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Glanzer

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Posts posted by Glanzer

  1. Here are my notes for preventing Skyrim updates:

    Spoiler

    STEP #1: Follow the guidelines in https://www.reddit.com/r/skyrimmods/comments/b158op/keep_skyrim_se_from_updating_safely_and/ to make the manifest READ ONLY.

    STEP #2: To prevent Steam from updating Skyrim: In the game's properties, set it to only update when launched. Then only start the game with SKSE64, which bypasses the launcher.
    1 Load Steam.
    2 Right-click on The Elder Scrolls V: Skyrim Special Edition and select Properties.
    3 In the popup box select the Updates tab.
    4 Select Only update this game when I launch it in the Automatic Updates section.
    5 Close the window.

     

  2. I know this is an old topic, but I am still using this code and I also added to it to make it compatible with Skyrim Souls. Here's the updated code:

     

     

     

    Bool Function SafeProcess()
    If (!Utility.IsInMenuMode()) \
    && (!UI.IsMenuOpen("Dialogue Menu")) \
    && (!UI.IsMenuOpen("Console")) \
    && (!UI.IsMenuOpen("Crafting Menu")) \
    && (!UI.IsMenuOpen("MessageBoxMenu")) \
    && (!UI.IsMenuOpen("ContainerMenu")) \
    && (!UI.IsMenuOpen("InventoryMenu")) \
    && (!UI.IsMenuOpen("BarterMenu")) \
    && (!UI.IsTextInputEnabled())
    ;IsInMenuMode to block when game is paused with menus open
    ;Dialogue Menu check to block when dialog is open
    ;Console check to block when console is open - console does not trigger IsInMenuMode and thus needs its own check
    ;Crafting Menu check to block when crafting menus are open - game is not paused so IsInMenuMode does not work
    ;MessageBoxMenu check to block when message boxes are open - while they pause the game, they do not trigger IsInMenuMode
    ;ContainerMenu check to block when containers are accessed - while they pause the game, they do not trigger IsInMenuMode
    ;InventoryMenu check to block when inventory is open - when used with Skyrim Souls
    ;BarterMenu check to block when buy items in shop - when used with Skyrim Souls
    ;IsTextInputEnabled check to block when editable text fields are open
    Return True
    Else
    Return False
    EndIf
    EndFunction

     

     

  3. Is there a way to distinguish between the ContainerMenu that is opened when pickpocketing and other ContainerMenus that open from sacks and other items? They all have the same menu type ("ContainerMenu"). I need to know if it's a pickpocket attempt, and I need to detect this BEFORE the actual pickpocket of an item. I do have the condition "if player is sneaking" (and that is working), but I need more conditions to narrow it down. I don't know how to reference the target npc or find out who the container owner is. Here is a snippet of code I have which is working:

     

    Event OnInit()
    RegisterForMenu("ContainerMenu")
    EndEvent

    Event OnMenuOpen(String MenuName)
    If MenuName == "ContainerMenu"
    If PlayerRef.IsSneaking() <--- need more conditions than this...

     

    (do stuff here)

     

    EndIf
    EndIf
    EndEvent

  4. With so many modders for Skyrim and Fallout, and with over 100,000 mods and over 2 BILLION downloads, you'd think that someone would organize a modding conference. There would be enough interest for a 3 or 4 day conference, even if participants had to pay $400 or a lot more. I bet a lot of very experienced modders would line up for the chance to give presentations on interesting topics, like:

     

    • xEdit: Tips and Tricks
    • SKSE Modding for Beginners
    • Best Practices for Papyrus Scripting
    • Upgrading, Cleaning, and ESLifying Plugins - Do's and Don'ts
    • Nifskope Basics
    • Synthesis: Creating Your First Patcher (Lab) - bring your laptops!
    • Panel: Mod Organizer 2 vs Vortex, Pros and Cons in a Friendly Debate
    • LOOT Howto: Sorting and User Defined Rules
    • A Guide to Bash and Bash Tagging
    • Nemesis Fundamentals - Making the Switch
    • DynDOLOD: Making Sense of It All
  5. This is a pretty thorough coverage of the topic I think. It's the same sort of mental journey I went through when trying to decide which archetypes to apply to new spells. I had to go through some of the existing patches to figure out the best way to decide, and after a lot of frustration I found there is no "best" way, there are just several "good" ways and a lot of "bad" ways to do it. It just depends on the interpretation of what the spell is and does. That means if 5 authors created an SR patch for a given spell they'll likely come up with 5 different combination of archetypes.

     

    Since that's the case it means a user who wants to learn specific spells must GUESS at what the spell might consist of. And that is very frustrating, especially if the author of the SR patch and the user have different views of the spell. It's why I always use the SR Tome Patcher which converts the spell tome into a spell book that contains the list of archetypes needed for the spell. Otherwise you're just experimenting without much hope.

  6. Could I get an admin to weigh in on this? I'd hate to spend a month working on this only to find out it breaks the guidelines. Another way of thinking about this is the following: If a user sent me an altered script and I compiled it for them as a favor and sent it back to them, would that also break any rules? If not, then I would think having an automated way of doing that for them should be ok. Anyway, I'd appreciate any feedback, thanks!

  7. Hi Nexus moderators,

     

    I have an idea about putting up an online papyrus compiler which would allow users to upload a script (.psc file) and the compiler would compile their script for them and then return it to them via a download link. The idea is similar to uploading a Word document to be converted to other formats like PDF. I think this would help a lot of users who can do simple scripting but have trouble getting the papyrus compiler to work (I certainly struggled with it). At this point the idea is just conceptual, I haven't done any development yet because I was concerned about the legality of it.

     

    A couple issues that need to be considered:

     

    1. Many scripts require other scripts from the same mod to compile correctly.

    2. Some scripts require SDK or offline scripts to compile correctly (e.g. the SkyUI SDK scripts, Honed Metal scripts, Chesko's Papyrus shared scripts, Immersive Armors scripts).

     

    Would it be legal to host those supporting scripts offsite (behind the scenes) to allow the compiler to work?

     

    And finally, I've made a lot of personal changes to scripts for my own play-through. The permissions on many of the mod pages don't allow me to distribute the changes, but if I could offer that change via an online compiler that would be cool. For example, SkyTweak doesn't allow its mod to be converted or changed, so there are YouTube videos showing how to do it yourself. I've gone beyond that by changing SkyTweak into a read-only tool that gives me all my game info but doesn't make any changes to my game. I achieved that by a simple find/replace of text in the main MCM script. But of course I can't distribute that changed script. But if an online compiler could perform that change for individual users it should be pretty easy to implement.

     

    Anyway, I would appreciate your thoughts about all this. Thanks so much for the work you all do on the Nexus.

  8. Make sure you don't flag the Global as constant also, it will not allow for change if you do.

    Yeah I know it's an old thread, but I found this thread and it helped. But constant globals CAN be changed in game. But they don't persist between gaming sessions, they revert to whatever their value is in the ESP at each game start. This is great for running something once at the start of each session; just check the variable, and if it's the vanilla value then do something and afterward set it to a nonvanilla value.

  9. Okay... mystery solved. After some searching I found an LE mod that removes small rocks that actually had the pictures of these small rocks. Then I found the SE version of that mod and looked at its ESP in xedit. It turns out that the Verdant grass mod ADDS all these small rocks everywhere, and they are defined as GRASS objects! So I went into the 4 records in the Verdant plugin that use that particular rock mesh and changed the "wave period" from 60 to 0 and that solved the problem by making their underneath texture stationary instead of moving. I reported it in the Verdant mod here.

  10. Anyone ever see this? I tried changing ground textures but the small rocks were still there. Also disabled all the SSELodgen and Dyndolod mods and their output, but that made no difference. What are these flat underground moving rock textures? They're all over the map, e.g. in the Whiterun farm fields, in the forests between Helgen and Riverwood, and even throughout Riverwood itself. I can't click on them in the console because they have no associated mesh.

     

    It's a bit hard to see what's going on above ground in the video, but in game it looks like something is waving just below the surface. Wait until I tcl into the ground and you'll see what's going on!

     

    https://youtu.be/Tm8pLJj0Svk

  11. I've found the following xedit script to be VERY helpful in identifying dark face bugs in plugins. To use it, download the script into your \SSEEdit\Edit Scripts folder, then load all your active plugins when you start xedit. Then right-click a specific mod and Apply Script, choose the DarkFaceIssueReporter script and choose one of the 3 options.

     

    Dark Face Issue Reporter

     

    NOTE: This will not FIX any issue, but it will narrow down which NPC in which plugin has problems.

  12. I don't know the answer, but you could do a search for "moon glow" on the Nexus and that will give 2 results. Those 2 mods provide glow and no glow versions. Then it's a matter of comparing the different versions to see where the glow is. I'm guessing it's either a mesh or an esp. Probably best to look at them in Nifskope and xedit not the CK.

  13. When I edit plugins in the CK I often find a "Navigation Mesh Info Map" node that it added. I usually just delete that extraneous node because it doesn't seem to be needed to play the game. I often find this node in other mods as though the author never bothered to clean it out. So now I'd like to find out for sure if this node is needed to play the game or if it's just a CK thing and not needed? Thoughts? Below is an example screenshot, the formid it contains is always the same:

     

    VBKtxAu.png

     

     

  14. Am I missing something? What about Realistic Needs and Diseases 2.0? It requires eating, drinking, and sleeping or your stats degrade to the point you can't do anything. I also use Keep it Clean (for bathing requirements), Diseased Extended (currently in beta, MUCH better than any disease mod out there), and Frostfall.

  15. And, for me, no quick saves, and no saving over saves. Also, I delete saves so that I keep my total save list to about twenty.

    Pretty similar here. No quick saves, and I've turned off Steam updates to Skyrim. I've never thought about physically taking down my network connection after the game starts, but I might consider going that far.

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