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Everything posted by ragnaroklucifer
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A bit late... you need to port all the models into blender / 3dsmax format then use their reduce polygon options to do it. If there is a tool to batch port nif to 3dsmax. Then 3dsmax can use Batch ProOptimizer utility to reduce polygons.
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I am just wondering why not stick with C#. Obviously the program is limited to windows, so sticking with C# is not a problem. PS: C# is my favourite programming language :P
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Automation Tools for TES5Edit - Suggestions Thread
ragnaroklucifer replied to matortheeternal's topic in Skyrim's Skyrim LE
Hoping for the Item distributor to realise. I want to be able to easily create leveled lists by specifying number of items in the list. -
Skyrim modded 40-50 fps with gtx 1060
ragnaroklucifer replied to khiizy's topic in Skyrim's Skyrim LE
my game runs at 5X fps in the tutorial dungeon without any mod with gtx1060. It just keeps stuttering. It goes up to 60 before stuttering all in a sudden with FPS count dropping to 5X. It goes back up again after the stutter. -
In response to post #41198720. #41223970, #41504730, #42302635 are all replies on the same post. " Then, the criminal scum discovered that many of the members were dumb enough to use the same password on other accounts where they could steal real money." So my friend's banned account's password stolen from nexus could be used to logged in to his other accounts on other sites? Why not scrub the passwords of banned accounts? They can't log in anyway...
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How did you get the decompiled source as comment and the associated hex code for each line? Don't tell me you manually do it.... In UE explorer, I only see the option view token but it doesn't generate code like that. And how did you get the GUID and header for the function? How does it know the function is from which class?
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5) I just gave myself a daedric armour of revival and a necklace of revival, the magic effect is the same with a keyword and is also of type peak value modifier but their magnitudes stack and gave me +200 healing rate. EDIT: I get it now. It means same effect from same source won't stack (probably same keyword as well. Not tested though).
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Respawn Dungeons by console command
ragnaroklucifer replied to Platton's topic in Skyrim's Skyrim LE
It only works for interior cells though. Not world cells. -
On the wiki site: Does this include conditions listed on magic effect forms? That's it if I set the condition to "run on target" on a "Magic Effect" form, would it be running on the "Caster" or the actor reference effected by this "Magic Effect"?
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Dungeon lights off but can be relit mod?
ragnaroklucifer replied to Mookeylama's topic in Skyrim's Skyrim LE
scriptname nolightobject extends objectreference form property lightsource auto event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) spell spellsource = akSource as spell if spellsource && hasmagiceffectwithkeyword(spellsource) float posx = GetPositionX() float posy = GetPositiony() float posz = GetPositionz() float angx = GetAngleX() float angy = GetAngleY() float angz = GetAngleZ() objectreference lightsourceref = placeatme(lightsource) disable delete lightsourceref.setposition(posx, posy, posz) lightsourceref.setangle(angx, angy, angz) endif endevent bool function hasmagiceffectwithkeyword(spell akSpell) int i = GetNumEffects() while i > 0 i -= 1 if GetNthEffectMagicEffect(i).haskeyword(MagicDamageFire) return true endif endwhile return false endfunction not sure how it would work. And no I don't think the game engine turns on the light by replacing the object. With a skse plugin you can change those light properties directly for the base form but not for the object reference. Not sure what light source object is decoded yet. -
Dungeon lights off but can be relit mod?
ragnaroklucifer replied to Mookeylama's topic in Skyrim's Skyrim LE
Realistic lighting overhaul EDIT:Nvm, thought you meant lighting. you mean flame spell to light torches? -
EDIT: Since no one has been able to answer just yet. I did some testing by creating a fire and forget spell and a concentration spell with a float variable and some debug messages. Results: 1. Firing fire and forget spell at a target already under the effect of it: It removes the existing effect, triggering oneffectfinish event. Then apply a new fire and forget effect instantly, triggering a oneffectstart event on a new instance of active magic effect. The new active magic effect of course has fresh duration and 0 elapsed time. EDIT: some further testing shows detrimental fire and forget effects stack on top of each other (multiple instances of active magic effects) for value modifier (peak value modifier not tested) 2. Firing conc spell on target already under the effect of it: It refreshes the duration of the existing spell (10 second spell that has 5 sec remaining gets back to 10 sec). Events won't trigger. Effect magnitude doesn't stack up from continuing or repeated releasing and firing. 3. HasMagicEffect condition on magic effect prevents spell's effect from being added to the target at all. Condition on spell only disables the magic effect however. (Thus hasmagiceffect referencing the magic effect itself on concentration spell prevents it from extending the duration) 4. Hasmagiceffect condition on fire and forget spell (not on magic effect) that checks the magic effect itself instantly disables it triggering oneffectfinish event right after oneffectstart. The activemagiceffect object stays on the NPC. But remains disable for the duration of the spell. Firing another fire and forget spell at it "extends" the duration of the disabled effect. 5. Ability Effects' (magic effect) conditions return false: Actor will have the spell when you add the spell to the Actor but the effect will not be there. Won't get added later when conditions return true. 6. Abilities' effects' conditions (condition listed on the spell instead) return false: Actor will have both the spell and the effect but effect will be disabled and maybe activated when conditions return true later;
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For some reason, there is an objectreference property that fails to attach (in game debug message tells me it's still none) to a object that currently exists in my save game. Other properties attach just fine. It doesn't matter if they're newly added or previously removed and then restored. It still doesn't work even if I change its name. On a new game, it works as normal. Nothing shows up in the log giving a warning about this particular property. I wonder why this is happening? Anyone has experienced this before?
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Can someone explain SKSE plugins to me?!
ragnaroklucifer replied to BigKevSexyMan's topic in Skyrim's Skyrim LE
I had to include GameTypes.cpp, PapyrusArgs.cpp, PapyrusNativeFunctions.cpp, and PapyrusVM.cpp to "import" the missing symbols -
Requiem
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when you crash see trace log and get memory block log to check if there is memory overflow
- 3 replies
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- ctd
- needs mods
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Not sure what I keep doing wrong...(TBBP;CBBE;XP32)
ragnaroklucifer replied to McQ83's topic in Skyrim's Skyrim LE
install xp32 extended instead and don't delete skeleton_female.hkx Bodyslide 2 comes with TBBP option (so you don't have to download TBBP at all) and you can convert CBBE armors to TBBP relatively easily with it. But I'm pretty sure there are converted ones available. -
Message box text replacement question
ragnaroklucifer replied to ragnaroklucifer's topic in Skyrim's Skyrim LE
well those text are dynamically changed based on the input form. So this solution is certainly not for me. -
How: Replace message box text / menu button text with form's name without using global Doesn't seem possiible... they should have just given the message box a override text string property... EDIT: revert edit...
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Use a leveled list
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PapyrusDotNet - Good bye Papyrus, Hello C#!
ragnaroklucifer replied to zerratar's topic in Skyrim's Skyrim LE
maybe a SKSE plugin can import assemblies functions for the scripts to call umm I don't know