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Any non papyrus log files to help me troubleshoot CTD?
Manway replied to Manway's topic in Skyrim's Skyrim SE
Gave NifScan a try, what should I be looking for? It gave me a lot of errors, but I'm guessing most of them arent serious because they're for objects that shoulda given me problems days ago, a quick skim doesnt show me any Solstheim specific errors. So the logs can be interrupted? Doesn't that defeat the purpose? How are we supposed to use log files to find the problem, if the log files arent aloud to write the problem? Yeah, I'll try the tedious way, though the real problem is that I have no idea what it could be. It can't be something in a specific location, because I walked from one side of the island to the other with no issues, it wasn't until I tried going back the same way that I got constant CTDs. :sad: Edit: Ok, so not sure what it means, but I started a new game, with all my mods still on, and teleported outside the problem area, no CTD. Load my main save, crashes in the same spot as always. So what do I do? -
For some reason when I walk around parts of Solstheim I CTD, it's super sudden too. I can save 2ft away from whatever is causing it and everything works fine, as soon as I cross some threshold, instant CTD. I've already looks at papyrus and it does seem like there are some issues, none of the timestamps match the crash. I sit around and let all the scripts run and generate their errors and everything still works in-game. Then I run into whatever causes the crash and there is a clear gap in time between the last papyrus message and when my game crashes. So is there anything else I can look at to figure out the cause? I know I can just disable the most recent mods, but I'm wondering if there is a better way than just guessing. I use Vortex to manage my mods and I enabled LOOT messages and followed most of the suggestions, only ones I have left are some "Check compatibility list" and one for XPMSE saying "Do not clean ITM records", which I'm assuming is just a warning, not something I need to fix. Edit: oh yeah, forgot to mention, I don't have any mods that effect Solstheim specifically, so not sure what could be effecting just specific areas.
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Recently heard that whomever did the German translations for the game had some fun with quest names. Only example I know of is the quest "Joining the Stormcloaks", in German the quest name translates to "Aren't you a little short to be a Stormcloak?" however, apparently there are more. Wondering if there is, or if someone can make a mod that takes all the jokes in the German version (or any language, maybe more translators are secretly comedians) and add the same jokes to the English version. Or maybe just make a list somewhere? :tongue:
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SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Tried your script, still doesn't work, though writing it that way does make a lot more sense. I still get the initial "The trigger works" message, but nothing else. Also what script properties are you talking about? For the dragon? The Skeletal Dragon only has the basic "dragonactorscript" which I did copy over to my dragon, and yes I saved, both the script and the mod. -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Finally, I found the problem. Even when I played with other lights I couldnt figure out what I was doing wrong, then I decided to get ridiculous and instead of increasing the radius in increments of tens or hundreds I did thousands, that was the problem. I ramped the radius to 5000 and that had the disired effect. Still need to play with it cause I want it to cover most of the huge cave, but I want it to be a weak light so you can just barely make things out in the distance. As for the script, I took your advise and tested it and using the code you gave me works, walk through the trigger and I get the message. But my script still doesnt work. I placed messeged in various parts of the script so I can see how much is working and I determined that my if statement isnt working for some reason. Scriptname TestTriggerScript extends ObjectReference Actor Property PlayerREF Auto ; Least 'costly' way to refer to the player Spell Property Candlelight_Stronger Auto Event OnTriggerEnter(ObjectReference akActionRef) Debug.Notification("The trigger works") If akActionRef == PlayerREF ; This condition ensures that only the player will trigger this code if (Game.GetPlayer().HasSpell(Candlelight_Stronger)) Debug.Notification("Player has Stronger Light") Game.GetPlayer().RemoveSpell(Candlelight_Stronger) else Debug.Notification("Player does not have Stronger Light") Game.GetPlayer().AddSpell(Candlelight_Stronger) endIf EndIf EndEvent The weird thing is, regardless if I have the spell or not, neither message pops up so for some reason the if statement is skipped. Also I have a new problem, I have no idea what I did wrong, but suddenly my dragon is constantly spawning dead. It only happens when I use a custom race I made by duplicating the basic "DragonRace" and un-checking the "Flies" box. I looked up info on duplicating races and as far as I can tell I did everything right. When I set my dragon back to the basic DragonRace it works fine...other than flying out of the cave. I tried to simplify things and grabbed the "AbNoFlightMG07dragon" spell from the Skeletal Dragon, but it still flies around. The normal "AbNoFlight" spell also doesnt work. -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Thanks I'll check out those videos, and I'll try your suggestion for the trigger box tomorrow, though I dont think thats the problem because I'm loading the cave I'm working on strait from the main menu, I'm not loading any save game. Though I'll test it all the same at least to see if the trigger and script work. Also, ya I found the MagicLightLightSpell01 light effect, duplicated it, and added it to a duplicated candlelight spell. I then increased the radius and "Fade" both individually, and together, there is no noticeable difference. -
SSE Trouble placing navmesh verts
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
mellow, pressing F works only some of the time. Urtho thanks for the tip, that'll come in handy, but I cant use it for this problem because the objects that the verts are getting stuck on, are also the object im trying to place them on. They are getting stuck on the ceiling of the small cave tunnel pieces. So I cant hide the ceiling without also hiding the floor that I'm trying to navmesh. Thanks for all the help people, a recent patch seems to have fixed it...mostly. The CK is now more likely to generate navmeshes in these tunnels and the verts dont appear on top as often anymore. So it's become a lot more manageable. -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Thanks for the first video, it was very interesting and also pointed out the stupid mistake I made with my dragon. As for the second video, good lord that was terrible. What was the point of even making the video if all the explanations were in his blog? He should have just taken pictures and placed them at appropriate places in the blog. In any case, I watched the entire thing and it didnt help with my trigger box problem. I tried creating a new one exactly like he did, but still nothing happens when I walk through it. I also found this tutorial and I'm still getting nothing. Based on my previous problems, I'm betting this is something really small that I'm just missing :/ That and editing the damn Candlelight spell, this should be so simple but no matter what numbers I use, there's no difference in the size of the light. -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
I've done that, I cant find anything to help with what I'm looking for. If you can point one out for me please, by all means I'd be happy to read/watch anything that could help. -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Any ideas of how I can test the trigger box? Also nothing I do seems to make the custom candlelight spell any stronger. I increased both the fade and radius of the light effect and I cant notice any difference. It's possible its doing something and I'm just using the wrong values. Are there any limits? What sort of numbers should I use if I want to double, or triple the area the spell lights up? Also, I added a dragon with a custom race so it doesnt fly that I duplicated from the basic Dragon race. The dragon itself is a duplicate of the EncDragon05Fire. However, both in the Creation Kit and in game the dragon doesnt render. I checked the body data for the race and the new flightless race is an exact copy of the original, but when I click either box to preview the model, nothing appears. Also, not sure if this is a side effect, but when I went to where the dragon was located in game, it was already dead. A normal magelight spell attached to the invisible corpse, I was able to loot it, and when I got close I absorbed the soul. And still waiting for ideas on how to scrip something to block shouts :tongue: I'd rather not just give the reward at the end a powerful fire encha.... hmm, I wonder what would happen if I enchanted it with Fire Breath :tongue: -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Bump ... anyone? -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
In the script anything you write after the ; is a comment. Comments do not execute. To make candle lights brighter or increase the area, duplicate the Magic Effect, increase the intensity and fall off radius then create a new spell using this new magic effect. Sorry, but I didnt find what you were talking about. I went into Magic Effects and found the Candlelight spell (ID: LightFFSelf) but I didnt see anything to change the intensity or the fall off radius. However, under the Visual Effects section of the Magic Effect window I see a drop down menu called "Casting Light" with "MagicLightLightSpellHand01" (lol, LightLight.) I searched for that and found a Light effect, opening that brings up a window that does have radius and "Fade" which the wiki describes as kind of a brightness setting. I'm guessing I play with that. I'll try testing it slowly while I make the finishing touches on my cave, but if anyone can suggest some numbers to use to very faintly light up a cave half the size of Blackreach, that would be great. I'm sort of going for the same feel from LOTR when Gandalf lights up that huge part of Moria, not very bright, but enough to see how big the cavern is. Also, still hoping someone knows a way to create a ward spell or something that blocks only shouts >.> Edit: So I decided that instead of giving the player the spell while they're in the entire cell, I just want them to get it in the last room so I created a trigger box with the following code: Scriptname StrongerLightCheck extends ObjectReference Actor Property PlayerREF Auto ; Least 'costly' way to refer to the player Spell Property Candlelight_Stronger Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF ; This condition ensures that only the player will trigger this code if (Game.GetPlayer().HasSpell(Candlelight_Stronger)) Debug.Trace("Player has Stronger Light") Game.GetPlayer().RemoveSpell(Candlelight_Stronger) else Debug.Trace("Player does not have Stronger Light") Game.GetPlayer().AddSpell(Candlelight_Stronger) endIf EndIf EndEvent but nothing happens. I feel like its a problem with how I created the trigger box because I cant even find a log in my game folder. I made a trigger box that completely covers a doorway, and then I right clicked and hit Edit to open the Reference window, went over to scripts, and then just created a new one. So can someone help me figure out where I stupid'. -
SSE Script to block shouts and remove spells
Manway replied to Manway's topic in Skyrim's Creation Kit and Modders
Nice, short and simple. I like it, thanks. Just making sure though, I see that "Whatever the name of this spell actually is" is in different colors. Is that significant? Or do I just do: Spell property MageLight auto ; Stronger_MageLight Also, I though making MageLight/Candlelight brighter would be as simple as duplicating it and increasing the magnitude. That doesnt seem to do anything though :/ Anyway, anyone know how to block only shouts? -
SSE Script to block shouts and remove spells
Manway posted a topic in Skyrim's Creation Kit and Modders
So, I had a look at the scripting basics on the creation kit wiki, and I have to say, its not really ordered well. I had trouble finding more specific script examples, everything I found was generic or not explained very well. For example, I found the function "Revert()" but when it says "all script added forms" does it mean, completely? Like even spells I got from specific quests days ago? Basically, I want to create a new magelight spell that lights up a larger area; but make it so the player gets it only while they're in a specific area, and have it taken away once they leave. How would I do that? Also, is there a way to create a spell, that will activate when I block (like spell breaker) that will ONLY block shouts and not normal spells?