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xkkmEl

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  1. There are flags to manage how your scene behaves when actors go into combat, so the scene can play. Trouble is that the combat override package will override any scene actions you assign to your actors. You can get around that with Papyrus util's ActorUtil.AddPackageOverride. My suggestion, use scripts to call ObjectReference.say and don't put your actors in the scene; just use the scene for sequencing and testing conditions (scenes don't actually need actors to work if you don't use dialogue, AI or timer actions). That works as long as all you need is dialogue... to change the behaviors, go with ActorUtil.AddPackageOverride.
  2. "activator function castingpoint" ??!? Getting started on scripting is difficult and frustrating. Don't let these small difficulties stop you. They're a normal part of programming and you'll soon develop the habits and discipline to spot them and fix them. Been programming for many decades, and my initial drafts often look like that too.
  3. "Event OnEffectStart" This is a kind of function declaration. It is missing the parameter declaration: "Event OnEffectStart(Actor akTarget, Actor akCaster)"
  4. "inv property Height" My guess is you meant "int property Height"
  5. The very 1st error is usually what you need to pay attention to. The rest can be artifacts of that 1st error. D:\Games\The Elder Scrolls - Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(290,15): RequestInputDialogData is not a function or does not exist D:\Games\The Elder Scrolls - Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(339,15): SetInputText is not a function or does not exist D:\Games\The Elder Scrolls - Skyrim\Data\Scripts\Source\_campinternal.psc(94,46): TakeDown is not a function or does not exist D:\Games\The Elder Scrolls - Skyrim\Data\Scripts\Source\tentsystem.psc(17,9): UpdateTentUseState is not a function or does not exist Note that they are not in the bathing script. Instead they point to missing scripts from the SkyUI SDK, which is preventing the compilation of some "camping" mod.
  6. This is on LE... no informative console afaik.
  7. Well... he does... sometimes... All the other jarls do sit reliably on their thrones, when they are not sleeping, eating or engaged in a scene involving another court character. And when that ends, they dutifully return to their place. Siddgeir does sit, but often he just stands on his throne, or goes to sleep in the bedroll (that was added by a mod in my load order), in a corner to his left. I've looked at his AI packages, the quests I could link to him, and I can't figure out why he's behaving like this. None of the mods I have installed seem to change his behavior (from this cursory examination of his record and related records using xEdit). He appears to have a standard JarlSitThrone package, just like the others. The only thing I've found, is that I can get him to pick a new behavior by spanking him (which temporarily places a flee override package). After that, he seems to pick at random from his "default" behaviors: sitting, standing or in the bedroll. This matters to me because my WIP mod has some behaviors that are triggered by the OnSit event.
  8. Perhaps Personalized Music - Add your own music to Skyrim.
  9. The respawn flag on the Shadowmere reference record says that it's inventory should respawn when the cell it is in resets. I don't understand enough the cell reset mechanism to help you further, unfortunately.
  10. Oh yeah... the point of all this was to allow you to add 83Willows as a master and have CK honor it. Your existing records will need fixing, or remaking. I have never put myself in that situation, but the theory is that once you have 83Willows as a master of your patch, you should be able to use xEdit to change the formId on your records to match the originals. It's in the right-client menu in the left pane. With luck, xEdit will show you right away that your fixed records now are seen as changes to the original 83Willows forms. If that works, you should run xEdit's in autoclean mode to remove redundant field updates. If it doesn't work, see below... You can also scrap your current patch and make a new one using 83Willows as master and redo your edits in the CK. That's what I end up doing, but mostly because I notice my error before I have too much vested in the patch. Just remember never to save your patch in the CK while 83Willows does not have the master bit ON.
  11. I doubt package conditions can be this reactive. Use an actorless scene instead. Their completion conditions get evaluated every frame (> 20/s).
  12. The full instructions for Wrye Bash is to right click on your esp, select the "Add ESM flag" menu entry, then exit Wrye Bash. I have never seen it touch anything except what I told it to (aside from generating the generally empty "bashed patch.esp"). If you search on-line instructions for using WB, it will generally tell you to use the "Rebuild patch ..." in that same menu. This operation is definitely aggressive, deselecting plugins and such. I have had no trouble from it... it's just a matter of turning the plugins back on... but it can still be tricky if you start with a complex mix of active and inactive plugins. If you stick to "Add ESM flag" (as I do) you should not encounter any problems.
  13. xEdit does a fine job of turning OFF the master bit (click on your mod in the left pane, then click on "ESM" in the right pane, and finally set ESM to 0), but it somehow doesn't do it right for turning it ON. I am told (but haven't tried) that you can rename to esm, load up in the CK and save. This should turn the master bit ON. Renaming the plugin has other impacts though so you should renamed it right back to esp. This may work, but it's untried on my end. Wrye Bash is the common method. Turning ON the master bit is the only thing I use it for... Never had trouble with it. It automatically creates a "bashed patch plugin" but I leave it unselected.
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