanks David, I WAS right, you can't fix what works as intended!
  19. There was nothing to see here but a crazy exhausted person asking nonsensical things..
  20. Sounds about right, though I thought I'd done that.. I'll give it another go. Thought I'd maybe save myself an hour or more and check here in case someone recognized it. Thanks Kittyness
  21. Does anyone recognize where this oddball weed/plant comes from? They are everywhere and have been bugging me for some time now. I tried to go through and pinpoint it after I started noticing them a while back but then gave up so I could actually play while trying to ignore them.. but they are bothering me again! More specifically, I'm running the following flora mods, here's my Mod List just in case: Skyrim Flora Overhaul v2.5bTamriel Reloaded HDUnique Flowers and PlantsUnique Grasses and GroundcoversVerdant - grassGrim GrassI know some of these are known to conflict and I've gone through and addressed the most glaring conflicts while tailoring the look I'd like, but these just look sooo bad.
  22. Thanks for the quick response Lisnpuppy, no confusion here! After catching that line in his docs, I'm not sure how to really interpret it though and don't want to assume full understanding and just act on it straight away. If "do what you want" meant personally for one's self and game.. heh, and then by "reupload elsewhere" I'm not sure if that means outside of his mod, or both here on nexus or anywhere else or just outside of the Nexus. I am happy to wait a little longer to see if he returns/responds, just to make sure I am doing things properly and not causing an issue. I'll PM you the Mod in question now. Many thanks again.
  23. Not sure if this is the proper section to drop this post in, apologies if not. I just started learning mod scripting and getting around Creation Kit a few weeks back and in that time I've worked up an update to an existing mod on the Nexus that hadn't been updated for going on 4 years. I contacted the Mod's author over a week ago to gauge his thoughts on me offering up my version but haven't heard back and he hasn't been active for about a month. There isn't any mention on the description page either way in regards to allowing or disallowing use of his works. I just wanted to get input on what a respectful amount of time would be, to hear back before I decide to upload anything. EDIT: Actually, I missed the last line in his docs.. "Do what you want with the files, but please do not reupload elsewhere." So I guess I'll wait until he responds and see where it goes.
  24. Outstanding thread.. "old" as it is! It's helping me wrap my head around optimizing my code better. I've been trying to rework an apparently abandoned mod that I have in my load order and I've learned more in the past hour than I've scrapped together in the past few days, fumbling around the CK wiki and elsewhere. So, many thanks all around!!
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