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plunket

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Posts posted by plunket

  1. Hi. I've scoured the internet and can't find a fix.

     

    Finally delving into SSE after years of LE and I can't launch in full screen from Mod Organizer. I edited skyrimprefs.ini per the countless threads about that -- including adding my screen resolution. No matter what I try, the game launches a little to the right and with a title bar at the top (see attachment; cropped but it shows the top right). I checked for multiple copies and multiple profiles. I have only installed skse64, acquisitive soul gems, and the vivid map; but I am 100% sure the problem existed before I installed any of those.

     

    Currently I have this (in both INIs for good measure):

     

    bBorderless=0

    bFull Screen=1

    iSize H=1080

    iSize W=1920

     

    But I have tried this also and it made no difference:

     

    bBorderless=1

    bFull Screen=1

    iSize H=1080

    iSize W=1920

     

    Also tried with both zeros just to see what would happen. Nothing makes any difference.

     

     

    Just about to abandon hope. Suggestions?

     

    Thanks in advance.

  2. Lol I just found this when looking for help with another custom object, having forgotten I posted this. The problem persists. Can anybody point me in the right direction?

  3. I don't believe using a perch fires an OnActivate event, but what event -- if any -- it does fire I don't know. There might be a way to add a script to any nearby dragons to have events fire when they enter perch animations, but Skyrim animation and animation events are a deep witchcraft to me. Sorry.

    There is a vanilla script attached to every perch in the towns, which is basically like mine except it registers a quest event. But rather than risk a big error, I left their script alone. Thanks anyway foamyesque.

  4. I'm trying to get a shop door to lock whenever a dragon perches on the shop's roof. It's not working. I put this on the perch above the Sleeping Giant Inn:

     

    Scriptname plunketDragonPerchScript extends ObjectReference
    
    
    ObjectReference Property myDoor Auto
    Spell Property Smolder Auto
    
    
    Event OnActivate(ObjectReference akActionRef)
    Debug.Notification("Local shops are damaged!")
    MyDoor.Lock(true, true)
    Smolder.Cast(self, akActionRef)
    EndEvent
    Nothing happens, not even the notification. I tested during Assault.
    1. what am I doing wrong, and
    2. do I need to set it to unlock after a while or will the door's schedule do that on its own?
    Thanks in advance.
  5. You cross from one hold to another and the guards attack you. Turns out you have a bounty in this hold and cannot remember why. Are there any mods to jog your memory ("You stole a potion," or "You killed a chicken" or "you attacked [npc name]"?

  6. I made a custom object (exterior) and it looks great most of the time! It is about the physical size of a farmhouse. But the side getting direct sunlight at certain times of the day becomes weird and muddy-looking, even (especially?) on a clear day. Details vanish on the side with more light, while the opposite side looks clear and nice. It's sunrise and sunset, and a few hours around them, when my texture gets ugly on whichever side has more sunlight. Other types of light do not seem to cause the problem.


    It uses one 4k diffuse and one 4k normal (with specular on the alpha) on a single NiTriShape in a single nif. I tried using a solid black alpha channel. I tried to mimic the settings of other outdoor nifs (rock cliffs, etc) but maybe something got mismatched or overlooked?


    Shader Flags 1: SLSF1_Receive_Shadows, SLSF1_Cast_Shadows, SLSF1_Own_Emit, SLSF1_Remappable_Textures, SLSF1_ZBuffer_test

    Shader Flags 2: SLSF2_ZBuffer_Write, SLSF2_Vertex_Colors, SLSF2_EncMap_Light_Fade

    Glossiness: 50

    Emissive Color: Black

    Specular Color: Black

    Specular Strength: 1.5


    No ENB and this happens with or without ELFX. Thanks in advance if you can help.

  7. I just made my first custom collision object for a large standing stone, in 3DS Max. By looking a little here

    (

    )

    and a little there (https://forums.nexusmods.com/index.php?/topic/570723-custom-collsion-help/),

    I got the collision to work perfectly; and when I shoot arrows at it, they are deflected. But when I use spells like Flames on it, there is no effect decal. What might I have overlooked? Thanks in advance if you can help.

  8. I made it using the CK. I cleaned it during troubleshooting.

     

    I mean if I understand -- all I did was create tracks/types and edit the music type for certain cells in the CK, but I did clean it with TES5.

  9. I edited the music type for cell DawnstarExterior08. That is all I did to it, I am certain. This cell now is under water no matter what I do. I scrolled way way up to be sure I can see the surface panel in the CK and it is there, so it's definitely my mod doing this. I checked to make sure the water height is the same as the default for that worldspace (-14000.000) and it is. It didn't work so I tried other heights also like 0 and -50000.

     

    I cleaned the mod and sorted everything with LOOT; no change. I restored the cell to vanilla, THEN cleaned and sorted, and still it makes no difference; the water persists. Barrels and NPCs float up, it's ridiculous. Chickens float up, then swim out of the square and fall to their deaths.

     

    The only difference I can see between this and the surrounding cells is that this one has "Hand Changed" ticked by default. I tried unticking that too but it made no difference.

     

    If anyone has a solution or idea please let me know. The mod is a simple music customizer for the major unwalled towns (Dawnstar, Falkreath, Morthal, and Winterhold) that makes no other changes but to the music type of the applicable cells. Everything else is tested and working fine and it does not conflict with other mods like Personalized Music. I would have been launching today if not for this bug.

  10. This page is your friend http://www.creationkit.com/index.php?title=Category:Papyrus.

     

    Also you are using a spell not an effect of what i understood am I right?

     

    If so yopu may want to look into this http://www.creationkit.com/index.php?title=OnSpellCast_-_ObjectReference

    Thank you -- not exactly, the spell effect uses a script only (does nothing else). I have gone through creationkit.com but have hit a wall. I am 100% certain that when I made this work before, it was extending the active magic effect, not an object reference.

  11. EDIT:solved it myself. Thanks anyway.

     

    I had this working exactly as intended a few years ago, but can't remember how and the script/mod is irretrievably lost now. The idea is that this script (attached to a spell) will make a potential follower or spouse out of any NPC with the appropriate voice, and improve disposition with any NPC. I have tried setting the rankings to 0 (and -1 for currentfollowerfaction) but that did not work either. It compiles fine, and if wearing an amulet I will get the "Interested in me?" dialogue from some characters. But I don't get the "Follow Me" dialogue from anyone. When this was working I used to be able to recruit guards or bandits or forsworn, basically anyone, and even Sigrid expressed interest in marriage.

     

    Scriptname lovespellscript extends activemagiceffect
    Faction Property PlayerFaction Auto
    Faction Property PotentialFollowerFaction Auto
    Faction Property CurrentFollowerFaction Auto
    Faction Property PotentialMarriageFaction Auto
    event OnEffectStart(Actor aktarget, Actor akcaster)
    aktarget.stopCombat()
    aktarget.AddToFaction(PlayerFaction)
    aktarget.SetFactionRank(PlayerFaction, 0)
    aktarget.AddToFaction(PotentialMarriageFaction)
    aktarget.SetFactionRank(PotentialMarriageFaction, 0)
    aktarget.AddToFaction(PotentialFollowerFaction)
    aktarget.SetFactionRank(PotentialFollowerFaction, 1)
    aktarget.AddToFaction(CurrentFollowerFaction)
    aktarget.SetFactionRank(CurrentFollowerFaction, 0)
    aktarget.SetRelationshipRank(Game.GetPlayer(), 4)
    endevent
    I know there are mods that do similar things, but I really wanted to keep this one slim. I am 99% sure I did not use aliases or create packages last time I did this. I also had this line:
    akcaster.SetRelationshipRank(aktarget, 4)
    but am not sure it does anything at all. I've scoured tutorials and whatnot and am stumped. If you can help, thank you.
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