Jump to content

Deleted39115125User

Account closed
  • Posts

    15
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

  1. I'm having the same issue, can't figure out what's causing it
  2. to me the only problem is having the right to work in the UK... other than that I'd be gold for the position. Bah, nothing I can do though... Ages ago I've talked about how I could get my Italian Citizenship and try to move there as an EU resident, but with Brexit things seem to be quite dire for people like me, and for that I've sort of postponed getting the documentation, which would require me to move to Italy for a period...
  3. why? I love to sit and watch as the discussions burn all-over... You want to cutoff my entertainment while I wait for SKSE64, I think we should burn you at the Witch-stick! hahaha
  4. been away from the thread for some time, so, any news besides the ETA removal?
  5. The referred QF seems to be used by CompanionsSwapCrimeFactionsNode which I am uncertain if it is use or working in the game (lots of cut content all over the place) Thing is, no matter what I try I'm not able to accomplish my objective due to the funky ways Beths system works. I am in serious need of help here because everything I've tried so far doesn't work, I've even found an old topic discussing this subject pertaining user created quests, which is the one giving me errors... Halp?
  6. Hello beauties! haha So, I've been trying to make Brill and Vignar switch their outfits after the CWAttackCity quest through getstage. But each time I try to compile it gives me this error message: Starting 1 compile threads for 1 files...Compiling "CW_VignarClothes"...C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\CW_VignarClothes.psc(18,18): GetStage is not a property on script quest or one of its parentsC:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\CW_VignarClothes.psc(18,27): cannot compare a none to a int (cast missing or types unrelated)C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\CW_VignarClothes.psc(18,27): cannot relatively compare variables to None No output generated for CW_VignarClothes, compilation failed. I've also tried sneaking some codes into vanilla's QF_C00SwapVignarAndBrillOnAsc_000FF235 script. The resulting modified script looks like this: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 2 Scriptname QF_C00SwapVignarAndBrillOnAsc_000FF235 Extends Quest Hidden ;BEGIN ALIAS PROPERTY Vignar ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Vignar Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Brill ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Brill Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN CODE ; Debug.Trace("CW C00: Swapping Vignar and Brill's crime factions on their promotion to government.") Alias_Vignar.GetActorReference().RemoveFromFaction(CompanionsFaction) Alias_Vignar.GetActorReference().AddToFaction(CrimeFactionWhiterun) Alias_Vignar.GetActorReference().SetCrimeFaction(CrimeFactionWhiterun) Alias_Brill.GetActorReference().RemoveFromFaction(CompanionsFaction) Alias_Brill.GetActorReference().AddToFaction(CrimeFactionWhiterun) Alias_Brill.GetActorReference().SetCrimeFaction(CrimeFactionWhiterun) Alias_Vignar.GetActorReference().SetOutfit(VignarJarlOutfit) Alias_Brill.GetActorReference().SetOutfit(BrillStewardOutfit) Stop() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Faction Property CompanionsFaction Auto Faction Property CrimeFactionWhiterun Auto Outfit Property VignarJarlOutfit Auto Outfit Property BrillStewardOutfit Auto
  7. I'm trying to achieve the same effect in a script, I've attempted the first example resolution: When attached to the NPC it simply gives errors on compilation: Starting 1 compile threads for 1 files...Compiling "CW_VignarClothes"...C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\CW_VignarClothes.psc(18,18): GetStage is not a property on script quest or one of its parentsC:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\CW_VignarClothes.psc(18,27): cannot compare a none to a int (cast missing or types unrelated)C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\CW_VignarClothes.psc(18,27): cannot relatively compare variables to None No output generated for CW_VignarClothes, compilation failed. Basically I can't get around that. I've also tried to sneak into an vanilla script to make the changes, all to no effect at all... I'm pretty confused because the way scripts work in this engine are quite illogical... It's a "can't do this can't do that" feast... I'm also confused towards the second example... What on earth is that supposed to mean? HALP PLOX!
  8. hmmm... MCM under SkyUI is a must for way too many mods out there... Deadly Dragons, Aesir Armor (which I think won't be ported because the author disappeared over 3 years ago), things that change dynamically like Five O Clok Shadow, Pumping Iron. Keybind mods so you have more options instead of only 8 Favorited wepons, and better control at which hand uses what. Things like Trade & Bater (which needs the use of MCM, not so much for the mod itself). Racemenu, etc... Hotkeying ends up being the most important side-by-side with MCM customization. Without the MCM some mods are a nightmare because the authors don't know how to balance them properly, in other cases mods sort of REQUIRE hotkeys to avoid menu drowning... Then there are countless mods that need one or two functions added by SKSE, which without it they won't work at all...
  9. Hmm, that's an interesting topic to discuss, really... If you try to back your affirmation with literary references you won't find much. Most likely you'll only be able to affirm such a thing under the generic common-sense spread out by religions mainly. Meaning it isn't neither a true nor it is a reliable idea. Impatience has a lot of benefits attached to it, the main one being that people who are impatient are less idle, and way more active. That alone makes patience to be a flaw due to it's "inborn-inaction"... So I don't think you've fully grasped the idea behind this philosophy. Instead I'd prefer to go with: "Do not try to control or depend on things that of which you do not control." much better, doesn't involve the "patience" dilemma, and makes more sense for this specific topic we are discussing here... I to think that. I am one of these nut-jobs that actually has done some development works back in college (which was a degree for Game Development, mind you. One of which I've quit thanks to the gods). And there I would always keep my eyes into both things like a chameleon. Whenever something was due to not being finished, delayed or by some miracle advanced release we would announce it whether for users or someone who we were responding to. That alone, plus some logical sense, ends up pointing that SKSE64 won't be released anytime in the foreseeable future, as I've stated before. Best to stick with what we have and give up on waiting. To be honest the increased stability in SE may get hindered by SKSE64, not that I want to back that or go against SKSE altogether, it's just that I've noticed that in Oldrim, whenever you piled up more than 5 mods utilizing SKSE the game would become insanely unstable (bug-glich-lag-wise depending on your rig and which mods you were using). Scripts would have a tendency of overwriting each other causing all sorts of funny behavior in-game, like Durak's "teleporting" issue which could only get fixed by completely pausing scripts altogether through console commands.... Without SKSE the game would run almost as smoothly as some brand-new carpet, unless you went on to make the game demand 64bit requirements with graphic improvement mods, of course, then you would only have your usual FPS drops, but nothing script related. Although I'm really thankful to SKSE, and it's team, I still feel that it is possibly the main cause for unstable games and save-game corruptions out-there... But I digress, I don't want to turn this into some technical discussion, although I do guess that whatever happened during SKSE64 development that cause it to be stalled would be in fact stability issues, so there's that. Maybe they can't make it without breaking the engine somehow, or causing excess on memory usage. Maybe that's the reason they've all went quiet, perhaps they can't figure out a solution and so far they may be under the impression that SKSE64 can't be done to accommodate the most popular Oldrim mods that used to run with SKSE... Idk, it's just wild guesses based upon observation and some personal experience. Or maybe I'm totally wrong and they are actually not giving an F about fan-base, so there's why no updates so far. In any case it's out of our hands, so there's no point in putting expectations or even any notions of foresight as to when it will get done. Honestly I'll stick with my negativity anytime, at least when it's out I'll be surprised, though I still think it might not even be this year... As for Ilja, give the guy a break, he simply "papagaiou" (as we say here in Brazil, something along the lines: "Parroting"/"Parroted" (acting like a parrot, repeating something) whatever he read on SKSE website, along with what was said in Hippo's video on Youtube... Nothing wrong with that...
  10. what's up with the Endereal propaganda? From what I've heard it's quite lame, well put together, more professionally polished than any Bethesda full releases, but it's still a cliché story with a not so interesting world building... All info I've got were from reliable sources, and tho that doesn't cover all, I've had some friends who tried it out and hated it's guts... So, are you part of their team by any chance? haha PS: I do prefer watching this thread over trying Endereal, I simply don't feel like it...
  11. In response to post #48678922. #48679437 is also a reply to the same post. That's great to know! Thanks for informing me. =) So I've got 2 years then... Better pray for my documents to get past bureaucratic blocks fast then... We Italians should stick with cooking and avoid paperwork hahahahaha Not that I'm purely Italian, but you catch the meaning
  12. Brexit just impedes me for even attempting an position... I have Italian Citizenship, have extensive english knowledge, and before Brexit I was thinking about moving to the UK, I simply love your country... Anyway, if by any means there are spots opening in the future that cover communication areas (I have partial formation in Film Making, multimedia, and marketing) I would be glad to know, even tho chances are slim for me to actually get an visa to work there... Specially because I do intend to finish college abroad. I wouldn't mind working my arse off and studying at night-time, but idk how these things work there in the UK. I may try in the foreseeable future apply for an visa there, but Italian bureaucracy has been delaying most of my documents which I still need to even try for that... As for this position, although I do have knowledge about the requirements, I lack real skills on those, would need to sit on my arse and study all of that again hahaha Good Luck finding a suitable candidate! ;) PS: I'm Brazilian btw, not that it holds any kind of importance besides the 3 language factor...
  13. I saw that was posted on Steam by somebody named Ilja. Anybody know who that is? He may not know any more about this than we do, which is not much. That's what I suspect. The team is probably just quietly working and no one knows for sure until they finally release it. That's usually how most professional developers I know operate. I've kept 100% quiet about SKSE64 until now, what I've done in the mean time? Played SSE with whichever mods available for a while. But now I've Rolled back into Oldrim, facing all the bugs mem leaks and instabilities SE "fixed", but then again, each time I mod Oldrim it's a one-weeks "job" of fine-tuning and tweaking mods one by one, finding compatibility, testing load orders and trying to uncover deceitful glitches that happen for the most bizarre reasons (like the good old invisible objects in Oldrim, engine's fault, fixable but nearly impossible to actually do it). So, since I knew that rolling back into Oldrim would take a lot of time and effort, I've delayed it until I couldn't find any assurance about SKSE 64 and SkyUI getting done at any point in foreseeable future. Tbh with all of you, I doubt it's coming out anytime soon, which means, to me at least, that I won't probably ever see it because it's unlikely that I'll keep playing Skyrim for much longer (owned it for years now, played it countless times, bled my eyes trying to make stable heavily modded playthroughs, etc.) Altho SE sparkled the will to play again, that won't last much longer, and seeing as things are going (specially the silence) have pointed me towards Oldrim for the full experience instead of the half-arsed experience I was getting from SE due to the lack of "essential" mods . Anyway, I am really thankful for the mods and community, but as I've said earlier, tbh I don't believe SKSE 64 will be around before I get tired of Skyrim again...
  14. In response to post #44139855. #44175755, #44180610, #44180700, #44187580, #44227890, #44253440, #44253550 are all replies on the same post. why? Anyone who owned the original copy of skyrim on PC got SE for free... I mean, there's nothing to boycott there...
×
×
  • Create New...