Jump to content

AbelsSkyrim

Members
  • Posts

    19
  • Joined

  • Last visited

Everything posted by AbelsSkyrim

  1. Also experiencing this issue. Can't get anything to render by selecting them from the object palette list.... Is this a known bug with the CK (wouldn't shock me)?
  2. You don't want to start over just yet.... I would test each plugin separately. Literally* (I know you said thoroughly, but literally) load only one at a time, and see if it works. If each one works alone, you know you didn't mess up the merge (or essentially have a bad plug). The normal human lifespan isn't long enough to test every combination to find the incompatibility, so if the whole shabang doesn't work when you know each plug is good, you're dead in the water. Even still, I'm confused about why you're running (oldrim?) or even sse 32 bit(is that even possible?). You made it sound like you're on 64 bit OS, but using 32bit exe, which is fine, but it matters. It seems like you know you can't use oldrim mods with sse, but just in-case, you cant. Make sure you're using the current versions and such. I don't care if you're pirating, but your pack may not run correctly with mods designed to run on the legit copy. Furthermore, I have no idea how much of a difference there is between your version and/or setup of the game and mods now and the setup you used "a year ago". Things like pirated games, different version of the game, patches to mods since a year ago, even windows updates, can all affect how it runs. All organizer programs do is control how skyrim reads data. You can put the files in the data folder yourself. Idk fully how SKSE technically works, but the plugin unlimiter should still work for manually copied files, no? So just put the mods directly into your data folder and try it. This eliminates if MO2 is the stinker. Speaking of SKSE, if I had to make a random guess from the crashlogs (and I'm no programmer so...) I would GUESS the issue is you're on a 64-bit OS, using a 32bit exe, and you downloaded SKSE for 64 bit, and its f*#@ed the whole thing. I don't use SKSE, but things like this matter A LOT to that program and any mod using it. Idk what parts are backwards compatible or not, but it seems to me if you're not using 64 bit OS with 64bit game, and SKSE designed for SSE, then its going to crash. Just make 100% sure that whatever version of skyrim you're using it's getting the correct SKSE and correct version of the mods. In essence, there are many variables to account for, so start by checking the easiest ones. Checking for a bad plug is easy and quick, hopefully you find one, fix it, and can play. If not keep moving down the list of variables until you reach a point you don't have enough time or knowledge to solve.... then start over from scratch, preferably with a legit 64 bit copy of SSE. Best of luck, sounds like you'll need it!
  3. It is hard (in fact, impossible) to tell what you personally will enjoy. However, it is very likely that you will enjoy what most other people have also enjoyed. The nexus site for mods has the endorse and popular tags. You can see which mods have been "liked" the most and downloaded the most with simple search filters. Obviously its like a search engine and you can filter your results by keywords. In-case you found this forum without finding the mod site link, and are that much of a newb... https://www.nexusmods.com/ If you don't have anything at all yet... (Feels weird seeing vortex up there) The link for vortex is at the top of the nexus mods site now. You're basically downloading a program to place files into a directory for skyrim to look at and load, so you won't accidentally ruin your install doing it yourself. If you can't get it to go the first time, there are many tutorials out there, and they're very straightforward. Choose your skyrim edition and begin searching. You can simply search for whatever tag you like and sort by popular. I would HIGHLY recommend the Unofficial Skyrim Special Edition Patch, Static Mesh Improvements Mod, Immersive Citizens, and Skyrim Flora Overhaul. These three will keep the game pretty much 100% vanilla, and do the most to flat out improve gameplay without adding a bunch of stuff. Good luck.
  4. PogChamp. I have seen the list of condition functions, which clicking the confusing ones gives no description lol. But the object map is quite useful, exactly where I want to start, thank you.
  5. I wouldn't mind writing scripts at all. Just don't know what the vanilla scripts are capable of. SKSE works great and all, and I'm 100% sure the extended capabilities of it would fulfill my needs, but if you mess something up, or use too many new scripts you have serious runtime problems, lag, get CTDs, etc. I'd rather find a way to make this mod without adding to the possibility of that stuff, and was hoping someone could kind of just point me in the right direction for that. Like I said, I don't even know where to look for functions like getgoldvalue or object identities. Eventually I'll find it/learn it, I was just hoping somebody could save me a little time by giving me some advice where to start, and if need be some good hints for some key functions I'd have to use in a script.
  6. Sorry you can't mod yourself, its super fun and enjoyable! Not going to harp on you; If you don't want to, you don't want to, and thats fair enough. I just want anyone else reading this to know that if scripting/coding is the stumbling block, you never have to script, or code with xEdit. It's finding a value on a table, and changing entries on that table. No syntax, no understanding code, just reading simple tables and moving values around.
  7. xEdit is just an all-encompassing name for the modding program used to mod any bethesda game. "x"Edit is just a term for the modding tool that edits "x" game. "x" = whatever game you're using the tool to mod. In our case, "TESV"Edit, or "SSE"Edit (The Elder Scrolls Five Edit and Skyrim Special Edition Edit, respectively). So, if you're using xEdit to mod SSE, you're using SSEEdit.exe. It's the same tool for every game (theres even fallout games versions, FO3Edit.exe, etc.). So when I said xEdit (and probably when anyone else ON THIS FORUM says xEdit) it means SSEEdit or TESVEdit, and xEdit refers to either of them because we're not sure if you're modding oldrim or SSE, and don't want to type out both! Hope that clears everything up!
  8. Thanks for the responses guys, kinda shocked we haven't solved something like this yet. I guess I'll start tooling around with it in HxD or something. The reason I want it is so I can make my own list of items that I want NPCs to acquire. Making them take everything is a relatively adequate solution, but sloppy, and rather immersion breaking. If I can't find a way to edit this list, then finding another way to make it work the way I want is like hitting the lottery. There's a million different ways I think MIGHT work, but testing them would take eons, it'd be nice if I can find this list. I could describe all the ways I can think of, but it's just easier to ask if anyone has done something similar and knows a work-around. Basically I want an NPC to notice a dead body, check if it has valuables, and take anything that meets the "valuable" criteria. Figuring out what they do with the items, and how to make them do it, is the next step. But for now, I just need them to take specific items...
  9. This makes me want mage hand..... My list of "to do mods" is messy as is, and tbh it would be a while before I got to it. But, in the interest of seeing a cool mod happen, my thought would be looking for a global variable or something similar that controlled the distance which the PC can "activate" a target. Even if that doesn't exist, I feel like you could make a camera mod that can "activate" things around the camera, whether thats giving the camera the activate ability, or duplicating the PC model temporarily and replacing it with some magey hand looking thing while you cast, idk. Some way to force the "IsCrouching" state/condition so when you try to "ativate" things, pickpocket/steal will be the default option, there might even be a mod that forces every "activate" command to bring up a menu of choices, can't remember. Might also be immersion breaking if you simply "pickpocketed" the items from afar, and didn't have to drag them back to you with the hand. Things like the PC illusion/alteration level controlling how much weight the hand can pick up, or nearby NPC alteration/illusion level being able to detect your mage hand would be cool. Just spitballing here, anyone else?
  10. The ENTIRE thing sounds like a rather custom job. Certainly, one could make a modular mod package with different levels of disadvantages, and plenty of custom options, but this would be quite time consuming to give everyone the options "they want". I know its a request forum, but if you don't want to wait/pray for someone to make this mod, there's a better way. You could make an esp with all the disadvantages you want in like a few hours start to finish (assuming you've spent more than 10 minutes in the CK or xEdit, at least, and even then, you could learn how to do this kind of basic stuff in maybe 6 hours), and if you're not releasing the mod, why bother with making a config menu. If I were you, and now reading your post I kinda like this idea.... I would download overhauls like ordinator, or apocalypse, read through the new perk and spell effects (and of course review the vanilla ones) and see what sounds like it could be worked into a disadvantage you want, and simply change the data in xEdit/CK to be, well, harmful! Likely it's as simple as making a positive number negative. Set it up with a MCM if you want, but, unless you plan on rolling dozens of new sets of different disadvantages, or get bored of your characters in less than 6 hours... why bother. Just add the spell/perk effects to whatever simple trigger you want. I'd probably start my guy with 1 perk point, and make a perk activate all the "disadvantages", even if you know nothing, both ordinator and apocalypse are a great template for "how to get the stuff I changed onto my guy" (IE, the trigger part). Hopefully this helps you or someone looking for something similar!
  11. Hey guys I'm looking for a list, which isn't obviously named as a FormList. The list can be "viewed" as a dropdown list from inside the package AI "Object type" as a target. To be detailed, if you create/edit an AI package, create/edit a public package value that uses TargetSelector, and proceed to chose the target, you can select a multitude of options (from linked references, package data, and my included type in question). If you select the "any object" button, and drop down the second dropdown box literally called "Object Type", it is a list of grouped objects. They're quite clearly an organised list with specific categories. I would very much like to find and add an entry to this list, or at the very least make changes to one of it's categories. Unfortunately none of the obvious search terms relinquish a result in the formlist, and it doesn't seem to be a keyword or global, or any obvious category in the menu system of the CK. I also tried searching for some of the categories themselves, in CK and xEdit, to no avail. Nor was I able to find any "tangible" data for xEdit to point me to what it's referencing. I also tried Object palettes, which it's either not at all what it is, or you cannot create new palettes to be used without some workaround. And ofc, I did a raw google search and only found one other human being that asked about this years ago in some dead thread. Short of me running through all auspiciously named FormList entries, does anyone know how to access this list? Does anyone even understand what the heck i just said lol? Here's to hoping this thread only ends up half as dead as the the aforementioned...... Any Help Appreciated Thanks
  12. I would HIGHLY recommend downloading Apocalypse (the magic mod), and rummaging through it with xEdit. I know there are many onhit spells in that mod, which DON'T require SKSE(no extra scripting) and by checking the references and spell effects you should be able to find the correct inputs to use without too much trouble. Good Luck!
  13. This is actually an exploit people use to get "infinite arrows". I have a sneaky suspicion this might be difficult to fix, especially if the unofficial patch hasn't addressed it(which I'm not sure it hasn't). Being unfamiliar with the library of functions, I would be inclined to search AI package data and check for any remove item scripts or remove item procedures. Or, perhaps, modify one of the global packages to include a lightweight procedure to ensure NPCs remove the correct ammo when attacking. Maybe theres a global or magic effect giving NPCs infinite ammo? If you do find this fix, would you mind posting the solution here?
  14. As far I understand it, NPCs are spawned as the player loads cells they could potentially exist in. I've actually followed a thalmor patrol to their embassy, and spectated them just standing there afterwards, doing nothing. I would assume those X markers are references to a location used by their patrol AI package (their destination). You can modify their behavior to not end up at the thalmor embassy through their AI packages. You can modify their items if that's the issue through the leveled lists. You can also modify their actor stats if that's an issue too. If you really want to remove thalmor patrols from the game, you can fill their WIThalmorPatrol/EncThalmorPartol or what have you in the actor tab with a NULL reference. You can probably stick it somewhere that makes sense, like nulling their model file, or their actor template and they simply wouldn't exist. Of course, this leaves me wondering if their patrol data is still taking up VRAM, and if it even matters. This would probably be done easiest in xEdit (SSEEdit). Just right click the thalmorpatrol entry in actor and copy as override into a new file, or into another esp you know you will load. Fill some entries with NULLs or just delete all the data in the fields (but make sure to keep that override in actor in your esp). To be insanely thorough, you could download a mod that edits world encounters, and examine it in xEdit, and note the entries the modder changed. This would give you all the possible locations any "ThalmorPatrol" data would also exist, and searching those tabs until you eliminate it all. Hope this helps!
  15. Not sure how much of a noob you currently are, but if you're going to be editing scripts to your liking and creating new ones, you'll need SKSE for your mods, and a program to edit the scripts (not sure if the creation kit does?). This is a rabbit hole I haven't even went down yet, but I have a feeling there are many google-able tutorials on how to extract vanilla scripts, edit them, and then implement them into game. Hope this is helpful to you or anyone completely new stumbling upon this.
  16. I agree xEdit would probably be best for this. https://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/ That's a wonderful(and quick) tutorial on how to merge records. The other right click options in xEdit are also super useful, and fairly self-explanatory. Copy as override, deep override, etc. are along the lines you want. Just select all the objects you want to transfer and copy into the other mod's esp. Remember if either mod has custom meshes/textures you're going to have to keep those in your mod folder, otherwise when the esp references those models to the game, it won't know what to put there. Good luck!
  17. Hi fellow modders. Fairly new to SKYRIM modding, but veteran from other games. I'm trying to work without SKSE (for now) and was attempting to get a specific function out of the vanilla AI packages. I want certain NPCs to loot valuable items from corpses they notice. I'm trying to use a dead body override, based on the acquire package, and believe this is the best way. I've set it up to search the corpse that triggered the interrupt, for items based on a link referenced keyword. But this would mean serious incompatibility, and eons going through the item list applying the keyword to the items I want the script to loot, and even if using a FormList helps with compatibility, that would also mean tedious work. I was reading through the list of procedures, and even item conditions, to hopefully find some way for the acquire package to use "take item if value(in gold) => X". But I found nothing obvious. Basically, I would want to command the acquire script to take any items off a dead body that are greater than SOME GOLD VALUE (or something similar). I just haven't been around all the functions enough to know if/where one exists, and thought I'd come here to ask if anyone knew before I spend the next few days creating form lists and sifting through all the items. Or perhaps I'm doing this inefficiently, and you know a better method! Any help appreciated, thanks!
×
×
  • Create New...