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SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Thanks max, I will. I've also discovered a little workaround for our original script, while I can not add scripts to actors in level lists within the CK there's nothing stopping me from adding it them to actors in Xedit. I've tried this out and the scripts run fine. Would you say that the first script you made was more safe to use if I wanted to use it on a lot of actors? I'm going to try my hand at creating another little script just for the baby animals in order to have them grow up into adults once a certain number of hours has passed. I can imagine few people will want to kill the babies as they are pretty cute and pose no threat to the character so eventually there needs to be a way to have the player kill them off. I presume it is possible to script something that will basically spawn an actor and then remove the one that spawned it immediately? -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Thanks for the update max, I presumed you meant 50 and not 2 so its no problem. Your way is a much better and more flexible way to alter the spawn rate than changing Int RWolf = Utility.RandomInt(0, 1) as my way would only allow you a max 50% spawn rate before it becomes 100%. I added the script to the base wolf Npc and set the spawn rate at 100 to see what it would be like at max and having spent the last couple of days running around the plains while I tested and textured my deer has given me a good idea of overall performance. Its running really great even at 100% and because I've setup a package for them to follow the wolf that spawned them you always see them where you would expect. Having done a bit of testing with it now I think a spawn rate of 10 might be the best value to set the script too. Thank you so much again for doing all the heavy lifting and teaching me a little about how scripting works :) -
SSE Texture Sets & strange purple textures
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Ok so for anyone who is interested I found where the problem was. As I have been using xEdit almost exclusively to build the mod when I created the armor addon references for the mesh and at textures it wasn't generating any MO2T Texture files Hashes. Apparently it needs these regardless of whether you specify a path in your Texture Set. I guess there is some things that are better done in the CK as much as I hate working with it :D -
SSE Texture Sets & strange purple textures
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
You are absolutely right Hanaisse, thank you for doing a test for me. I've just created a new .esp with just a single set texture for the wolf and can confirm it worked fine. I just cant understand why it isn't working in the proper mod. I'll have to delve into some of the actor properties and see if I can resolve it some how. -
SSE Texture Sets & strange purple textures
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
I agree it does look like the diffuse and normal map are switched Hanaisse. These are the paths I'm using for the texture set https://ibb.co/ZK77PT1 as you can see they are exactly the same as are on the model. Hey Max nice to see you helping me again :D and yes I have added the texture set to both of the nodes (BlackFur and WolfBlack) on the mesh. Everything looks fine when I view it in the CK. I removed my ENB and it wasn't that either, I'm really confused about why using a set wont work. I'm thinking maybe there is a shader flag or something somewhere on the mesh. *Update So I've removed all textures from the texture set apart from the diffuse to see if it was a normal map issue but nope and I'm still getting a purple tinted wolf, a very shiny purple tinted wolf. I'm wondering if this is the reason so many people bundle like 7 meshes that are all the same but with different textures in their mods. I would like to get to the bottom of it though. -
SSE Texture Sets & strange purple textures
Gruffys posted a topic in Skyrim's Creation Kit and Modders
I've been having some issues using alternative textures on models and was wondering if anyone come across this problem or know a solution to it. I've been trying to retexture the wolf.nif model using set textures rather than copy the whole model it and set the textures inside the nif. I thought this might be an issue with my textures and so to test it I set the image paths in my set textures to exactly the same as in the .nif itself and low and behold I had exactly the same problem Here is an image of what I'm getting: Wolf with Purple hue The wolf at the back has no set textures and the wolf at the front does. Does anyone have any idea why I am getting this purple hue/tinge when using alternative textures? -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Thank you max this looks perfect. I'll set aside a chunk of time to properly test how heavy this is going to be on large groups of actors by spawning a pile in Whiterun and checking the performance monitor tool. Just out of interest in regards to increasing spawn chance could we not for example just chance Int RWolf = Utility.RandomInt(0, 100) to something like Int RWolf = Utility.RandomInt(0, 1) would this not give the actor a 50% chance to spawn? Or does it not work like that? I've just tested the idea I had above and while it does work your last example with Int Property SpawnMaximum would be a better way to do it. Does If ( RWolf <= SpawnMaximum ) get the script to run however many time is defined in the SpawnMaximum Int in order to spawn a wolf or does the script just take the Int and calculate the result once? -
SSE Where to start with Skyrim modding?
Gruffys replied to themodder2000's topic in Skyrim's Creation Kit and Modders
If you really want to learn how to mod then you might consider of joining the modding school at TES Alliance. :smile: Also watching YouTube videos could help too, but at the same time it could be a little confusing since it's easy to miss important things. Never knew about TES Alliance and I've been modding for 20 years! thank you for the link :) -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Hi max so I'll try to explain a bit better A)You load into a cell B)There is a wolf in the cell C)The wolf has a baby wolf with it Currently because of the fHours function you would need to stand by the wold and wait a set number of hours for the script to have a chance to fire. I did try setting all of the fHours floats to 0 and testing to see if an actor spawned right away but it didn't work. *Ignore this I've just tested it again and it does work if I set fhours to 0. "So the idea is that because I can not add a script to any actor that is in a leveled list...""If you can add a spell to the actor then you can add a script, i can't understand your logic here."I have tried to add the script to some of the actors in my lists but the script box and its buttons are greyed out. I did some research (why-cant-i-add-papyrus-script-to-these-actor-templates) on why this is before I posted and was told that actors that are in level lists can not have scripts attached to them. Have a look at EncWolf in the actor list as an example and you will see what I mean. I do want to do this the appropriate way and I'm happy to set up my actors and yes I didn't have much success with the script I made, it did spawn my actors but like you said I wasn't able to control the amount or stop them from spawning. Sorry this has given you a headache :sad: -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Thanks for the help Rasikko I wasn't able to to try your suggestion before you edited the post though :( -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
So the idea is that because I can not add a script to any actor that is in a leveled list I would need to attach the script to a magic effect that is then attached to a spell and I can use that spell on any actor. I set the spell as an ability and whenever its used it runs our script. From looking at other scripts that use this method I assumed that I would need to use the "OnEffectStart()" line in order to get the script to run when the ability is used. I used the "RandomInt()" so that the script picks a random number between 1 and whatever I set the Int Maxamout to. The "While" loop is supposed to keep the script running until it exceeds Int weight (which is set to -1) so that I get anywhere between 1 and maxamount. The issue I am having though is that like you probably already noticed I'm having a problem stopping the script from running once it has spawned a set number of actors. I hope this better explains what I'm trying to do and again thanks for your help. -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
I tried my hand at creating a script myself from learning from the one you gave me and although it woks I may have inadvertently caused that chicken apocalypse we spoke of earlier :D http://www.nexusmods.com/skyrimspecialedition/images/97131 I wanted one that could spawn a child animal immediately, so this is what I came up with: If anyone can suggest any improvements or see any problems with it please let me know as this is my first script and I'm not sure how heavy or awkward this script might be. I plan to add this to base race records like the wolfrace ect. -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Lol I guess we have avoided the apocalypse for now then. Yeah I've done some preliminary testing on my chickens and I am super pleased with how this is working. Thanks again for all the hand holding, like I said I haven't dabbled with scripts before because as you stated they get baked into saves. If I am going to add one in it needs to be perfect as I don't want to break peoples games :D -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Ah ok thank you for the clarification. I presume I should set the Float Property fHours fairly high then seeing as there is no function to stop chicks from spawning once a certain number has already appeared. I wouldn't want to be the man who started the chicken apocalypse :D Am I correct in thinking that the script wont fire if the player is out of the cell that the chicken is in? Or could I come back to farm cell after 40 days and find a bunch a chicks spawned? -
SSE Need Some help spawning npcs.
Gruffys replied to Gruffys's topic in Skyrim's Creation Kit and Modders
Fantastic! it was * The script must extend ACTOR. that was causing the issue as I had left it with the default extend data. Thank you so much for all your help and patience maxarturo! Btw Is there anyway to test to make sure the script is working? I've been testing my chicken in qasmoke and even after waiting for a few days I wasn't able to get a chick to spawn, is this because I am using the wait to pass the time or is it simply to do with the save function stopping the script from firing like you said previously? Update: Ok so I have my chicks spawning now, I had to adjust my "Random Hours Values" a little. One last question though, what does the "Random Hours Values" reference? I'm assuming that for every Float Property fHours a chick will spawn up to a max of 3 and should one get killed the script will generate another chick based on the lowest fHours value? Is this right or will the script only spawn 3 chicks and none after if some are killed?