Jump to content

Ayporos

Members
  • Posts

    32
  • Joined

  • Last visited

Nexus Mods Profile

About Ayporos

Ayporos's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. jaxonz thanks for the pointers! Regarding non-follower NPC's: I'm afraid they won't benefit from this script as I doubt any of them even -know- healing/buffing spells and I am not inclined to start actually modding NPC's. The goal is to provide a simple mod that only attaches this script to NPC's in the Player Follower faction, not to actually modify NPC's by adding spells to them. I.E. for this script to run on an NPC it'd have to be your follower and it'd have to know a directed healing/buffing spell (either as default or by you teaching it to them through AFT or otherwise). While I agree it would make sense / be more immersive if groups of hostile mages also healed each other I don't think it is necessary. Most hostile mages already have self-healing spells and they use those (in my opinion) properly when fighting them. The goal of this mod/script is more to provide myself and my non-mage party members with a way of being healed aside from using potions (I despise potions). I agree that keeping the script lightweight should be priority and I will thus endeavour to keep it as bare-minimum as possible. I mostly just added the "move to target before healing" because I am not sure yet whether the natural AI will do this on its own before casting the spell or if the cast will fail due to being out of range when ordered to cast it, I will test and script as applicable once I've reached that bridge and the script is ready to cross it.
  2. I decided I want to play skyrim with a party of 6 followers, each of them filling custom roles. Melee/Ranged combat roles seemed easily enough to set up but I had some trouble with the mages.. Firstly the (custom/mod) followers I enlisted seemed to know spells I could not remove with Advanced Follower Tweaks such as SparksLeftHand and SparksRightHand.. I had to -manually- remove them from their respective follower mods in the creationkit and then re-run ASIS patcher with said follower names in the exclusions list. After all of this and equipping one of my mages whom I've decided would be our dedicated healer I found out Follower AI leaves much to be desired.. more specifically, they don't actually use directed healing/buff spells on friendly characters such as the player or other followers. AFT has the option to apply TweakSpells but it seems its implementation is severely sketchy, not exactly clear and overall leaves things to be desired (I.E. my healermage would DUMP all of her heals onto me until manage depletion immediately and I'd continue getting healed for up to 30 seconds even after moving far away from her) I looked at possible mods/scripts for what I want to achieve but all I could find were a few (2 major) follower mods but those employ custom healer AI with custom healing spells which I'd rather not employ as it requires use of said followers (I like choice) and use of said custom healing spells (what's wrong with the default ones??) I will thus endeavour to -learn- Papyrus scripting from scratch and write an AI script for my needs. An outline of what it should do and how I want it set up will be as follows: - script automatically runs on any Actor designated as a follower (not sure yet as to how to implement this, will hopefully figure out after having learned Papyrus) - script will check for available healing/buffing spells known to Actor - buffing script will get activated and deactivated on combat start/end and will poll periodically for useful buffs (I'm thinking 1-5 second loop?) - healing script will poll periodically (out of combat 5 seconds in combat 1 second?) // 5 second poll out of combat to identify possible fall damage or other non-combat inflicted damage - script will have to keep track of player party (game.getplayer() is easy enough, should be able to fetch a list of active followers easily enough too.. not sure if updating can be set through game event triggers or if I'll have to poll this too) - during healingscript poll it will check health of all tracked party members and identify who's in need of heals and apply applicable heals depending on available known spells, actual health damage and available magicka - it will require certain tweaks like preserving magicka for heals if magicka runs low and thus actor needs to refrain from using buff spells; disable polling/script if no directed healing/buffing spells are known to the follower npc; move within spellrange of hurt/to be buffed actor upon identifying damage/combat and before trying to cast said spells Any things I might have overlooked or tweaks/improvements upon my outline are welcome and highly appreciated! I will update this thread with progress reports as soon and when it makes sense to do so (milestones or progress-hampering issues that could benefit from outside opinion/help). possible enhancement/added features: - check available spells on runtime (if this is possible?) for healing/buffing spells and add them to the scripts known/applyable spells (basically this is supposed to implement compatibility with mods that add new spells by checking all of skyrim's spells at run time for any that are directed and cause a positive (+) attribute modifier on the target) I would really like to be able to do this as it'd make it compatible with -any- spell adding/altering mod without having to manually make compatibility patches. That's about it for now, wish me luck!
  3. you need a neckseam patch for CBBE to make it match. check CBBE mod page and ECE mod page, either one might have it (can't remember which). Neck seam mismatch is a common issue when body mods are coupled with facial/head/charedit enhancement mods and most of such mods have compatibility patches for the seams when needed.
  4. hmm then I'm afraid I wouldn't know how to help you, I only have the steam version. I took a look in the creation kit for a mod that would do the same and while I'm sure it's possible I can't seem to figure out how with my limited knowledge of the kit and skyrim so far :sad:
  5. hm, well it should be a player status then... -should- hopefully be fixable through console although I am not too intimate with the commands list try typing 'help' to view a COMPLETE list of available console commands (pageup/pagedown to scroll) when you see a function/command that might be usefull type 'help nameoffunctionhere' for details I know you can recycle NPC's by selecting them and typing 'disable' and 'enable', not sure whether this'll work on player character though (game might think you died or it might not be allowed/functional)
  6. http://www.nexusmods.com/skyrim/mods/3222/? http://www.nexusmods.com/skyrim/mods/35154/?
  7. Navigate in explorer to: %\STEAM\steamapps\common\skyrim\Data\scripts\Source\ open SpellTomeRemoveScript.psc in notepad edit the following line: akActor.RemoveItem(SpellTome, 1) to: akActor.RemoveItem(SpellTome, 0) you -should- be able to just edit out the entire event - endevent block but for ultimate maximum compatibility I recommend just changing the 1 to a 0. You're welcome!
  8. being -in combat- disables fast-travel, "you're being hurt" is different from the "you cannot do that while in combat" message that I get though? do you use a mod that alters notifications? if not, perhaps it's a lingering statuseffect one of the dragons put on you while you were fighting them? do your dragons have any special abilities/attacks that might cause prolonged damage over time/status ailments? Check your compass, does it show any red dots on it? -ANY- red dot, no matter how faint and far away the aggressor, means you are in 'combat mode' and cannot fast travel. Check with console for a command to display your current combatstatus (player.isincombat or something similar?) and see if you can flush/alter it either through entering a building or flushing the combat status by forcing it or disabling the offending aggressor npc. That's all that springs to mind first, except of course disabling the dragon combat overhaul mod as a last resort.
  9. I recommend not using steam plugins as they are a pain in the ass to manage, it's fine for the occasional mod that isn't available on the nexus though (although there really shouldn't be any you'd want to begin with). The way to get rid of them is select skyrim in your steam library, click on 'community hub' on the righthand side of the steam window, click on workshop -> mods/files, 'show my subscribed mods/files' and start unticking all those mods. Load up the gamelauncher, data files and start deleting all of them. You -should- also be able to just delete em from gamelauncher and it should prompt you "unsubscribe aswell?" but for some reason it doesn't always do that in my case, hence this 'complete' how to.
  10. Could you check something for me? Disable dead body collision mod and see if that helps. From looking at your mod list that's the first one that pops out to me as a potential offender as it messes with the physics of objects. (I myself disabled it because it caused some very unwanted immersion breaking behaviour as seeing ragdolls flying around in everywhich direction when you're walking through a room you just cleared apparently kicking/bumping them away kinda diminishes the whole experience. I know it's supposed to be an immersion mod but imo it does more harm than good)
  11. I am still working on getting a gaming experience set up. I'm -mostly- settled as far as actual mods go (although I might encounter the occasional "oh that might be nice" thing but it won't be anything requiring a new save). The problem I have is, I restarted and decided I want to roll with an actual party (I previously played without any followers) but have encountered the problem of stupid followers and crippled follower functionality/AI. Firstly of course I got insta-gibbed by my followers casting long-range spells that hit myself instead of enemies, that was fixable with a simple mod. This is what I want for my followers: - myself: Destruction fire magic + <whatever the hell I feel like> - mage: Destruction lightning magic + <undecided yet magic school> - mage: Destruction ice + <undecided yet magic school> - mage: Restoration (dedicated party healer) + <undecided yet magic school> - Archer: just bow and arrow, legolas style - one handed + shield (dedicated tank) - two handed (secondary tank) Secondly I ran into the problem that some characters come with standard spells (from their mod) that cannot be removed by Advanced Follower Tweaks because they are of a special type (SparksLeftHand & SparksRightHand for instance, instead of just 'Sparks' which is a bothhands spell) so my mages would keep casting spells I didn't want em to cast and I had no way of removing them. It took me 2 days (figured it out today) to fix this by manually removing them from their respective mods using the creation kit... which didn't work at first... found out I have an AI/NPC patcher (ASIS) which was the offender so I had to add those NPC's to the excludes list of that patcher and generate a new patched mod. Now I am stuck on a different problem though.. because I've managed to take away all combat spell from my restoration (healer) mage this has made apparent that she doesn't, in fact, use healing hands or healother on myself or other followers... so right now I'm working on finding a fix for that. Using Tweak Spells from AFT 'kinda' fixes it (workaround) but in an unnatural way that breaks my immersion so I'm looking into AI scripting/patching and found two dedicated healer follower mods. I'm sifting through their work to figure out how they did it in what way and if I can copy/enhance it for my healer mage (I'm dead set on using my own picked character, don't want to use their actual follower npc). It's starting to feel more like work than entertainment though so unless I conjure up an acceptable answer within one or two days I might just drop it and settle for using the less-than-ideal AFT tweakspells option. Obviously when I've got that all sorted out I'll still have to tweak/mod the difficulty to set it more in line with my 'pretty large' party, luckily I already have two mods for just that (aside from upping the difficulty from master to legendary which I'd rather not do because it means I die from even one landed swordhit by an enemy)
  12. hm that -is- odd indeed. I must admit I cannot for the life of me remember what solved the problem way back when I also encountered it (mind you this was also on a completely different computer) and I also cannot remember if I was even running mods back then... I have pretty selective/random long-term memory (my short-term memory is absurdly accurate tho) I thought about it some more and it seems to me that -something- (I assume a mod) is messing up your memory/refID's. The teleporting and weird item/container behaviour can only be explained as such (assuming they're related, which I'd say is likely). georgiegril's advice is solid. Although I haven't actually done any TES5Edit cleaning myself, I just solved mod problems by patching mods BOSS marks for patching, disabling plausible offending mods one by one until the offender is found, moving it around in load order and see if that fixes it or, failing all that, disabling/deleting it..
  13. @Georgiegril it wasn't so much a strategy, more like an unfortunate accident. I didn't realize the mods might cause problems and as I was just browsing randomly I didn't really read the descriptions intensively. I just kind of (hopefully/naively) assumed Skyrim had a solid game-engine with solid mod-support (this assumption was made by the sheer amount of skyrim mods available). The reason I didn't start from scratch upon figuring out I had created a big tangled mess of bugs, incompatibilities and rubbish is due to the fact that I am a very very stubborn person. Oh well, it might have costed me a lot of time but I can safely say I have learned -a lot- from it and am currently manually fixing misbehaving/unwanted mods in the development kit myself (as per my very first post on this forum was regarding a problem I had that I eventually figured out myself). :laugh: Oh heroicdafaq, check out: http://www.skyrimgems.com/ I found that site in particular VERY helpful in setting up a nice solid modbase and it lists basically everything you might really need 'experience' wise that's lore/RP friendly, I cannot recommend it enough.
  14. This sounds like a -very very- old skyrim bug. I remember having the same issue way back when I first played Skyrim and it was still pretty new. Do you have all of the official and unofficial patches and bugfixes (mods) installed? Because I have this time around and I haven't encountered this specific bug (yet). - official patches (1.9.something) - hd textures pack - unofficial skyrim patch (http://www.nexusmods.com/skyrim/mods/19/?) - unofficial skyrim high definition patch (http://www.nexusmods.com/skyrim/mods/31255/?) - if you have dlc's: http://www.nexusmods.com/skyrim/mods/23491/? http://www.nexusmods.com/skyrim/mods/25127/? http://www.nexusmods.com/skyrim/mods/31083/? - SMPC (http://www.nexusmods.com/skyrim/mods/23833/?) Get all of those if you haven't and see if that fixes it, if you already have them all feel free to ignore my post :laugh:
  15. Georgiegril, I wasn't talking about redoing his whole installation, merely starting a new game (ingame). While I am sure completely redoing skyrim from scratch would be the preferred way to go I don't believe it is necessary. I started out installing 150 mods from steam workshop and a few from nexus in a completely random order (I just browsed through the entire mod list sorted with most popular on top) without booting up game once, found out it CTD at startup and -then- learned about mod compatibility and install and load orders. Since then I've uninstalled, reinstalled deleted and found new mods countless time and my current count stands at 210 active mods and 42 inactive ones (still installed tho) and 37 aren't recognized by BOSS. This without ever doing a clean install. My game runs smooth as silk (albeit at reduced FPS due to some HEAVY graphical mods, TrueVision ENB and high settings) and I've had 0 CTD's during all of my playtime consisting of 30+ hours. So it isn't -necessary- per se to do a step-by-step clean careful install although I must admit I've spent approx 2 weeks total on my 'getting skyrim to work' endeavours and it'll take some more playing before my playtime surpasses my install time.. oh I also am a programmer by trade and a heavy hardware/software enthusiast so that might have helped too. :geek:
×
×
  • Create New...