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mattrk

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Everything posted by mattrk

  1. Great! Thank you very much. For some reason I couldn't find the download link for Alpha 6 when I went looking... bookmarked. :) Regards, --QC
  2. Hello all, I have been trying to use NifSkope with the new SSE nif files and am not having much success. I get a (nearly) empty view -- there is just a grid on it and that is all. I have tried using 2_0_2016-04-11-1 and earlier versions. Have set the Resources path to "D:\Modding\SSE\BSA_Unpack\unpacked" (that folder contains my textures folder etc). When I load a NIF I get "An MD5 hash comparison indicates this file will not be 100% identical upon saving. This could indicate underlying issues with the data in this file." Any ideas would be much appreciated -- it would be really useful to be able to use this for my Variegated Dragon Equipment mod... http://www.nexusmods.com/skyrimspecialedition/mods/7010/ Thanks & regards, --QC
  3. Hi raxo2222, Just noticed this post. The mod will work if used correctly. PRUFEI must be used in conjunction with a mod that re-writes the crafting recipes such as Elementary Smelting. It will not function by itself (as stated on the mod's information page). Regards, --QC
  4. Hi Quxudica, I'd suggest Practical Female Armors. See the associated mod thread for arguments against "boob plate". Edit: Though I suppose this does not add armor so it may not be what you are looking for. Regards, --QC
  5. Hello icecreamassasin, I'm not 100% sure of a solution but I have some suggestions. Firstly, I notice that you have only registered for CraftingMenu and not ContainerMenu. Perhaps you should register for both? Secondly, I had simmilar problems and ended up using the following code in conjunction with an OnMenuClose event: Event OnKeyDown(Int aiKey) If UI.IsMenuOpen("InventoryMenu") bUpdateFavorites = True PlayerRef.RemovePerk(PRUFEICrafting) EndIf EndEvent You could check out my PRUFEI mod for a working example. Regards, --QC
  6. Hello all, I have been thinking about making a mod called "Loose Your Temper" that enables you to craft tempered items from scratch but removes the ability to temper existing items. My motivation for this is as follows: I believe that the current tempering system is very unrealistic. I realise that the change may not be everyone's cup of tea... That said, I have a question on approach. I can see two means of achieving the mod's goal: 1) Add 6 new items for every existing item, and 6 new crafting recipes (one for the Legendary item, one for the Epic and so on). 2) Using Papyrus scripting The advantage of 2 is that it is much faster. The advantage of 1 is that it enables different equipment grades to have different appearances, does not use scripting (and therefore is more robust), and you can have different recipes for the higher grades of item. I was wondering if anyone has any thoughts on 1 vs 2? PS: Does anyone know how to change the names of the 6 tempered categories (Legendary, e.t.c.)? Thanks & regards, --QC
  7. I have a cople of smithing mods that make the game more immersive. I'm not sure they are the "best" but you are welcome to have a look: http://www.nexusmods.com/skyrim/users/3546091/?tb=mods&pUp=1 Regards, --QC
  8. Thank you very much for taking the time to show me that, Lofgren. I'd worked out how to block the smelter e.t.c. but I had not managed to work out the message box yet -- that really helps! Edit: The next version of AAINE is now released. Thanks & regards, --QC
  9. Hello Lofgren and IsharaMeradin, Thank you very much for the suggestions. I will definitely think about uninstall and I am looking at the werewolf perk right now. I need to look at it in more detail before I decide whether to try implementing it (the complex parts of perks seem strange to me). Iofgren, would you mind telling me in which of your mods do you block access to skill books -- I want to take a look! :smile: Edit: Ok, I can see that the werewolf perk uses a "Fiter Activation" entry point to do this. Doesn't make sense to me at the moment, but I'll spend some more time on it. Edit 2: I think I can see how it works. Thanks for the pointer. Edit 3: The documentation for Filter Activation states that it "Can be used to prevent (or enable) the perk owner, activating (or in the players case not receiving a activate prompt as well.) the targeted object." but it doesn't explain how. Does anyone know somewhere that does? Google has failed me on this one. Edit 4: Awesome. Here are the rules: 1 perk entry, with rank 1, priority 0, type 'Entry Point', data 1 'Filter Activation', data 2 'Add Value' and data 3 as '1'. The perk entry has a conditional for Perk Owner: target 'S', function name 'GetItemCount', function info "Misc Item: 'BlacksmithHammer01'", comp '<', value '1.00', AND The perk entry also has a conditional for Target: target 'S', function name 'GetIsID', function info "Furniture: 'CraftingBlacksmithForge'", comp '==', value '1.00', AND Complex to work out (for me), but once you have it, it is much simpler than what I had before. Thanks & regards, --QC
  10. Hello all, I have created a script that blocks access to crafting apparatus unless player has certain items: I would like to release it soon as part of my "An Anvil Is Not Enough" mod. I was wondering if anyone would be prepared to read through it and let me know what they think. Am I taking the correct approach or is there a much better way? PS: This is not the only script -- I am using message boxes to tell the player that an apparatus is blocked if they try to activate a blocked apparatus. Thanks & regards, --QC
  11. OK. I worked this out. I'll mention it in case it is useful for someone else. Clearly the merchants will only purchase certain item types from you (unless you have your speechcraft up enough and have the Merchant perk). What I did not realise is that they will only sell certain item types also. For the blacksmiths, this is determined by the list VendorItemsBlacksmith that contains keywords. Each item that the blacksmiths sell has one of these keywords... It turns out that blacksmith hammers, e.t.c. do not have one of these keywords and hence, even though they will be in the vendor's chest, the vendor will not sell them. I added VendorItemTool to the appropriate items and it works now. :) A case with an obvious solution, but I was looking in the wrong place. Thanks to those who tried to help, Regards, --QC
  12. Hi nahtan45, I think people might need a little more information before they are able to help. You could perhaps upload a zip containing the example esp as an attachment to your post (click "More Reply Options" to be able to do this). OTOH, I could be wrong: someone may be able to help with the info you have provided. If you upload an example esp I could try to help. Good luck, --QC
  13. I'll try and redeem myself after suggesting a convoluted solution to your other problem. I'm not as knowledgeable as Iofgren, but here is my scripting attempt: There may be a cleaner way to do it... how about letting the werewolf or vampire equip the item but take constant damage? 'All' you would have to do is use a damage self effect with a conditional that means it only damages vampires or werewolves. This is very similar to the approach Iofgren suggested above with your holy water. I don't know how to do it, at present, because I mainly do scripting, but it is the same basic approach.
  14. It is Axe01. You can find the ID on http://www.uesp.net/wiki/Skyrim:Woodcutter%27s_Axe and then enter that in the search box. This works for any item. Regards, --QC
  15. OK. Pwned. Iofgren's approach is much simpler than mine.
  16. OK, I found out that the Silver weapons work by giving your character a 'Silver perk' whilst the weapon is equipped. See the following script that is attached to silver weapons: Using a similar effect with a holy water potion would be possible. You would need to create a HolyPerk (find the SilverPerk and duplicate it, then edit the duplicate), then attach a script to your potion so that when it is 'drunk' (i.e. applied) it gives you the perk for x seconds. You would need to build a check in to the script so that if your weapon is not the weapon set when you 'drank' the potion then the perk is removed until you re-equip the original weapon. Regards, --QC
  17. There are SKSE-based functions available as part of the UI Script. One of the valid menu names is "HUD Menu" so it looks like the HUD is basically a menu that is constantly up on the screen. That is as much as I can work out from a quick look. Hopefully someone else can fill in the details. The SkyUI code is available online so perhaps that can give you some ideas. Looks like Skyrim uses Flash for UI components (I had not realised that before). See also: https://github.com/Mardoxx/skyrimui Also just found: http://forums.bethsoft.com/topic/1275750-modding-the-gui/. Looks like the best resource around for UI modding. Regards, --QC
  18. Source: http://www.creationkit.com/Papyrus_Compiler_Reference Basically, if the mod author has 'just' edited something using the Creation Kit then they will usually be producing a non-scripted mod, whereas if they attach one or more compiled scripts (.pex files) to one or more objects within the Creation Kit they will be producing a scripted mod (as pointed out above). To check, when you use a mod: examine the .zip file of the mod for a Scripts sub-directory or any .pex files. If there is a sub-directory containing one or more pex files the mod is scripted, and may therefore be more 'risky' than installing a non-scripted mod. So long as you don't do anything outside the skyrim folder, or download a trojan or something, you will find it quite hard to break your PC from installing mods. Regards, --QC
  19. I don't know of a relevant tutorial, but I can provide a little info. Making a new poison is fairly simple, but the Magic Effect you are using has a "Resist Value" chosen from the options None, DamageResist, DiseaseResist, MagicResist, PoisonResist, Resist Fire, Resist Shock, or Resist Frost. There is no 'holy' setting, so, AFAIK, you may have a difficult time making the effect damage only the undead without some kind of scripting 'kludge'. Regards, --QC
  20. Hello vanschmoozin, Complete this tutorial: http://www.creationkit.com/Category:Getting_Started Follow this small tutorial: http://www.creationkit.com/Retexture_Tutorial You now know pretty much everything you need to do what you want to accomplish.Regards, --QC
  21. Thank you both for your replies. I have now read up on Bashed patches. As I understand it, each user would have to make their own patch, dependent on the mods they have installed, which would clearly be a problem. Perhaps I am misunderstanding? None of the other mods loaded affected the list. To check (just in case) I made a minimum example esp (attached) and tried using just that esp. Sadly, it did not work. Nice to know I'm not completely crazy having problems with this. The leveled list I am using is LItemBlacksmithMinimum which is contained within MerchantWhiterunWarmaidensBlacksmithChest. I am testing by looking at the inventory of Adrianne Avenicci and her husband after 48 hours. The strangest thing is, I have managed to convert a non-merchant NPC into a merchant and get them to sell items before without problems. I'm very puzzled. ^_^ Thanks & regards, --QC
  22. Hello IsharaMeradin, If I understand correctly, I have set the items to be added at level 1. I also wait 48 hours before talking to the merchants. It is very puzzling... If I instruct the item to be added at level 1, and my test character is level 6, will it still add the item? That is the only thing I can think of at the moment. Still, thank you very much for the response. I'll try a MWE mod from scratch I think. Regards, --QC
  23. Hello All, I have been trying to add 3 items to all blacksmith merchant inventories and I cannot get it to work. AddForm() appears to be the best approach. I have looked at the Creation Kit reference and looked at previous posts. I suspect I am overlooking something really obvious... if I have had a major oversight I apologise. The code I am using (attached to a new quest, set to "Start Game Enabled" and "Run Once") is as follows: I have tried the commented-out variant. Any suggestions? Thanks & regards, --QC
  24. OK, thanks. I realise that if you have physical items in your mod, or similar, removing the mod would be a big problem. It seems it works OK for PRUFEI. I'll test a bit more. Edit: @IsharaMeradin -- OK, I see what you mean about the script being fragile, since an item can be being added and removed to the container at the same time by two different calls to UpdateFavorites(). Regards, --QC
  25. Hello all, Sadly, using ReloadScript did not manage to re-boot the script. I have found that removing the mod, making a clean save, and re-enabling the mod fixes the problem. However, I have been reading Save File Notes (Papyrus) and Old Versions of Mods Conflicting With Newer Ones and am worried that doing the above might decrease the health of the savegames in question &/or increase overhead + bugs. Is doing this OK or is it inadvisable? Thanks & regards, --QC
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